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[RMVX Ace] Looking for a few good team members!

Looks cool, but the response doesn't seem especially enthusiastic around here. As much as I like the art and the overall tone, I think going commercial is premature at this point, especially since you hope to get crowdfunded first. Unfortunately, 4k downloads doesn't really translate into a lot of backers, and the impressive review numbers are an RMN-only thing.

I don't want to sound too discouraging, but it's definitely better to be aware of one's prospects now, and the reality of crowdfunding in general and Kickstarter in particular is that it's fundamentally conservative. Pretty much all the game backing goes to a) the people who worked on something that was popular/recognised or b) people who are trying to revive something that was quite popular/recognised in its day. Even the all-new exceptions, like Dex and FTL, succeed because they identify a void that plenty of people want to see filled, be it the desire for space roguelike before the genre's revival, or the concept of marrying a Metroidvania with dialogue-driven Cyberpunk RPG.

If your project doesn't fit into those three at first glance, then Kickstarter is a terrible way to enter commercial game world. We even have an example, with OMNIS: The Erias Line: very well-received on here, but utterly out of its depth on Kickstarter. To be fair, there are plenty of things that could've been done better with that campaign (to my mind, at least), but I don't think any of them could've pushed the project over the finishing line; the shortfall is just too much. In the same vein, people are unlikely to be very enthusiastic about backing a 2-4 hour game.

In all, there's a time and a place for going commercial, and for LAW, I don't think that time is now. It just has to become more prominent of a setting first. As difficult as it might feel, keeping the Lavie trilogy freeware, then going commercial with the next entry/project is probably one of the better ways to proceed.

CloudyHillScreen1.png

Yeah, if you can climb on them, then more visual features is what needed. Some softer gradients going over it and such would probably help.

The Delicate Art of Murder: Stamina

Interesting system. The idea of SP factoring into one's defence in particular is certainly something I don't recall seeing before. It makes sense for sure (you have more energy to dodge and such when you are not tired). One problem I can see with it, though, is that it could just encourage the player to attack normally for most of the battle to keep their SP (and, consequently, defence, high) before finishing enemies off with the most powerful skill on the last turn, and do that for every battle.

CloudyHillScreen1.png

Like the trees and the flowers a lot. Not a fan of the clouds, though: they're so square, and practically featureless on the inside, that it feels like I'm looking at concrete blocks. Not very whimsical. :|

Hair_dryer_death.gif

Oh, that's reassuring. Like the confused look of Razor Dog just before it blows up as well!

Hair_dryer_death.gif

So they just fade out? Damn. You could do all sorts of cool stuff like the dryer sparkling and blowing up, or the copter's blades flying off while it's splitting in half. Best to save the fades for non-tech enemies, I think

sample.gif

Awesome! Can't speak for the whole game yet, but this image is almost "objectively perfect"! I guess it's kind of weird how the toaster itself seems to float in mid-air, if you look at it closely, but everything else is pretty cool.

Character Blog, Set 3: The Bureau Chiefs

I really like the care put into all the characters' skills, both here and in the previous blog, and it should be quite fun to select party layouts to ensure their skills synergise well, or just figuring out the best ways to use what you've got. I only hope that the enemies will also have quite a few skills of their own, so that each grouping consist of enemies that work together well enough, and can catch you off-guard if you tackle them wrong, requiring tactical thinking.

And as for Bureau boss balancing, I'm not really a fan of arbitrarily disabling healing, or making it strangely expensive, as that will always feel arbitrarily. Instead, why not just make it so that the threat level in the region will jump by a fair bit after each mission using said bureau's chief, as a consequence of them not handling things on the ground? You'll get severe financial penalties as well (they cannot manage finance side as well if they're fighting with you), and that should keep balance in check.

Luxaren Allure

Well, Ive always considered character level as the reflection of character's battle experience, rather than ability per se. Arbitrary as it might be, I always feel more immersed in the game when a character that is supposed to be a veteran with years of experience begins at level 3/5/7 etc., rather than normally.

Luxaren Allure

author=shayoko
its funny merel is a mage. by all rights a lamia would have substantial physical strength,defense and speed over humans :D


Erm, I understand defense and probably strength one (although you could make the case their upper body structure is actually underdeveloped because of the need to allocate most muscles to snake body-part). However, just what is going to make lamia faster? They cannot even run, and the large lower-body probably means they have to either painfully crawl over every stick and rock on the ground or else waste time going around them?

author=Sooz
Lvl 1 is the first level of being able to go do stuff instead of being an NPC. You have to train your way out of NPCdom. DUH.


Well, not always. Sore Losers (I mention that game way too often around here) had its protagonists begin at levels 4 and 5. Aegix Drakan's THE END had everyone start at level 30 and go up to level 60 or so, for obvious reasons.