NEVERSILENT'S PROFILE
- Silence is silver, speaking is golden -
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
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Loyal Master of the Wind fan!

Mia & Amalie will save us all!
Obey the Tezkhra!
Damsels of the world, join the Mayhem!
Proud member of the Flowey Fan Club.
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
-------------------------



Loyal Master of the Wind fan!


Mia & Amalie will save us all!
Obey the Tezkhra!

Damsels of the world, join the Mayhem!

Proud member of the Flowey Fan Club.
The Book of True Will
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
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You don't have to be great to start, but you have to start to be great.
Fundamental RPGology
I signed up for this as a good point to start making a prototype of the custom event-based battle system I had planned to create for two future projects. I do have two questions, however:
1. Does the battle system have to be simple? The concept I have in mind is relatively complex, so would that disqualify me?
2. If we create multiple successive battles, is it acceptable to have sort of a "preparation phase" between them, where the player can rearrange his team, change equipment or things like that?
Thanks, and may the best win (not me, probably).
Good decision, YM, good decision.
1. Does the battle system have to be simple? The concept I have in mind is relatively complex, so would that disqualify me?
2. If we create multiple successive battles, is it acceptable to have sort of a "preparation phase" between them, where the player can rearrange his team, change equipment or things like that?
Thanks, and may the best win (not me, probably).
author=Yellow Magic
Dammit guys - I vowed to never make another RM game, but thanks to this contest I'm going to have to eat my words like a marriage agreement.
Signed up!
Good decision, YM, good decision.
Fundamental RPGology
I like the idea behind this contest, and I'm sure it's going to spark a lot of original concepts and inspiring ideas. However, I am a bit sceptical of two of the rules:
I understand that you are trying to avoid ways of fueling/(un)locking skills that are already well-known or even overused. Still, having the availability of certain skills depend on another number (commonly MP) is not automatically a bad or boring design choice. What is more important is how these "MP" can be acquired, refilled or unlocked. A battle system with MP but no ethers, for example, could make for a significant change in strategic possbilities.
I readily admit I'm not a huge fan of randomness in games either, because it tends to make success or failure more and more dependent on luck. Still, randomness is also a strategic element, which involves deliberately taking a risk hoping for a positive outcome. (This article by Deltree takes a closer look at this phenomenon).
These are just my personal thoughts, of course, but I think it should be avoided to needlessly limit the participants' creativity with these rules. I don't think it's improbable that people will come up with new and original takes on old or well-known battle machanics, and if that means using a ressource like MP in an unconventional way, then why not?
- There must be only HP. (MP or other gauges would be redundant with some rules below)
I understand that you are trying to avoid ways of fueling/(un)locking skills that are already well-known or even overused. Still, having the availability of certain skills depend on another number (commonly MP) is not automatically a bad or boring design choice. What is more important is how these "MP" can be acquired, refilled or unlocked. A battle system with MP but no ethers, for example, could make for a significant change in strategic possbilities.
- There must be no randomness, as we're trying to isolate pure strategy.
I readily admit I'm not a huge fan of randomness in games either, because it tends to make success or failure more and more dependent on luck. Still, randomness is also a strategic element, which involves deliberately taking a risk hoping for a positive outcome. (This article by Deltree takes a closer look at this phenomenon).
These are just my personal thoughts, of course, but I think it should be avoided to needlessly limit the participants' creativity with these rules. I don't think it's improbable that people will come up with new and original takes on old or well-known battle machanics, and if that means using a ressource like MP in an unconventional way, then why not?
First demo is up, I need feedback on what I have so far.
Okay, I finished the demo and managed to win the second boss fight after several unsuccessful attempts. Here are my final notes:
- Double-check the "Guts" Mod for Karin. It says it lets you start the battle with a higher draw rate, but its effect shows the symbol of "Vigor" (increased EX gain). I'm pretty sure the actual effect is correct, but the use of that symbol is confusing.
- Razorclaw's "Gut Bust" does not trigger Fang Traps and Dispensers.
- The description of Karin's "Intervention" says it will take hits for an ally for 5 turns, but in fact, it only works for 3 turns.
- In principle, the boss battle against Razorclaw is a lot of fun and his mechanics allow for many cool strategic approaches. However, do consider slightly decreasing Razorclaw's attack damage, because right now he can instantly kill a party member even with his normal attack and multiple with his "Ravage" - even if they are defending. It is not impossible to survive his attacks, but he is definitely a little too deadly in his wolf form (especially if the player is unlucky and he calls in his "groupies" just as he started a new wolf cycle...).
My personal opinion:
Overall, a really strong demo with interesting yet funny characters, cool progression and battle mechanics and a good use of graphics and music. If you manage to keep everything a bit more balanced without removing the strategic challenges and make the game (especially combat) slightly more fast-paced, then I can definitely see Mayhem Maiden becoming one of my new favourites on this site.
Thanks for letting me test your game, and I'm glad my feedback was useful to you. Good luck developing this project further.
- Double-check the "Guts" Mod for Karin. It says it lets you start the battle with a higher draw rate, but its effect shows the symbol of "Vigor" (increased EX gain). I'm pretty sure the actual effect is correct, but the use of that symbol is confusing.
- Razorclaw's "Gut Bust" does not trigger Fang Traps and Dispensers.
- The description of Karin's "Intervention" says it will take hits for an ally for 5 turns, but in fact, it only works for 3 turns.
- In principle, the boss battle against Razorclaw is a lot of fun and his mechanics allow for many cool strategic approaches. However, do consider slightly decreasing Razorclaw's attack damage, because right now he can instantly kill a party member even with his normal attack and multiple with his "Ravage" - even if they are defending. It is not impossible to survive his attacks, but he is definitely a little too deadly in his wolf form (especially if the player is unlucky and he calls in his "groupies" just as he started a new wolf cycle...).
My personal opinion:
Overall, a really strong demo with interesting yet funny characters, cool progression and battle mechanics and a good use of graphics and music. If you manage to keep everything a bit more balanced without removing the strategic challenges and make the game (especially combat) slightly more fast-paced, then I can definitely see Mayhem Maiden becoming one of my new favourites on this site.
Thanks for letting me test your game, and I'm glad my feedback was useful to you. Good luck developing this project further.
[Request] RMXP - Metallic Wall Autotile
Whoah! Thanks a lot, LockeZ, you're awesome! I decided to use the first one, and it looks much better now.
You've really helped me a lot, and I'll definitely be giving you a place in the credits. Thanks again.
You've really helped me a lot, and I'll definitely be giving you a place in the credits. Thanks again.
MOGTIP: Explain, explain, explain! You don't have to break down EVERY mechanic, but make sure the player knows how to uh, play your game and what you put in it.
Hey, I missed these Mogtips. Glad to see they're back again.
On topic: I tend to agree. It can be fun for the player to figure some things out by themselves, but it should always be possible to look things up or read an explanation when necessary. There is little as frustrating as having no clue what you are actually doing in a game (of course, exceptions are always possible). It also matters a lot how the explanations are worded and presented, though.
On topic: I tend to agree. It can be fun for the player to figure some things out by themselves, but it should always be possible to look things up or read an explanation when necessary. There is little as frustrating as having no clue what you are actually doing in a game (of course, exceptions are always possible). It also matters a lot how the explanations are worded and presented, though.
[Request] RMXP - Metallic Wall Autotile
If you could make something that matches the style of the button (without making the button difficult to see), that would be entirely too awesome. Thank you so much for being so helpful!
The Grumpy Knight
@AlexBrown: What you describe is an issue not exclusive to this game. It can sometimes occur in any RPG Maker game. You can normally fix it by pressing the NumLock button on your keyboard a few times.
First demo is up, I need feedback on what I have so far.
I've got some more notes ready. Here they are:
- If you go back to the Storage Area again after you've defeated the Guardian, he will be back lying in his bed and can be fought again as if nothing happened (despite there already being this option by using the dark aura circle).
- There's a typo in the description of the Mouth Binder. It says "can now Bind enemy Mouthes"
- Please seriously consider having enemies give more EXP and drop more Rift Dust. As of now, the costs for items used per battle are sometimes higher than the rewards - and that's not counting battles where I eventually got overpowered by enemies and had to escape.
- The River Slime's "Splintering Ice" spell is very overpowered, especially once it hits an ally for the second time. If there are two slimes in the same party, the player won't even have the chance to remove the Ice Weakness if they both attack the same target.
- When Karin's "Attract" has ended, the text says "Karin is still drawing the enemies' attention" - which is the exact opposite of what actually happens.
- May's Shield Dispenser Mod is very useful and a cool idea.
- Karin's "Purify" skill does not cure Bleeding.
- Wrong word: "You assume I won't be doing that it to you anyway" (see screenshot)

- It is not possible to sell "Shiny Lens" mods.
- The different moons mechanic is a very clever idea. I like it.
- When an enemy is killed by a Fang Trap, its secondary effect (caltrop) still activates and hits another enemy.
As much as I like the game so far, these are my main concerns:
- The Overload mechanic is too extreme. It has such an enormous influence on the course of a battle that it sometimes is even better not to revive Holly when she's been defeated. The impact of Overload and the ease with which it is triggered has to be reduced to make Holly more playable. She should still be a risky character, but her mechanic shouldn't decide the question of life and death on its own..
- I like being challenged by difficult enemies, but so far, every encounter has been as difficult as a boss battle. I rarely ever managed to finish an encounter with all allies alive, and since reviving is so difficult and expensive to get, it often isn't worth the experience points. This would not be a problem if there were only few enemy troops in the game, but there are loads of them, and it simply makes the game very strenuous.
- Battles take an enormous amount of time. Especially since there are so many extra effects, and as the battle log keeps reporting status effects over and over, the tempo of combat is so slow that finishing one encounter can take up 15 minutes. You will have to find a way to speed up this process and reduce the redundant status reports, or else battling will eventually become a chore.
I hope this helps you at least a little, Aegix_Drakan.
- If you go back to the Storage Area again after you've defeated the Guardian, he will be back lying in his bed and can be fought again as if nothing happened (despite there already being this option by using the dark aura circle).
- There's a typo in the description of the Mouth Binder. It says "can now Bind enemy Mouthes"
- Please seriously consider having enemies give more EXP and drop more Rift Dust. As of now, the costs for items used per battle are sometimes higher than the rewards - and that's not counting battles where I eventually got overpowered by enemies and had to escape.
- The River Slime's "Splintering Ice" spell is very overpowered, especially once it hits an ally for the second time. If there are two slimes in the same party, the player won't even have the chance to remove the Ice Weakness if they both attack the same target.
- When Karin's "Attract" has ended, the text says "Karin is still drawing the enemies' attention" - which is the exact opposite of what actually happens.
- May's Shield Dispenser Mod is very useful and a cool idea.
- Karin's "Purify" skill does not cure Bleeding.
- Wrong word: "You assume I won't be doing that it to you anyway" (see screenshot)
- It is not possible to sell "Shiny Lens" mods.
- The different moons mechanic is a very clever idea. I like it.
- When an enemy is killed by a Fang Trap, its secondary effect (caltrop) still activates and hits another enemy.
As much as I like the game so far, these are my main concerns:
- The Overload mechanic is too extreme. It has such an enormous influence on the course of a battle that it sometimes is even better not to revive Holly when she's been defeated. The impact of Overload and the ease with which it is triggered has to be reduced to make Holly more playable. She should still be a risky character, but her mechanic shouldn't decide the question of life and death on its own..
- I like being challenged by difficult enemies, but so far, every encounter has been as difficult as a boss battle. I rarely ever managed to finish an encounter with all allies alive, and since reviving is so difficult and expensive to get, it often isn't worth the experience points. This would not be a problem if there were only few enemy troops in the game, but there are loads of them, and it simply makes the game very strenuous.
- Battles take an enormous amount of time. Especially since there are so many extra effects, and as the battle log keeps reporting status effects over and over, the tempo of combat is so slow that finishing one encounter can take up 15 minutes. You will have to find a way to speed up this process and reduce the redundant status reports, or else battling will eventually become a chore.
I hope this helps you at least a little, Aegix_Drakan.
Mayhem Maiden
One tip I do have is to try and use the characters' "ultimate" powers at the right moment. If you have set up a Potion Launcher and some Dispensers, May's Mayhem Ex Machina can heal your entire party when everyone is low on HP. From hate level 3 or 4 on Shara's All In can stun enemies (including bosses). And if you use Karin as a tank, using her EX to get access to her Angel powers can turn the tide of a battle.
Edit: I tried the boss battle for the third time just for the heck of it, and this time I won with relative ease, even though the Brute did appear. What did the trick was to use Holly's Heat Blade on Karin and Shara, because it raised their resistance against the Guardian's fire club attack. Also, wait with Shara's All In until the first minions have appeared. That way, you can take them out quickly and the Brute becomes a lot less of a problem.
Isn't it funny how we're almost only talking about battle difficulty? Honestly, I like challenging battles more than easy ones, but it's obvious many people think differently.
Edit: I tried the boss battle for the third time just for the heck of it, and this time I won with relative ease, even though the Brute did appear. What did the trick was to use Holly's Heat Blade on Karin and Shara, because it raised their resistance against the Guardian's fire club attack. Also, wait with Shara's All In until the first minions have appeared. That way, you can take them out quickly and the Brute becomes a lot less of a problem.
Isn't it funny how we're almost only talking about battle difficulty? Honestly, I like challenging battles more than easy ones, but it's obvious many people think differently.














