PSYCHOFREAX'S PROFILE
Search
Filter
No save marathon game. Good or bad idea?
No save marathon game. Good or bad idea?
Well another reason to withhold saving is so this game could be more fun in a different way than the next project I'm planning. I'm aware there are positives and negatives to this idea and I want to try out both.
So you say your game has strategy
Well that IS the general strategy for the AoE sleep spell. But I'm saying it's most effective against this boss because you don't have to attack the zombies anyway. Hey it's still better than most RPG bosses out there. From what I know.
No save marathon game. Good or bad idea?
It's not exactly saving I'm worried about. It's loading 50 times after dying against a boss. Save scumming actually subtracts a lot of the fun you could have had in an RPG experience.
Oh and LOL at the password idea. Golden Sun tried it with an RPG and there ended up being 600 characters needed for the password for the varying stats, inventory etc. Doing the same with an RPG Maker game is just madness.
Oh and LOL at the password idea. Golden Sun tried it with an RPG and there ended up being 600 characters needed for the password for the varying stats, inventory etc. Doing the same with an RPG Maker game is just madness.
Boss Design Theory
Cool, I'm just wondering one thing now. It would be bad design if perfectly skilled players can still lose with dumb luck right? But what about if mindless button mashing kind of players still have a significant chance of winning with dumb luck? Would that still be bad design?
What RMN game are you playing now?
I just got Avarice. Though after playing the beginning I feel like it's a game too good I need to save it and not finish it too soon ^^. Definitely already great compared to most of the other games out there.
Most underated RTP character
Yep! Even being main character in a million games already doesn't stop Alex from being underrated ^^. Other than that I thought the blue haired mage guy needed to be used in more games. Did he have a name? What was it again? He looks cool.
EDIT: Oops I forgot what page I was on. Sorry for necromancing.
EDIT: Oops I forgot what page I was on. Sorry for necromancing.
So you say your game has strategy
Hi again, I have to say lately I've been playing a lot of RPG Maker game where the best tricks are plainly obvious impulsive laid out in front of your face. The typical buff, attack attack, heal, attack attack, heal etc and nothing more. For every enemy and even bosses. Sometimes games may seem strategic, but it's only an illusion of strategy.
So you have to ask is your game merely just that? Or are there actually clever tricks that the player can use to win fights? If so what are some examples?
A boss in one of my game is a necromancer who you fight in a graveyard and keeps resurrecting and healing up to a limit of four zombies. It takes a couple of hits to take out each zombie so of course it's best to take out the necromancer first but the zombies still attacking you can get annoying. The best trick however is to defend until all four zombies have been ressurected and use an AoE sleep spell and aim solely on the necromancer. Which would keep the zombies from attack for about five turns.
Another boss in another game is a Monk who can use one turn to focus power. This is like a charged attack that allows him to use his killer technique within one turn. Many players would heal and defend at this time. But that wouldn't be enough to escape death. So a better strategy is use a stunning attack right away once he focuses power. That way he can't use his killer attack the next turn and end up wasting a turn. I know I've mentioned this boss a lot though.
Keep in mind that we're not just talking about bosses here. We've already been through creative boss ideas. So we're also talking about if the player can do anything clever. So any examples of clever tricks that can be done in your game? The more original the better. Just to be sure your game has strategy.
So you have to ask is your game merely just that? Or are there actually clever tricks that the player can use to win fights? If so what are some examples?
A boss in one of my game is a necromancer who you fight in a graveyard and keeps resurrecting and healing up to a limit of four zombies. It takes a couple of hits to take out each zombie so of course it's best to take out the necromancer first but the zombies still attacking you can get annoying. The best trick however is to defend until all four zombies have been ressurected and use an AoE sleep spell and aim solely on the necromancer. Which would keep the zombies from attack for about five turns.
Another boss in another game is a Monk who can use one turn to focus power. This is like a charged attack that allows him to use his killer technique within one turn. Many players would heal and defend at this time. But that wouldn't be enough to escape death. So a better strategy is use a stunning attack right away once he focuses power. That way he can't use his killer attack the next turn and end up wasting a turn. I know I've mentioned this boss a lot though.
Keep in mind that we're not just talking about bosses here. We've already been through creative boss ideas. So we're also talking about if the player can do anything clever. So any examples of clever tricks that can be done in your game? The more original the better. Just to be sure your game has strategy.
No save marathon game. Good or bad idea?
Um there's also Dragon being which I think was even longer than Final Fantasy games. The reason I said it though is because I know RPGs(yes other than Final Fantasy) that long.
Anyways, the purpose of the no saves mainly was so that the players would actually fear dying in my game and not just think "oh if I lose against this guy I'll just load up from my last save file". But I'm only applying this idea because it's a "short" game. I would never be so cruel to do the same thing with a 30-40 hour game.
I didn't think we could do soft saves on RPG Maker VX though. Also, I might be able to make the game a little shorter. Does 7 hours seem good enough for a no save marathon game?
Anyways, the purpose of the no saves mainly was so that the players would actually fear dying in my game and not just think "oh if I lose against this guy I'll just load up from my last save file". But I'm only applying this idea because it's a "short" game. I would never be so cruel to do the same thing with a 30-40 hour game.
I didn't think we could do soft saves on RPG Maker VX though. Also, I might be able to make the game a little shorter. Does 7 hours seem good enough for a no save marathon game?













