QZPRODUCTIONS'S PROFILE

Just a game dev who primarily uses RPG Maker VX Ace and enjoys writing and composing the most. I love horror games, adventure games, JRPGs, and practically any game with a compelling story.

A brief description of my projects:

Prom Dreams: A High School Love Story (Complete)

A high school dating sim with a dark twist. While you begin the game as a normal teenage boy looking for a date for prom, you'll quickly find yourself in the midst of a bloody, horrific mystery. Gameplay is primarily story and exploration driven, with numerous surprises for those who take their time to explore, with a touch of macabre adventure-style puzzles.

Turovero: The Celestial Tower (Completed)

A traditional JRPG that slowly unfolds into a deeper, darker mystery (I think this is going to become a theme with my games...). Play as four archetypal heroes ascending a mysterious tower to defeat an ancient evil, only for them to find that things aren't quite as they seem. Gameplay is a mixture of dungeon crawling and turn-based battles with plenty of environmental puzzles to solve, as well as a choice-driven narrative with multiple routes and endings.
Turovero: The Celestial ...
A dark fantasy RPG where truth and lies collide and nothing is as it seems.

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Turovero: The Celestial Tower

author=Zun
author=Zun
This game deserves more love and support, the story was beyond amazing !
revisiting after a while... I'm really glad this game is getting the recognition it deserves.
I wish you more success !


Thanks!

Turovero: The Celestial Tower Review

Thanks so much for the review and for your adorable little comic! I enjoyed watching you play the game and getting your views on it. :)

Thinking more about your critique, I think some things turned out "formulaic" and "symmetrical" as you put it because I was trying to create an even playing field where all routes had a similar probability of occurring for any first-time player. While I think I achieved this based on data I gathered from beta testers and early Let's Plays (all... two of them lmao) I can see how it'd be a double edged sword and make things more predictable. If I remake the game, I might try to challenge myself in maintaining that balance while shaking up the formula a bit, so to speak, even if that just means rearranging dungeons or adding more variability to trauma event spots.

That said, I'm glad you enjoyed the game overall (enough to give it 4/5 stars anyway!) and your LP and review can really only help in bringing the game more views and plays. Take care of yourself!!

Turovero: The Celestial Tower

author=Piekye
This has so much personality! I am only near the start of the game but I can't wait to continue!! I hope this random comment brings some sort of traction. Thank you so much for this game QZ.


I'm glad you're enjoying it so far! Thanks!

Hali's Review Thread (Request Your Game!)

author=Aegix_Drakan
Oh cool, you started on Turovero?

That was a REAL fun game. :P


Yes, nothing but a pleasant, fun fantasy romp where nothing bad happens whatsoever...

Let's Try Turovero: The Celestial Tower (Sessions 1&2)

Thanks again for playing this!! I'm eager to see your reactions to everything :3c

Turovero: The Celestial Tower

author=Tulipifero
Hello and thank you for the great experience I had in playing this game!
I'm actually surprised it doesn't appear to have a larger number of downloads and only one review to its credit.

I allowed myself to add the game to two sections of /v/'s Recommended Games Wiki:
https://vsrecommendedgames.fandom.com/wiki/Rpg_Maker_Games
https://vsrecommendedgames.fandom.com/wiki/Freeware_Games/RPG

Again, congratulations for the excellent job done and keep us updated on possible future releases.


Thanks so much for the recs!! I'm glad the degenerates at /v/ approve of my game. :D

Prom Dreams: A High School Love Story

author=Muneebsajid
Hey author bro can I make a Gameplay series of your game bro for my YouTube channel


Let's Plays are allowed and even encouraged, but please read and abide by the terms listed in the Read Me file first! I basically just need a credit and link to download the game in the description. :)

Also, I'm female, so only a bro in the figurative sense ;)

Prom Dreams: A High School Love Story

author=xSydRowex
As someone who is making a horror video game themselves, I want to know the methods you used when writing out the plotlines and paths of your story-driven game. Like how you detailed your plot, side quests, dialogue, character development, etc.

I'm aware that the horror game I'm making would come out differently than yours. But some tips are always helpful. I'm curious if you can use one of the paths in the game as an example? That's up to you. If not, I'll stick to tips and tutorials that have helped you.


For the most part I just had a couple of documents to roughly guide me and wrote all of the dialogue in-engine (hence why there's probably STILL typos floating around to this day...). One of my documents was solely dedicated to characters, where I wrote down their characteristics, backstory, and roles in the game. My other big document was a rough outline of how the game would flow, which would have bullet point lists of events that would happen on Day 1, Day 2, Day 3, etc. I had a separate section outlining the optional sidequests. I also had another document listing all of my ideas for the "spooky" events in each map you see later in the game IIRC (it's been 4 years... lol). Once I outlined everything, I went into the engine and wrote the dialogue/created the cutscenes in more detail, mostly because I find it easier to fine tune specific details when the limits of the engine are already present, as opposed to writing everything separately and realizing "oh, crap, this isn't going to work with the map I've made" or "I have to rewrite this because it doesn't parse in the text boxes the way I need it to". Hope this helps and good luck with your game!

Turovero: The Celestial Tower

author=Azzybedlam
author=QZProductions
2) Pickpockets steal rate is 30-35% for common items and 15% for rare ones. The monsters do already have a drop rate of about 1/7 for common items. Finally, a message SHOULD show up saying that the slimes have nothing to steal, but if it's not showing up I'll definitely get that fixed!
Sorry to res an ancient response, but are you sure about that?

With Ruby at lvl 3, I had everyone defend while I tried to pickpocket a bat. I got the Herbal Medicine quickly, but I dumped 4 mana tonics trying to get it's rare item. 64/4=16*5=80 attempts. That means the rare drop is either below 1.25%, or they only have the herbal medicine, and further attempts still produced "Cannot steal" instead of "Nothing left to steal."

So far the game looks well-polished and the characters have a good amount of personality, but as a completionist and someone who loves playing the thief, this is just painful.

Also, just a small quality of life suggestion, it might be nice from a completion standpoint for maybe Ruby to scribble down what can be stolen from a monster in their bestiary page, after stealing at least one. "Sometimes they'll have a <common item> you can take, but they might even carry <rare item>!," something like that.

Just my two cents. Broken stealing aside, this looks like a pretty fun game.


This is actually really good feedback, I just wish I'd seen it sooner LOL. I'm glad you enjoy the rest of the game and if I decide to revisit this game I'll definitely take this advice into account!

[RMMV] Using Yanfly's Move Route Core - Softlock when using MOVE TO: EVENT X

Hey all, so I'm trying to make an event where when an item is used, the player runs up automatically to the enemy event chasing them. For this I'm using Yanfly's Move Route Core plugin and using a "MOVE TO: EVENT X" script, however when testing this, the game softlocks upon collision with the enemy event. Checking the "skip if cannot move" box does not help either, and neither does making it "AVOID MOVE TO" or "CRASH MOVE TO". I'm assuming that the game is trying to get the player on the same tile as the enemy event rather than having them stop right next to the enemy event and that's what's causing the softlock. Am I just an idiot and don't know how to use the plugin correctly lol? Thanks!