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RAYNEMERCURY'S PROFILE

Check out Life is a Path over there! >
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Hint: On the Discord server I'll always be the yellow guy at the top. I like to change it up frequently.
Life is a Path
Dark fantasy turn-based RPG

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Life is a Path

author=michaelthegm
Awesome feedback


Thank you, Michael! I'm taking all of this into consideration, and I'll talk about a few points here.

I agree that slimes are a little off right now. I do like your idea of balancing the other enemies with it, though.

Ranger's default attack being a skill is a workaround until I learn the scripting myself or take on a dedicated scripter for the project. Bows in general went through a few iterations until I settled on what I have now, which I think is the best option I've tried.

Monster events: Especially in the final game, I plan to have reasons to tangle with optional monsters, to include treasure, unique items, or progression mechanics of some kind.

Parry: If you try it you may find some answers to these questions. It's a little situational and could probably use some adjustments. I'll work with it for the next release.

Story: I agree, as I build both branches there will definitely be some overlap and you will get some more story. A lot of it is going to reside in item descriptions and such, too. If you've ever played Dark Souls, you'll know the kind of presentation I'm going for, and there's definitely room for it to show in the dungeon crawler demos.

Starting skills: Yep, the decision to throw all four party members in so quickly came about a little late. I wanted to start getting testing and feedback going with the full party of four sooner rather than later. Perhaps I will try your idea regarding fixed order of characters. In the long-term, though, the classes are really just meant to be starting points. Something that is largely missing in this first release is a whole lot of permanently learnable skills you can give to anyone.

Slayer's development: I agree with this. There will definitely be more about all the classes. Another thing to note is that the looks of all the characters are almost certainly temporary. At the very least I'd like to use the character generator rather than the default assets used here. From there I'll look at getting unique artwork done.

Oh, I gave myself a panic attack when I accidentally clicked a link after writing this entire post. Thank you, RMN, for auto-saving! At least, I think the site did it. Anyway, back on topic.

Thank you for playing this release, and I hope that the next one is a more fulfilling experience for you!

A Dream Home

author=CrystalSF91
Thank you. This is my first game I made, and I'll do my best to make my second game better. I appreciate the constructive criticism.

By the way, nice MLP Profile pic.


You're welcome! Keep it up!

Yay, thanks!

A Dream Home

Heya, this was cool! Here are some bugs I found while playing and some suggestions for the game:

Examining grass without scythe: the word grass is cut off.
First version of house: east wing, second door on the bottom. When you exit, you end up in West Wing.
After taking the scythe: The shed door remains open until you touch it. Fixes itself after you leave and come back.
Having the player interact with the car to go to work might make sense.
If you're looking to expand the game further, having the player go to a different map and accomplish something to earn money might be a neat feature.
After choosing the 100G option: North wing, all room doors are set to Action Button to exit instead of touching the event, when trying to go back to the wing.
Choosing the 100G option before acquiring the scythe results in being unable to acquire the scythe. It also affects the garden map.
West wing, first door on the bottom: Guest Room, the dresser is kind of in the wall.
West wing, second door on the bottom, Study, the bookcase is in the wall.
After 175G option: East wing, first door on top, Cold Storage: Some furniture is in the wall, but it looks more appropriate here. It loses the door into the kitchen. Kitchen also no longer has a door to the dining room.
After 175G option, garden: Yellow flowers behind the big tree are above the player.
Never grabbing the scythe results in all the grass being cut anyway! To fix this, you could disallow the player from using the phone until the scythe is obtained and/or the grass is all cut.


This was fun to play, and I tested all the doors I could in every version of the house. I'd like to see what you can do in a bigger project, whether that's expanding this one or making something new!

Hero-Man: Valiant Xylophone Ace

Hello, shayoko!

So uh, heh. You made a pretty comprehensive review of a project that was never finished. Thank you!

There's only one thing I really need to address in your review. None of my maps were ripped from anything else. They are, in fact, included with RPG Maker VX Ace as sample maps! I'm pretty sure I mentioned that somewhere in the descriptions or something, anyway.

The Brief and Meaningless Adventure of Hero Man

Hey, I'm the author of the game Kriegsgott linked. I just want to say I'm not in any way upset about this naming fiasco. In fact, I'm excited to try this game right now!

EDIT to throw in a quick review.

Overall, I like it. The music was nice even though I don't recognize much of it (I only played Dragon Warrior Monsters 2). I especially liked the loop effect, remind me to use that technique later on! I haven't fully explored the map yet, but what I saw in my playthrough looked nice, and the writing was great.

Keep it up!

Hero-Man: Valiant Xylophone Ace

author=Marsigne
Lol swapping disks xD you're working on new version?


Hey! A new version was just uploaded! Check it out! No more swapping discs...

jerry.png

author=Shoobinator
The wall that juts out should be one tile taller.


This map was included with RPG Maker VX Ace. I didn't modify it at all.

That said, it looks fine to me...

lionohouse.png

author=wildwes
OMG, I love this.


I'm glad! Have you played the game yet?

Hero-Man: Valiant Xylophone Ace

author=Roy
...

Helping everyone you can is a major part of the game, so definitely go back in and help Tommy. You can get out if you just lead him away from the exit.

It's not obvious how to help the Nurse, but it is definitely possible. Remember to try every skill you have across all party members, if you are ever stumped in combat. Your goal is never to reduce an enemy's HP to zero. Enemies only deal damage in order to penalize the player for not figuring it out in time OR being unprepared for the encounter.

You'll need a certain party member in order to open the box. Did it give you a note? If not, make sure you download the latest version and try again.

There are at least 15 eggs in the world. Thank you for reminding me to add a few more so it's not so difficult! Remember to check in unusual places, there are some hidden even where there were no interactions before. They should all be in logical places where you might be able to find an egg, but not necessarily where an egg would normally be. It's like an Easter Egg hunt!

Thanks for playing, Roy! Please download the latest version, and I usually recommend starting over if it's not too inconvenient with a new version. To be honest I don't even know how easy or hard it is to carry over saves between versions with the standalone version.

Hero-Man: Valiant Xylophone Ace

author=Roy
The kid keeps getting in my way and wont let out! I am trapped!

Use shift to run. Move away from the door and quickly run out while he's distracted following you in the room.
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