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Midget Race

Doesn't have much to do with RPGs, but I really like such games, though it strongly depends on how well they play. I'll check it. :-)

>Edit<
Okay played it now, some suggestions:
- I really would like to be able to freely set the controls, I'd for example like to turn with arrow keys and accelerate/break with letters are maybe shift/ctrl so I can play with two hands, pressing up all the time while steering is heavy on the fingers
- or even better, add gamepad support!
- the enemy cars start slow but then are almost as fast as you, I'd rather have them start fast but make them a bit slower (so their total time is the same as now), also maybe make not all the same as fast? and show the current place of each car
- collision detection with other cars would be nice, especially the AI always drives in side of each others car
- in races against the time, the start time should be much less but you get additional time each lap
- in some races the finish line is invisible, if it's in the south you also won't see the "lap" text fully


Safety: Life Is A Maze

I only partially agree to this.

I agree that this game needs a lot more strategy and not just spikes spikes spikes (and bulls).

I also agree that the storage is quite pointless and really doesn't justify its existence (especially since the ending is so easy, the part right after the first storage chest is the hardest, that's where you need potions, not later on). At its current implementation, it's better removed.

What I don't agree to is making the game fully turn based. I liked the first half of the game due to it being a lot reaction based. I didn't know how RM2k3 works, but I learned that collision always is with the tile you move to and not the tile you are currently on pretty fast anyway. You are right that spikes get boring, but if I imagine all types of different movement patterns for monsters like with the bulls and then slowly combining them with other monsters and spikes, then I can imagine it to be quite an enjoyable real time challenge. Works for me.

Safety: Life Is A Maze

I personally never crashed or encountered a potion not updating my status screen bug (and I played the game three times).
The only problem with the menu is that you can open it while dieing and then it's in menu mode when you respawn but you don't actually see the menu.

I played the game on vista in fullscreen with keyboard.

Safety: Life Is A Maze

@tatsunical
Are there really that many bugs? I mean the ones you mentioned are already reported by me earlier, but other than those I didn't really find there to be that many (on an RMN standard).
That it all depends on randomness is true, moga already fixed the biggest issues in version 1.2, though. Be happy you haven't seen version 1.0 (or did you?). Gotta continue 100 times at least in hope to be lucky enough to beat stronger monsters standing in the way.
The game still depends a bit on skill, however. After I finished a board once, all my following playthroughs went a lot smoother. I mean c'mon "I'm scared of girls" was a lot more luck dependent unless you used the save/retry "trick". =p

@moga
Well, I told you most of the things I'd like to see via PM already. I'm actually sad that you already want to move on to the next project without having perfected this one, but let's see how version 1.3 will be like.
For me the thing I would like to see the most is that all monsters could be avoided somehow by learning their movement patterns and there are hardly any monsters (if any at all) that always stand in the way or that can easily be walked around. Make the game fully depend on player skill rather than luck, especially on the ability to understand monster movement and find ways to avoid getting attacking by one. If you manage that and let the game end up with really tricky rooms where you need a while to figure out how to move through it alive, then the game would be perfect.

What tatsunical said about additional spells is true as well, there would be quite many spells that could add to the strategy of such a game like speed boost, time stop, invincibility and scare spells.

I'm not sure if it'll be for this game, but I really see that your games could generally go into such a direction. You have the ability to think up a really good basic plot idea and you want to make scary and mysterious games out of that which works quite well already. You can also draw really well and have an awesome and unique style. Now you just need to somehow manage to turn the randomness in your games into strategy and you will make quite awesome games.

Miserere

I just finished the game, it's really good. I skipped several steps from the walkthrough, though. Do I get a different ending when using all my items?

Safety: Life Is A Maze

Finished the game now, didn't really get the ending, but I won't post about that here to not spoiler anyone.

Some more things I found:
10. At the last section of the tower when climbing it the overlay is strange, the tile is above Mina although it should probably be below.
11. Fire is still pretty useless or I'm using it wrong.
12. Before the boss on the next board there are two chests, one is empty already right away and the other one doesn't show the message that you got a potion.
13. At the inn if you talk with Doro a second time the whole dialogue will be shown again.
14. Generally the stages after the tower seem to be a lot shorter. The tower level is probably 50% of the game.
15. Especially the last few levels seem pretty easy compared to everything before. I didn't even need to use any potions anymore except for boss battles and I never had to retry. You really have a high variety of monsters, but you only make use of those bulls and the others just stand around and do nothing anyway.
16. At the school there is an "end" sign with a door but you can't actually walk through it, is that intended?
17. The school floors - if you enter the leftmost door you will actually end up in the right room - might be intended though. I'm fine if things don't make physically sense in this game.
18. The overlay on the school stairs is also wrong, one of the column tiles is above Mina rather than below.

That's all.

Safety: Life Is A Maze

Heyho, I'm back. I played again to the same spot I was at. This time I wrote everything down I noticed

Here are some suggestions:
1. How about setting Mina's HP to the max number of hearts, then you can see it on the save screen.
2. There are warnings that there are spikes stuck in the killing position, but there are actually no such spikes.
3. If you have 11 or more lives it shows 99 lives instead. If you lose a life you're back at 10.
4. On the first tribute when you back it, the skull of the demon remains. On the second tribute it doesn't.
5. The first boss doesn't move after it walked one step. I think it's intended to move further, but I'm not sure on that one.
6. The walls are still missing, it's right where you moved that really hard monster out of the way. There you climb the tower and you can walk left/right on the tower tiles (the suns will also fly there). If you're going to fix that you will probably want to remove one or two suns, though, since if they don't fly away through the missing walls it will get pretty crowded there.
7. On the second level, there are two paths to the south that lead to the same place, but you can't get back, to the very south-eastern place, is that intended? Also there are two doors but only one key, however if you open one of the two doors the other door will be gone too.
8. Did you really make combat easier? Because that enemy that caused me trouble is still as hard - I mean the one right after the maid shop. If you go north you will be in a larger room and top-right there is a strong enemy in the way that doesn't move. You can usually defeat that but it will hit you 3 times that means if can take 0-9 hearts. Often I have to restart because it took too much damage because of bad luck.
9. Generally the further I play the more immobile monsters are there, I feel it would be more fun if some of them had certain movement patterns so there is some strategy to get past them (just like the small bulls).

Hope it helps!

Safety: Life Is A Maze

So I guess I will later find such a chest again and can take items out? Okay then I should try to clear that board with my items stored so I have more for later, that will be really hard. :-)

Thanks for fixing the download, finally can try it.

Regarding spreading the game, I think as you are still active and fixing bugs I personally will wait until it seems fairly balanced before telling others about it.

Safety: Life Is A Maze

Edit: Actually the version you uploaded now is some kind of debug version not the real game, so I'll wait until you put the real version back.

Safety: Life Is A Maze

You didn't tell me if there is any benefit from putting items into the box. Or is that a secret?

I'll check out the new version when I have time.
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