SEERIC'S PROFILE

I believe RPG Maker and similar programs are capable of producing fantastic, unique, and enduring experiences and I love hunting down hidden gems. That being said, I admit to a near-equal love of wonky or horribly broken games and enjoy reviewing games on both ends of the spectrum.

In my opinion, the worst thing a game can be is perfectly average as such a game lacks both passion and a sense of identity.

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Store Page Up on Steam!

author=Housekeeping
I'll look into it, coocoo. I'm fine with putting Jimmy on as many distribution platforms as possible. Are there any other ones I should look into while I'm at it?

I'm a bit late on this, but here are my suggestions:

Game Jolt is another option you might want to take a look at. They're more heavily focused on freeware than itch, but they might still be worth trying out if you want as many options as possible.

There's also the Humble Store to consider. It's probably easier to get on than GOG, especially since your game already has a confirmed Steam release, but could take a bit more work than Game Jolt and itch.

itch is almost certainly the best one of the lot aside from Steam itself though. Also, if you upload Jimmy there you might want to gradually release your freeware games as well (make sure to upload the versions with RTP included) to gain some added exposure before this game's release day. itch and, to a slightly lesser degree, Game Jolt make it very easy for users to follow developers they like in order to get updates whenever new patches/games are released.

It's here! Steam version is a GO!

Congrats on the Steam release! I really liked the demo, but by the time I had a chance to try out the full game this newer version was already announced so I've been waiting on it. I just purchased it and I'm going to try to get through it within the next week.

Premature Break

I definitely agree that you should see if anything can be salvaged from the hard drive. Even if it's a long shot, the chance to recover your stuff is always worth some time and frustration.

Also, if you haven't done so already, you might want to copy the contents of that flash drive to another computer or a cloud service; it would be awful to have saved at least some stuff to a backup only to have it lost if the backup in turn stops working.

Post-Demo Plans

I'm really glad you released a demo since this has been a game I've been looking forward to for quite a while! I've been pretty busy lately so I just got around to playing it today and I'm still really early on (in Cloudy Hill), but I'm enjoying it a lot so far. That said, I have run into two technical issues (and I downloaded the game on July 13th so to the best of my knowledge this is the newest version of the demo).

1) Cloudy Hills is pretty choppy to walk around in. I didn't play the early version of the demo so I can't say if it's less laggy than it was before, but it's definitely noticeable.

2) I stumbled upon a game-crashing bug on accident and have been able to deliberately replicate it. The error message is "Script 'Window_Selectable' line 61: ZeroDivisionError occurred. divided by 0". This happened, rather appropriately, when I got a green exclamation point above my head, talked to the Information Guy screen which explains red and green exclamation points before going into battle, and then I crashed immediately after the battle ended. To clarify the order of events was: Got a green exclamation point --> interacted with screen --> battle occurred after dialogue --> crashed after battle instead of transitioning back to the map. It doesn't seem possible to interact with the screen if I get a red exclamation point instead of a green one (I'm guessing you can't perform interactions in general with a red exclamation point). Oddly enough, I seem to only be able to replicate this crash with the Information Guy screen as I tried replicating it with Mr. Beaver and with a toy chest and in both cases the interaction dialogue didn't pop up until after the battle.

Also, I have a suggestion which isn't bug-related. Even if it means breaking the fourth wall a bit, I think it is really important to put in a line or two of mandatory dialogue which informs players that fountains can heal you and that you can save from the menu (this latter part is a bit less important because a dialogue box already pops up at the start to state that X opens the menu, but more explicit dialogue can encourage players to open that menu to create a save file as soon as possible). The fountain dialogue is essential though because you are otherwise going to likely get complaints from players who fought the slime and then used up their healing items or rushed straight into Cloudy Hill without healing at all. Most players who are experienced with RPG's will likely figure out what the purpose of the fountain is, but a significant chunk of players in a wider, commercial audience will probably either miss interacting with it entirely or will not make the connection that the blue flash and the pleasant sound effect is an indication that they've been healed.

EDIT: I just stumbled into the same error again when talking to Mr. Marvelous for the first time while I had a green exclamation point above my head so I guess it's not just limited to the Information Guy screen after all.

Ver 1.5 update planned - some changes...

It's coming in a bit late, but I'd personally prefer having the option to simply choose to start at the midpoint if I want to from the stage select screen for any cleared stage. I'm not sure if that would interfere with the Mega Man Killers if you implemented the MMX2-style stage movement for them, so it might be beneficial to disable the midpoint warp on a stage if a Killer is currently on it.

The game is released! Nov 27, 2014.

I downloaded and tried out the newest version of the game today and I wanted to say that I'm definitely liking it so far (I've defeated four robot masters and have at least visited every stage at the moment). The many multiple paths through levels give it a unique flavor, the bosses are interesting (though Pharaoh Man seemed way too easy compared to the other ones), and the longer-than-usual stages are balanced well by the inclusion of permanent checkpoints at midpoint and boss gates.

I did run across a few glitches in my playthrough though (sorry if any of these specific ones were already listed somewhere):
1) Horizontal beams of magma in Magma Man's stage will not hurt Mega Man if you are standing completely still.
2) You can climb down the ladder to the room Eddie is in in Centaur Man's stage and, if you do this, Eddie will walk to the left and get stuck walking into the wall forever (I am not sure if this can occur in any other stage).
3) In Star Man's stage there are long platforms which move up and down inside of spike corridors and if Mega Man is standing still and one of them hits him against a ceiling spike Mega Man won't die to the spike and will instead fall through the platform.

Testers Needed!!

I would be happy to test this game out. I'm a bit busy this month, but I can still definitely find a few hours each week to look out for glitches and difficulty imbalances while trying my best to break the game.

Reviews?

Well, I just submitted my review, and I guess I should warn you in advance for if/when it gets approved that it might come across as rather harsh. However, I do hope that you can use it to help polish up PART II and future versions of this part and I wish you luck with future projects.

Reviews?

I'm in the process of playing through this game and I plan to write up a review when I finish, but there are several things you may want to be aware of.

In the teleport maze section of the dungeon in the hidden village there is a miniature puzzle which requires pushing boxes around while standing on crumbling tiles. Although the puzzle is possible to solve, attempting to push a box onto any of these crumbling tiles completely locks up the game, trying to push the first box right (or up into the wall) after pushing it left just makes Mykroft walk left without moving the box, trying to push the second box down twice or down and left also leads to a lockup (in both instances a wall would have prevented the box's movement), and trying to push the third box left twice (into where the second box is) again leads to a lockup.

There is also a lockup issue with the second guard on the first bridge you cross. If you talk to him once, he tells you that you can pass and walks upward. However, talking to him a second time will lead to a lockup as he again attempts to walk upward.

I have also encountered several other bugs, such as being able to exit the first kingdom via the sewers even though a certain event only triggers upon using the normal exit, going into a church and appearing inside of the town's inn, finding several containers which give an infinite supply of potions, and entering one particular castle and appearing on the world map outside of a different one.

The optional quest to give a fairy flower to the merchant for an elixir can also be repeatedly infinitely, which leads to being able to resell the elixirs he gives you for quite a bit of money for very little effort, but I'm not sure if this is a bug or by design. I'd also like to suggest giving a bit more indication in one way or another (different ground tiles, etc) as to just where the three boulders can be moved in the forest after the fairy agrees to help you as I would have been completely stuck on that segment and under the impression that it was simply unsolvable had it not been for the comment made by Dennis concerning the same issue.

Basically, there isn't anything which makes the game outright unplayable so far, but there are quite a few bugs, some of which can cost a lot of progress for anyone who doesn't save often. For future games (or future patches of this one), I'd suggest following three simple bug-testing methods which, though a bit tedious, will really help to cut back on bugs. First, interact with everything at least twice and preferably from every side which it can be interacted with even if it's just a simply copy/paste of something you believe is 'working as intended', especially if it is an NPC which moves after talking to it; this will greatly cut down on issues like the game locking up and containers infinitely giving an item. Secondly, go through every door/ladder/staircase/warp/etc you ever make which transitions the player and do this from both sides to make sure it definitely leads to where it is supposed to. Finally, do stupid stuff like walking into walls, pushing blocks into walls and each other, taking a long route even when a shortcut presents itself, etc; there isn't a set guideline for this, but never assume players won't accidentally do things which make no sense or that they'll always take a shortcut when you present them with one.

EDIT:
Just ran into another oddity in the warp maze. After the colored orb bridge puzzle there is a minecart you can take which lets you choose between three warp points. Choosing the wrong warp point of course leads back to before the minecart, but the minecart is still at the end of the track blocking the way so you have to walk all the way to the end of the tracks, get into the minecart, and let it take you back to where it started just so you can get into it again. It doesn't stop progress, but it is awkward and it would make much more sense for the minecart to simply reset itself upon taking the wrong warp.

Update #12: DEMO #2

The save feature still does not work when using inns and beds. Also, 2.1 seems to have created a new bug; whenever you use an item on a character, they level up, often multiple times, to the point where I got Dread up to level 99 just by giving him a dozen or so Health Herbs in the menu.

edit:
I just had to quit the game because entering the inn in Cloud Town placed me in the darkness outside of the walls with no way to get out, please fix that too and any other game-breaking bugs.
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