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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[Poll] M.O.G. Multipart Event - pared down?

It seems like most people are entirely fine with one or two parts of the creation process, but not necessarily the entire thing, so maybe the solution is to turn this into more of a communal event?

Basically, everyone who participates would have to make a full game of some sort using only the assets created in this event, but there could be a collective pool of assets.

For example, everyone participating would need to create at least one sound effect and at least one song, but they would be able to use songs and sound effects submitted by others as well as their own; this would mean everyone still does something outside of their comfort zone (ex: make music) and at worst nobody ends up using the assets.

As for the graphical segment, each person could be required to submit a minimum of X amount of at least one 'type' of graphical asset (ex: 1 full tileset or 10 enemies or 5 animations or 5 character sheets or some other relatively low balance of numbers); those who are particularly good at creating graphics might submit a bit of everything while those who aren't artistically inclined still would need to provide a decent amount of assets for the community to draw from in at least one category. However, one thing to note is people would definitely need to announce what type of graphical assets they plan to provide in advance since otherwise there would be the risk of ending up with something like everyone submitting enemy sprites and absolutely no tilesets.

With this system, everyone still needs to participate in every major aspect of making a game, those who want to do absolutely everything on their own still can (though they should still submit their assets to the community pool), it becomes a mixture of a community and an individual undertaking, and everyone moves out of their comfort zones by creating at least something for each segment while still having a safety net of sorts by being able to draw from the collective resource pool created by everyone participating.

[Poll] Would you sell your game on RMN?

If I made a commercial RPG I would sell it on RMN, though I'd almost certainly sell it on other sites as well. My strategy would probably be to do something similar to Cave Story or La Mulana and simply release a freeware RPG and if it proves popular or at least well-received I would focus on a commercial re-release with a few tweaks, some aesthetic improvements (ex: paying an artist and/or musician for custom graphics/music) and probably a bit of bonus content.

I tend to like this model a lot since it means the original game is still out there for people to pick up for free and play and fans have the option of showing support by paying for an overhauled commercial version. Also, it's great from a development perspective since it means you have the chance to gauge reactions and take criticism into account before asking people to pay for something and you're putting money into a product which people already have expressed approval of via the original version so there's less risk of putting hundreds/thousands of dollars into a complete flop.

Realistically though, I'd be very surprised at myself if I ever made a product which I considered commercial-quality, though I certainly want to.

[Poll] Judging whether to download a game? What do you look for?

I agree with the current majority and say that screenshot graphics are the primary factor I use when deciding if I should download a game (comments, reviews, and feature lists all being notable secondary factors).

Seeing RTP-based graphics in screenshots doesn't actually bother me too much (though custom sprites are always a nice plus) and I generally pay attention to what is actually going on in the screenshots. Screenshots of maps with way too much open space, with graphical assets which blatantly clash, or with some dialogue with spelling errors usually guarantee that I won't touch a game; the existence of a few spelling errors in a game is certainly tolerable, but when a screenshot a person uses as a representation of the game as a whole has one or more it usually doesn't bode well for the rest of the game. Likewise, screenshots of boring stuff also make me hesitate from downloading a game - if over half of the screenshots consist of things like the main menu, the party walking through a generic fantasy town, or of a fight with a run-of-the-mill slime I'll assume the game simply has nothing interesting or unique to offer.

Lastly, I want to mention that a video either of uncut gameplay (preferably not just of the first few minutes of the game) or in the form of a trailer can actually sway me more than screenshots, but I'll rarely seek out videos of games if the game's creator hasn't provided a link to one on the game's page and it's fairly uncommon for such a thing to be provided so, for the majority of games, screenshots remain the main factor.

Misaos 2012 results are in!

author=Adon237
Whose game will be the next Star Stealing Prince?


Clearly, it all depends on which game has the best dual-wielding skeleton.

Congratulations Ronove, Star Stealing Prince was easily one of my favorite games of 2012, indie or otherwise, and I'm glad to see it win! Congratulations to everyone else who made the lists too; we had a really strong year for games on this site and I enjoyed many of the entries listed here!

Demons/Dark Souls and hard as shit games.

author=LockeZ
I mean, Demon Souls deletes your character if you die a second time before getting your souls back, right?

Not quite. Dying once makes you lose all your souls, but creates a bloodstain at the point of death where, if you reach it, you get all your souls back. Dying again simply creates a new bloodstain and the old one disappears. So, if you die with 20,000 souls and try to make it back and collect 5,000 souls along the way but die before reaching the original bloodstain, the 20,000 soul bloodstain is forever gone and a 5,000 soul bloodstain appears in the place of death and so on. The Souls games are also very smart about giving you frequent shortcuts and checkpoints, so unless you've been very, very careless you rarely will lose more souls than you could get back within 5-10 minutes.

The trick is that it's a penalty which 'sounds bad' (oh no all my money and exp I was planning to use to level up is completely gone!), so it's something which builds tension as players definitely do not want it to happen. However, in actual execution, it barely sets players back at all and there are likely all sorts of other ways they've made progress in to counterbalance it, such as finding new gear, opening up a shortcut, finding some consumables, or simply becoming more familiar with the area's dangers. I'd say that NES games are the same way for the most part; needing to restart Contra from scratch or getting a Game Over in Mega Man and starting over from the beginning of a level are harsh-sounding penalties which raise tension, but which only set the player back a few minutes.

It's probably worth noting that the Etrian Odyssey series is a bit harsh in this regard as it leads to a standard Game Over, but it lets you keep the map you've drawn, the importance of which I cannot stress enough and which is probably impossible to completely convey unless you've played yourself (i.e. having a map marking all the hazards, shortcuts, and nasty enemies you've thus far encountered is far more useful than any amount of grinding in that series).

As for exploration or some other form of freedom as to what to do, I really do think this is vital to a good 'hard' game. Even if a player has to eventually do everything anyway, it is simply frustrating to run into a brick wall which refuses to budge. Even if there are no tangible stat/gear boosts a player can gain by 'being able to do something else first' the player may simply find one path easier than the other and will gain more skill at playing the game (ex: IWBTG offers several branching paths and Super Meat Boy allows for some leeway with level skipping while also offering plenty of secret side levels and an entire 'dark world' with harder versions of all the normal levels and the player can bounce between these choices pretty freely).

I think the Souls games are so renowned in large part because they have completely mastered this technique; choosing a single area and sticking to it from beginning to end in these games will almost certainly lead to pure frustration, but simply rebounding back and forth to slowly inch through each area and obtain gear/abilities/items/levels/general-skill results in the player receiving a nearly imperceptible chain of micro-boosts and a sense of constant progress, in turn leading to a general lack of frustration because there will very rarely be a point where the player is forced to spend hours grinding for and dying to a fight they just can't seem to win.

EDIT:
Agreed about the flexible difficulty. I don't think an 'easy mode' necessarily 'works' with all games (especially ones like the Souls series which are designed with high difficulty in mind and which contain some sort of multiplayer), but if a game does have flexible difficulty it should be able to be toggled at any time and not just at the start; having some way to increase the difficulty in a way other than 'everything hits harder and has more health' like in Bastion is also always nice if it leads to higher rewards (whatever those rewards may be).

Demons/Dark Souls and hard as shit games.

These are two of my favorite games and I love games in general with high difficulty as long as it is fair; these games work because it is always your fault if you die, not just the game throwing something unavoidable at you.

I generally like to refer to these games in particular as 'modern games with a NES mindset'. By this I mean that they are obviously 'modern' as far as gameplay goes; graphics aside the core gameplay mechanics are not things you would see in a NES game. However, the way these games present themselves very much feels similar to the way an average NES game does in four crucial ways.

First, there is very little handholding - there's a brief tutorial to teach you the basic controls early on and then absolutely everything else is left up to you as the player to figure out.

Second, enemies are carefully placed to take advantage of the environment - modern games tend to have enemies with a few neat tricks and they get placed just about anywhere, but in these games, like in many NES games, even the weakest enemy can severely injure or outright kill you because it is placed in such a way that it suddenly becomes dangerous (usually by making it able to knock you down a pit like so many NES bats and birds).

Third, memorization and experimentation vital and failure has minimal consequence. While you can technically get through the whole game without dying, this isn't going to happen, at least not on a first run. Careful planning can save your life, but you ultimately need to experiment to see what the best way to deal with each situation and enemy is. Being able to get through a previously nightmarish encounter unscathed due not to any tangible upgrade, but simply because you have understood how to properly approach the situation is fantastic and is very much how many NES games are designed (ex: many people think of Contra as an extremely hard game their first time through, but it's actually not bad at all after a few attempts). Furthermore, the death penalty is very low in order to counterbalance the high rate of death; losing all of your souls sounds terrible, but it usually only takes a few minutes to get them back and any items/gear/shortcuts/etc unlocked will remain with you and any minibosses usually remain dead forever.

Finally, the AI is meant to be abused. Whether it's intentional or not, the enemies in the Souls games are deadly, but not all that bright. Both the games themselves and the playerbase tend to actively encourage taking full advantage of these shortcomings to make it through the day; pattern recognition, an understanding of enemy limitations, and getting creative with the tools one has at one's disposal are the keys to success here.

Now, how all this applies to other games is another matter entirely and depends in large part on just what the game in question is. For example, a traditional turn-based RPG or one with an ATB system is going to need some degree of actual grind unless you make some pretty big changes (no leveling, the ability to dodge attacks like in the Mario & Luigi games, etc) or if you make the difficulty come from something other than normal encounters (ex: the Etrian Odyssey series gets a big chunk of its difficulty from environmental hazards and forcing players to find ways around fights they can't win). On the other hand, this can work well with platformers - both the 8 and 16-bit consoles have dozens upon dozens of great examples of 'hard yet fair' difficulty - though far too many indie games these days take the I Wanna Be The Guy approach of requiring pixel perfect platforming from beginning to end along with many 'joke' deaths the player will have no chance of avoiding the first time through (often to a far greater extent than IWBTG, which was a game which understood the importance of checkpointing and kept the blatantly cheap stuff to a minimum).

So in short, games with a focus on difficulty have the potential to be great, but they need 1) frequent checkpointing or some other form of meaningful progress 2) a minimal death penalty (even many older games and roguelikes with permanent death are usually so short that they can be gone through in about an hour, making even a late-game death not actually all that bad) 3) difficulty which neither comes from raw numbers nor from deaths which players have no chance of avoiding on a first time through other than via pure luck and 4) a sense of discovery and freedom alongside the high difficulty (Etrian Odyssey, the Souls games, IWBTG, roguelikes, and even Super Meat Boy are packed to the brim with secrets to discover and optional content and often give the player a good amount of freedom as to how he/she wants to play and what he/she can do) - creating a game with the mindset of 'I am going to make this thing as masochistically hard as possible' without an understanding of how to make the experience a rewarding, entertaining, and fair one will inevitably lead to a terrible game.

What Can I Expect From Here?

The community here is actually pretty good about giving feedback, but it is usually more in the comments section of game pages or via PM than it is via review. However, there are a few factors which explain the relative lack of reviews.

First, not everyone who plays a game is necessarily going to give it a review; this is true of games everywhere, but RPG Maker at least at the present time has a niche audience and, though rpgmaker.net has a very respectable active community size as far as RPG Maker websites go, it is still a niche gaming audience so the sheer quantity of reviews is going to be lower than on a site aimed at more mainstream games. Secondly, while they are relatively minor, there are a few mandatory review requirements here (300 word minimum requirement, etc), so all of the "This game is great because it has great graphics and I thought it was fun! 5/5" reviews which make up an alarmingly high percentage of reviews on other sites get filtered out here. Finally, it's important to keep in mind that the vast majority of games here are RPG's and, while some are in the '5 hours or less' range, many are 10-20+ hours long, so this, in addition to people working on their own games and finishing up playing previous ones, means it can take some time for a person to finish (or at least get significantly far in) a game so that they can review it.

tl;dr: Welcome to the community and don't be afraid if it takes a while for reviews to appear for games as the community is far from dead and offers plenty of feedback and advice via comments, forum posts, and PM's.

[Poll] Status effect against bosses

author=LockeZ
I don't think "random chance to instantly kill a boss" is a great plan, period, no matter what secondary effects you attach or what limitations you impose.


Well, an instant death spell should never work on a boss - in the case of a boss fight such a spell would just deal damage and ignore the chance to kill. A 'Death' summon which deals dark damage to bosses (or to normal enemies if it doesn't instant-kill) would be useful against anything light-based or anything which simply has a high resistance to the more common elements.

However, I think how viable instant-death (and other status effects) is really depends upon the overall game. A spell with a high chance to kill and even one which can hit multiple enemies is fine in a game with an average or above-average encounter rate where a player may defeat dozens or even hundreds of normal enemies in a single dungeon. However, If a a game has a low encounter rate, non-random battles, and/or tends towards encounters consisting of 1-3 fairly strong enemies instant death no matter the percentage can really trivialize things; if normal encounters are designed to simply give players something to do while going through a dungeon or as fodder to ensuring players are at a high enough level for a boss fight, instant death is understandable, but I don't think it's a good idea to include it unless with a very small success chance if individual encounters are still designed to be threatening (you could just make miniboss-esque normal enemies immune to instant death, but if it doesn't at least deal damage to enemies when they're strong, then that implies that it's only really useful against foes which both the player and the developer view as little more than wastes of time, which calls into question just what that spell and those enemies are really doing in the game in the first place).

[Poll] Status effect against bosses

author=Darkflamewolf
I have death spells in my game and I'm trying to balance them by making them effectively 85% of the time, but that's only against enemies who are vulnerable to such spells. I even have a full party death summon, but he's 50% effective when you first get him and you have to level him up to a respectable 90% success rate. But all bosses are immune to that, of course, and later in the game, you'll encounter enemies who simply shrug off instant death, so if you've been leaning on it as a crutch for most of the game...well sorry to switch up your tactics, but you've gotta change!


See, I think that with a bit of tweaking this could actually become a perfectly viable spell for summons and a better spell for normal encounters. Making a spell which has a 50% chance to kill off enemies and later a 90% chance is a kinda iffy decision for two big reasons. First, since the spell 'levels up', this means players will have to invest time and/or money (or something else) into upgrading this thing, but this investment will be wasted later on if even normal enemies can 'shrug off instant death'; it's giving players a tool to work with which will just sit there taking up space in the spell list later on. Secondly, even 50%, let alone 90%, is a really high chance of instant death; if it misses it turns into a wasted turn, but if it hits it can really trivialize encounters - normal enemies should never be trivialized as they are what the player will be facing far more often than bosses.

However, as I said, I believe a spell like this can still be viable both later on and during boss fights. For a start, you should reduce the base instant-kill chance to somewhere in the 5-10% range and only allow this to increase to about 15-20% at the absolute most so that it's a 'nice bonus' rather than an expected occurrence. Secondly, make the spell deal dark-elemental (or neutral if dark is not in your game) damage when it doesn't instant-kill and have this damage increase as the summon levels up. With these steps, you have gone from a spell which is non-viable in late-game and boss encounters and which is a matter of risk/reward to a spell which is always rewarding and sometimes grants a 'big reward' (instant death) and which remains desirable and viable both in late game and in boss fights as 'a spell for doing dark/neutral/whatever elemental damage'.

[Poll] Status effect against bosses

Really, a lot depends upon which status effects are in the game and how they are implemented in the first place. It's entirely fine to have a game where bosses are immune to status effects if you take into account that status effects will not be useful during boss fights during the design phase (ex: perhaps normal enemies are still challenging enough that status effects aren't completely overlooked). However, I do think there are two 'never do this' things which I'll list here:

1) Immunity in a game with a character/class based around status effects - This doesn't come up overly often, but it's always annoying when it does. When a game has a character or a class which revolves largely around tossing out status effects, it is horrible design to make this character/class almost entirely useless during boss fights. This isn't to say that a boss can't be immune to certain effects, but you should never make a player feel like leveling up a character is pointless.

2) Turn skipping effects work on bosses - This is one which pops up in a lot of RPG's by new developers. Any effect which can cause an enemy to completely skip a turn, whether it be a stun or a side effect of an ice spell or something else, should never be usable on bosses. Unless the game has some sort of odd system in place (ex: bosses become immune to stun after being affected by it once), this deprives boss fights of any challenge as they inevitably are reduced to having characters spam whichever skills have a chance to freeze/stunlock the boss. This also applies to any status ailment which also can potentially lock a boss out of doing anything, such as confuse and petrify. Also, PsychoFreaX posed a high mana cost as a solution to this, but I would have to really just disagree; even if you severely limit mana recovery and make stun-like abilities cost an extremely large amount of MP, a battle which consists in part of the party taking a few turns to simply whale on a completely incapacitated boss is simply not fun and deprives the fight of tension, resulting in poor design - stun is a nice little bonus for normal encounters (though I dislike any skill which is purely a stun/sleep/confuse/freeze) as it helps the party conserve a bit more HP/MP for the big fights, but it should never be considered even a potentially viable aid during boss fights.

With that being said, I think status effects can be great for boss fights if implemented properly as they give the party something to do other than raw damage and healing. Giving the boss buffs which can be countered further adds a sense of strategy and some of my favorite fights in RPG's are ones where the player needs to rapidly make use of status effects simply to counter the boss's own buffs (ex: slow to counter haste, attack down to counter attack up, dispel to counter regen, etc).

Lastly, you could always get creative with status effects to make them more about risk vs. reward. Namely, let them have both a downside and an upside. For example, a status effect which cuts an opponent's damage in half for one turn and then doubles it the next turn would be very useful if you desperately need a heal or if a boss is charging up a big attack and you could also have skills which reduce physical attack while increasing magic attack and vice versa and so on.