SEERIC'S PROFILE
Seeric
2155
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.
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.
Search
Filter
Star Eater
This game has been fun so far from what I've played of it, though I do wonder if the completion year of '2105' will ever be fixed.
Hinterland
Hey, I just wanted to say that I finished this game and thought it was really neat, but I did encounter a few bugs and oversights along the way so I'll list them here:
1) You can walk on the moss tiles on the wall in the basement.
2) You can get unlimited copies of Journal 6.
3) You can run into a game-crashing scripting error after leaving the maze game. It seems to be related to the XS Stamina System and looks to be the same error regardless of if you win or lose. Making sure my stamina was at 100% before starting up the game allowed me to avoid the error.
4) Interacting with the alarm after turning it off gives you the same dialogue asking if you want to turn it off, which is a bit odd.
5) You can find a box of crayons in a desk and the game seems to imply that you take them, but they don't show up in the inventory.
1) You can walk on the moss tiles on the wall in the basement.
2) You can get unlimited copies of Journal 6.
3) You can run into a game-crashing scripting error after leaving the maze game. It seems to be related to the XS Stamina System and looks to be the same error regardless of if you win or lose. Making sure my stamina was at 100% before starting up the game allowed me to avoid the error.
4) Interacting with the alarm after turning it off gives you the same dialogue asking if you want to turn it off, which is a bit odd.
5) You can find a box of crayons in a desk and the game seems to imply that you take them, but they don't show up in the inventory.
Jimmy and the Pulsating Mass
As far as having a demo goes, it really likely won't help much (though it could if you get lucky), but as this is a commercial game it means you'll likely want to try to reach out to a wider audience than the existing RPG Maker community and any little advantage helps and all of those 'little' advantages can really add up after a while.
I can think of three main advantages which a demo provides for you and your game. First, and likely most importantly, it's one more way for people interested in your game to share it with others, in this case via streaming and video recording; each person who shares your game in one way or another is essentially creating an opportunity for others to in turn learn about and share your game. Secondly, while it is by no means a guarantee, having a working demo serves as a factor in enticing websites to write articles about your game. Finally, if you plan to list your game on some of the more competitive services, such as on Steam via Steam Greenlight, having a functional demo can very much mean the difference between someone following and/or ranking up your game versus passing it up for something else the moment they see it doesn't have a demo.
To be clear, if, after thinking it over, you feel like your game isn't ready for a demo or if you don't feel like a shorter demo could properly convey the overall atmosphere, pace, and mechanics of the game then you shouldn't feel obligated to make one; a demo in many ways serves as a first impression and a poor demo could do more harm than having no demo at all.
That being said, you definitely would want to start working on creating a trailer of some sort, even a shorter, largely ambiguous one, as soon as you can even if you decide to hold off until later on in development to release a demo (or even if you decide to not release a demo at all).
I can think of three main advantages which a demo provides for you and your game. First, and likely most importantly, it's one more way for people interested in your game to share it with others, in this case via streaming and video recording; each person who shares your game in one way or another is essentially creating an opportunity for others to in turn learn about and share your game. Secondly, while it is by no means a guarantee, having a working demo serves as a factor in enticing websites to write articles about your game. Finally, if you plan to list your game on some of the more competitive services, such as on Steam via Steam Greenlight, having a functional demo can very much mean the difference between someone following and/or ranking up your game versus passing it up for something else the moment they see it doesn't have a demo.
To be clear, if, after thinking it over, you feel like your game isn't ready for a demo or if you don't feel like a shorter demo could properly convey the overall atmosphere, pace, and mechanics of the game then you shouldn't feel obligated to make one; a demo in many ways serves as a first impression and a poor demo could do more harm than having no demo at all.
That being said, you definitely would want to start working on creating a trailer of some sort, even a shorter, largely ambiguous one, as soon as you can even if you decide to hold off until later on in development to release a demo (or even if you decide to not release a demo at all).
Jimmy and the Pulsating Mass
author=Housekeeping
It'll be a while, but I've been considering getting a demo up maybe a few months before launch. I'm not sure about how to time stuff like that, but I figure I should probably keep it fairly close to launch so that it stays in the public consciousness.
This might sound odd, but have you considered putting out two different types of demos at different times?
Putting out a very, very short 'vertical slice' type of demo while the game is still early on in development tends to be a good way to get more people talking about and following your game for a longer period of time, which can help with generating hype (which usually won't deteriorate as long as you post updates on your progress fairly regularly) and, perhaps more importantly, get you some valuable feedback at a point in development where it's still relatively easy to make changes. Such a demo could be an actual bit of the game, but it could also be a prequel, and unrelated sidestory, or something completely random - the important thing about this would be to directly expose an audience to the game's sense of atmosphere, tone, and general flow (so basically have at least 1 or 2 battles, some dialogue, and at least 1 music track).
After that, you could always put out a slightly more significant demo once the game is close to being in a more finished state to reignite hype and to catch the attention of some more people.
Pixel Oscar 2: Mask of Nightmares
So, I've been playing this game a little bit, but after defeating the first boss of the game (the two birds) it immediately crashes with the error of "Script 'Cache' line 80: RGSSError occurred. failed to create bitmap".
On another note, you might want to consider linking the game download with the standard download page and not only as a link in the game description since, even though you've marked the game as 'complete', some people may see that it has '0 total downloads' and simply pass over it while assuming that a download isn't actually available.
On another note, you might want to consider linking the game download with the standard download page and not only as a link in the game description since, even though you've marked the game as 'complete', some people may see that it has '0 total downloads' and simply pass over it while assuming that a download isn't actually available.
The ones who fought further
Can you please explain what this game being in 'alpha' means? I see you've marked the game as complete, but is it not actually finished or do you mean that the main storyline is done, but it still needs some bug testing and/or that you plan to continue adding side content to the game or something else entirely?
Schizo Quest 3.0
author=The_Stillborn_Child
where is the download?
I found a working download for this over on the Steam workshop for you or anyone else who wants to try it now, so hopefully one will be added to the site soon.
Primeforce
Ah, seeing this marked as completed is an unexpected, though pleasant, surprise. I do, however, see that the download file is marked as being from back in December, so is that the complete version or has the download itself not been updated yet?
Stones of Destiny - The Final Return
So, after getting the good ending in this game I have to say that I honestly think Stones of Destiny - The Final Return may have been unjustly overlooked and possibly written off far too early.
It's very difficult to tell if this game is an intentional, methodical deconstruction of an RPG down to its most basic aspects or if it is just random and accidentally happens to be rather clever; I am currently leaning towards the former if only because there is such a deliberate, consistent feel to the way the game plays out, which tends to be absent in the types of games this game initially presents itself as.
The characters are beyond paper-thin, dungeons tend to consist of at most three small rooms, combat is extremely frequent and rarely revolves around anything other than spamming your strongest attacks, saving frequently and in multiple slots is more or less mandatory, and all of this works to the game's advantage. There are several parts to this game which seem to be the result of legitimate carelessness or laziness, such as many item descriptions and several skill descriptions not being translated into English and at least one room where it is possible to walk off into the darkness surrounding it, but these are overall relatively minor concerns.
The entire game can be finished within 5 hours and is probably well worth it for anyone looking for something both very unique (or is it?!) and very bizarre. The true ending alone is worth it.
It's very difficult to tell if this game is an intentional, methodical deconstruction of an RPG down to its most basic aspects or if it is just random and accidentally happens to be rather clever; I am currently leaning towards the former if only because there is such a deliberate, consistent feel to the way the game plays out, which tends to be absent in the types of games this game initially presents itself as.
The characters are beyond paper-thin, dungeons tend to consist of at most three small rooms, combat is extremely frequent and rarely revolves around anything other than spamming your strongest attacks, saving frequently and in multiple slots is more or less mandatory, and all of this works to the game's advantage. There are several parts to this game which seem to be the result of legitimate carelessness or laziness, such as many item descriptions and several skill descriptions not being translated into English and at least one room where it is possible to walk off into the darkness surrounding it, but these are overall relatively minor concerns.
The entire game can be finished within 5 hours and is probably well worth it for anyone looking for something both very unique (or is it?!) and very bizarre. The true ending alone is worth it.













