SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

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Too Easy...?

Maybe for "Hard mode", make it so that you must play with one less hero in your party. I'm not sure what that would entail with your game as far as difficulty goes, since I haven't played it, but that's another direction possibly that you could take.

Too Easy...?

author=Clareain_Christopher
author=Shoobinator
Difficulty should be determined not by enemy statistics but how you design the monster groups and bosses themselves and the options available to the player to win. Numbers/statistics should come last (or at least not first) when designing the enemies. It is possible to make a moderately difficult game where you actually have to think to win without requiring intense grinding. If people don't want to be clever when fighting battles, the option exists to grind to power through, but the difficulty should never be at the point where grinding is required.
Oh, I forgot about that. Yeah, it's the most important part, lol.

I like looking at world of warcraft raiding for my designs. When I think of a boss with 2 difficulties, I think of normal and heroic. Some skills on normal can easily be dealt with... but on heroic either you die due to not paying attention, or you grind.
Then it's just a matter of making sure the information is clear.
Otherwise, people will think it's unbalanced right off the bat. This can be pretty hard to do.


Yeah, basically, are the battles fun (i.e. engaging)? If not, you probably have yourself a button-masher-to-win game, and if you want that kind of gameplay go play Mario Party >.> lol

Too Easy...?

Difficulty should be determined not by enemy statistics but how you design the monster groups and bosses themselves and the options available to the player to win. Numbers/statistics should come last (or at least not first) when designing the enemies. It is possible to make a moderately difficult game where you actually have to think to win without requiring intense grinding. If people don't want to be clever when fighting battles, the option exists to grind to power through, but the difficulty should never be at the point where grinding is required.

forest.png

In general, try to avoid square-ness in natural platforms.

worried_shopkeeper.png

Is this the kind of shop where you just walk up to the object to buy it?

ice_puzzle_WIP.png

Ah, I'll make sure to post a bigger image next time then.

Event player touch problem

I'm glad I could help! :)

ice_puzzle_WIP.png

Thanks for the feedback! Yeah, I just got the sliding floor to work 100% properly by making some last revisions to a few common events. The "No" was a note to myself, which turned out to be incorrect haha :P

The map is pretty much set. I just gotta edit the events some more.

Event player touch problem

If the spot that you need to stand on does not move, you can use a parallel process event that keeps setting the player's X and Y position to 2 different variables and then checks to see if the player's coordinates matches the spot's location.