I am amateur game developer, and even more amateur reviewer, currently in and out of college.

I am currently developing a game called Eternity: The Black Star along with Solitayre, which is nearing its first release.

I have extremely high standards, so please don't be offended if you believe that I have reviewed your game unfairly. My focus is on improving the body of a work primarily by pointing out what I think are its flaws, but feel free to ignore me if I am wrong (and I will be).



Silviera's Review Requests

Game: Rhukaat: Broken Chain Plus

Battle System- 2/5
Definitely a weak point in this game. The core of this lies with the fact that the battles are just too easy. You actually spend several levels without any skills to use period, but that doesn't matter because every enemy goes down swiftly from a few normal attacks. HP is on the high side and you'll probably go through entire dungeons without having to heal. When you finally do get abilities they have ridiculously low costs compared to your mp pool, in particular healing which is practically free. Ability lists are on the small side, so through the entire game you probably won't be doing much more than using attack and one or two skills per character. The fourth party member who joins you also tends to be rather useless in combat.

There is one difficult fight in the game, and it comes right before the final boss. You fight two extremely strong opponents, one who uses powerful spells and another who is capable of paralyzing the entire party. It comes out of nowhere and will likely force you to spend some time grinding in a game which you have probably been blowing through up to this point. It's worth noting that while fighting the final boss I took no damage at all. The boss spent several turns attempting to debuff my party with single target debuffs (and failing I might add), and buffing itself. Your experience may vary, but for me the boss died before performing a single offensive manuever.

Storyline- 3/5
A rather generic quest about an order of paladins fighting to take down a group of evil black mages. There is some crystal collection involved here but it never really becomes the focus of the story. Instead of actively seeking them out you sort of just stumble across them, and the villains acquire most of them off screen. Most of the game is spent fighting actively against the mages, though for the most part nothing is accomplished until the finale. The script is on the light side and you won't spend a lot of time reading. It felt as though the author was rushing the conclusion at the very end, as a lot of pivotal events occur without much buildup. Before you know it you're fighting against the final boss. Overall I felt the story was on the average side. The writing was actually of a very high quality, though I'm disappointed there wasn't a more interesting plot to go along with it.

Characters- 2/5
This category ends up faltering a bit. The two main characters are paladins from the order mentioned previously. They appear to have a bit of a rivalry at the start of the game, but this is never expanded on and pretty much falls through entirely a few hours into it. Overall the cast seems underdevloped; a few of the characters get almost no development period. The worst part is easily the fourth character who joins at the end of the game just to fill a party slot before the final boss. The villain is on the stereotypical side, and though there is a small plot twist involving a few characters it never really has any impact on anything. When it came down to it I just didn't care about any of these people.

Level Design- 4/5
You'll be spending a lot of your time walking through small dungeons in this game. Most of them are quite well put together, if simple in design. You usually don't spend much time in one area before rapidly moving on to the next. The towns are a bit on the weak side as they usually consist of nothing more than identical buildings pasted next to each other. Although the mapping is weak in that regard, most towns have a few small subquests you can accomplish to gain a bit of extra loot or items. The dungeons have no real puzzles to speak of. Nothing more complicated than a switch puzzle here or there. One feature I liked is the world map was done away with completely. You instead find yourself traveling through various forests and valleys in search of the next town. It helps give the world a nice cohesive feeling, and makes traveling from one point to another a lot more interesting. It's actually difficult for me to pinpoint just what I liked so much about this category, but regardless I found myself enjoying the level design more than in most games.

Graphics- 3/5
Mostly RTP here, though everything is well put together. As far as I could tell all the battlers were taken from a single artist, which gives the game a nice consistent feel.

Music/Sound- 3/5
Mostly rips from various popular games here, though it wasn't as recognizable as some RM games tend to be. Everything is placed well enough but overall also forgetable.

Random stuff I liked-
Nothing in particular I haven't already mentioned.

Random stuff I hated-
At one point you are asked to clear out a castle full of monsters. This entire dungeon consists of the same encounter over and over again, specifically a single easy enemy that happened to be present in groups in an earlier dungeon. It felt like a gigantic waste of time.

Final Thoughts-
This is a game with no glaring problems whatsoever. It doesn't do much to rise above the competition either, but if you need a solid title to kill a few hours it's worth the download. There's a sequel on the way, and if the author has improved it's definitely worth keeping watch for it.

Overall Score 3/5

Some extra notes for the developer-

You can walk on top of every shop counter. This was the only bug I encountered.

That took a bit longer than I wanted to get that review out. Next up is a revision of Omnisia, though since I'm planning to release my own project on the 31st this month I'll be saving that playthrough for September.

Your First Game

My first was Eternity 3, a game that I never came up with a proper subtitle for. It was part of a series of stories I came up with when I was much younger, though I never managed to finish any of them.

The game was about a boy living in a secluded mountain town, who begins the game by attempting to procure a rare mineral in a dangerous mine in order to study for a geology report. After returning home a strange power awakens within him that ends up decimating most of the town and killing almost everyone in it. Following this he is forced to leave his hometown accompanied by a devoted best friend. The first city they come across is an oppressive feudal serfdom where he survives by stealing while his friend takes whatever jobs she can manage.

At some point the two hear about a Mercenary Guild of sorts another town over, so they pack up their things and head to the new city. As new recruits they hunt small monsters and bandit groups while earning a decent living for themselves. Eventually they bite off more than they can chew and attempt to take down an entire bandit ring and become embroiled in a conflict which causes their separation. Some unknown figure learns of the strange power the main character possesses and ends up capturing him and sends him to be shipped to a research facility across the ocean.

During the voyage the ship is assailed by pirates, and the main character ends up being taken as a hostage and eventually sold into slavery. He spends the next few months fighting in a 'to the death' coliseum. While living there he discovers the coliseum was built on some ancient ruins, and with a bit of sneaking around manages to make his way inside. While there he discovers a 10,000 year old psychotic cyborg who facilitates his escape. And that is far as I got before I gave up on the project. It had several other characters and subplots and at some point I intended for everyone to meet and become swept up in a war.

As for the gameplay itself it was standard rm2k3. No particular custom systems, mostly linear with few sidequests and a bit more grind heavy than I would make today.

Currently I have not uploaded this project because frankly I find it embarrassing. I may throw it up at some point after I have released a game I am more confident in, since I don't want my first submission to the site to be painfully bad.

A call for hellspawn! (beta testers)

I've sent my test notes to your mailbox. I may give this another shot soon but for now I'm going to focus on my own game for a bit.

A call for hellspawn! (beta testers)

I'll give this a shot.

RM2K3 Timer

The rm2k3 timer only counts down. So if you set at it five seconds it will disappear in five seconds.

Your favorite type of thing to raid in RPGs

Giant Mansion. Bonus points if there are ghosts. More bonus points if you can rob the place.

Object on a switch?

On the event page go into Control Variables, select Character (and then choose the event that is going to be used the press the switch) and choose Map X.

This will store the item's X coordinate into a variable, use another for Y. You'll need to update these variables every time the object is moved.

After that you just check if X and Y are equal to the location of the switch, if they are, then trigger it.

If you need more help after this I'll go into more detail.

Copy and pasting commands in Rm2k3 leads to insane slowdown

I remember having this same problem when I worked with rm2k3. Unfortunately I never came up with a way around it. It seemed to only happen when copying extremely large events.

RPG Maker 2000/2003 Charset to XP Charset Converter

I think you are referring to this tool.

It's been a while since I've used it but I believe it converts charsets, tilesets, and just about everything else into XP format. There's also an option to put all the graphics through a filter during conversion to attempt to remove the pixelated look that rm2k/2k3 graphics have. More often than not using it makes things look terrible.

Help for RPG Maker 2003 Agillity (For custom leveling system)

It largely depends on how big numbers in your game are. If your average agility is 100 then +5 per upgrade won't make much of a difference with the ATB bar. If average agility is 10 you'll find your thief becoming the best character quickly.

If it was me I'd try to keep the party's agility higher than monsters at all times so the ATB bar doesn't slow down too much. I'd probably have the thief projected to end up about 30-50% faster than the rest of the party by endgame.

Incidentally, Intelligence tends to be rather useless in high number games unless you set up attributes in a specific way. Such as setting base damage for each attribute as 300% so that each point of int can actually make some sort of difference (by default it is terrible in rm2k3). The defense stat suffers some similar problems, so you may want to consider having the gains from defense tiles be larger than others.