STORMCROW'S PROFILE
StormCrow
2877
>look StormCrow
You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.
I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.
I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.
I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.
I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
Live Free Or Die
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."
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Beautiful Escape: Dungeoneer
Did this *REALLY* need the exposure of being featured game?
This is, for good or for ill, like Super Columbine Massacre RPG and the same dev's Polymorphous Perversity, one of the most well known RPG Maker games OF ALL TIME.
Not dissing D:BE or Calunio, by the way, so no one take it that way. If this game's download count was 1/100th of what it is and it had 9 subscribers and not 90 I'd probably be championing it loudly as we speak. Anyone who has played Chapelwaite knows I can certainly appreciate fucked up shit.
I just seem to be having some trouble understanding the purpose of the Featured Game...feature...and the decisions that are made in relation to it. When you get your game featured there's a pretty huge boost in download count so if number of downloads is either not considered in choosing the featured game or if having lots of downloads already actually makes your game more likely to be featured...that seems to me like kind of a closed loop/feedback loop/catch-22/vicious cycle/pick your favorite expression for the idea you know I'm trying to put into words.
(I'm not obsessed with downloads. Really, I'm not.)
EDITE: And um, if this was actually featured before then yeah that's...that should DEFINITELY not be happening. Definitely. I don't remember one way or another, I think I was on an "off of RPGmaker" period of my life when this game was new and when I got back to the scene it was hugely well known.
This is, for good or for ill, like Super Columbine Massacre RPG and the same dev's Polymorphous Perversity, one of the most well known RPG Maker games OF ALL TIME.
Not dissing D:BE or Calunio, by the way, so no one take it that way. If this game's download count was 1/100th of what it is and it had 9 subscribers and not 90 I'd probably be championing it loudly as we speak. Anyone who has played Chapelwaite knows I can certainly appreciate fucked up shit.
I just seem to be having some trouble understanding the purpose of the Featured Game...feature...and the decisions that are made in relation to it. When you get your game featured there's a pretty huge boost in download count so if number of downloads is either not considered in choosing the featured game or if having lots of downloads already actually makes your game more likely to be featured...that seems to me like kind of a closed loop/feedback loop/catch-22/vicious cycle/pick your favorite expression for the idea you know I'm trying to put into words.
(I'm not obsessed with downloads. Really, I'm not.)
EDITE: And um, if this was actually featured before then yeah that's...that should DEFINITELY not be happening. Definitely. I don't remember one way or another, I think I was on an "off of RPGmaker" period of my life when this game was new and when I got back to the scene it was hugely well known.
What are you thinking about? (game development edition)
Various things in this screen may or may not be placeholders (okay that earpiece icon is totally wrong) but what I'm thinking about (I guess 'fretting about' is more accurate?) is whether this font is legible enough, or I should try another one (this is the font used on menus, not in messages).

For like most of 2018 and a good portion of this year I was seriously flush with moneys that I spent stupidly and recklessly until I arrived again at poverty's doorstep where I am now, making getting a crap job in retail feel less like the responsible adult decision it totally wasn't, and more like the "trapped and have no other option" desperation move it is. ANYWAY, I hate myself really hard for all of the various bad and terrible financial decisions I made, but possibly the thing I regret most is not setting aside more money I actually had for the purpose of buying custom art and whatnot for my games. (I do have $93 or something that I purposefully left in my Paypal for that express purpose, but like you say, I'm not sure how far that will get me.)
The good news is that there are very talented people in this community willing to work for very cheap. Back when I was financially secure and comfortable I worried about exploiting them but that concern has evaporated in the face of my present bank balance.

author=Marrend
I dunno. The whole "unknown cost" is always the thing that shoots down the idea, and I'm... pretty sure this isn't the first time I've talked about this?
For like most of 2018 and a good portion of this year I was seriously flush with moneys that I spent stupidly and recklessly until I arrived again at poverty's doorstep where I am now, making getting a crap job in retail feel less like the responsible adult decision it totally wasn't, and more like the "trapped and have no other option" desperation move it is. ANYWAY, I hate myself really hard for all of the various bad and terrible financial decisions I made, but possibly the thing I regret most is not setting aside more money I actually had for the purpose of buying custom art and whatnot for my games. (I do have $93 or something that I purposefully left in my Paypal for that express purpose, but like you say, I'm not sure how far that will get me.)
The good news is that there are very talented people in this community willing to work for very cheap. Back when I was financially secure and comfortable I worried about exploiting them but that concern has evaporated in the face of my present bank balance.
Screenshot Survival 20XX
Holy crap you guys are amazing. You are some intimidating peers to have, my dudes & ladies. Your game making game is fucking on point.
@punkitt: great aesthetic, really interesting color pallete too
@JoeSeraph: whoa, is that character's name really "Shenanigan"?
@DARKEN: I WANT. that game. right now. can has?
@orange-: hot damn that's one of the spookiest screens I've ever seen. super hella disturbing Gigeresque design of that creepy altar.
@DungeonDevDude: thank you for making Mandromeda a thing.
Anyway here are some screenshots showing a gameplay feature in my game Live Free Or Die. It looks better in motion than it does as screenshots but I'm a dinosaur-level late adopter of video capture, and it looks even better in play than it does in motion, but I'm not near having a demo ready so yeah here's some screenies.


...whoops. Shoulda saved that grenade for the room on the right, huh. (Probably the most violent tableau I've created in a game that was not a horror game.)

Well, don't say we didn't warn you!

Good gameplay is about choices. Sometimes you'll have more choices to make later on based on your initial choices.
@punkitt: great aesthetic, really interesting color pallete too
@JoeSeraph: whoa, is that character's name really "Shenanigan"?
@DARKEN: I WANT. that game. right now. can has?
@orange-: hot damn that's one of the spookiest screens I've ever seen. super hella disturbing Gigeresque design of that creepy altar.
@DungeonDevDude: thank you for making Mandromeda a thing.
Anyway here are some screenshots showing a gameplay feature in my game Live Free Or Die. It looks better in motion than it does as screenshots but I'm a dinosaur-level late adopter of video capture, and it looks even better in play than it does in motion, but I'm not near having a demo ready so yeah here's some screenies.


...whoops. Shoulda saved that grenade for the room on the right, huh. (Probably the most violent tableau I've created in a game that was not a horror game.)

Well, don't say we didn't warn you!

Good gameplay is about choices. Sometimes you'll have more choices to make later on based on your initial choices.
Life Is Full Of Disappointments (so what's another one?)
It's not too bad*, you're right, and I'm not exactly complaining about it either. (One of the games you mentioned must be Chapelwaite which got frontpaged when I was new which is huge. Getting frontpaged here is undeniably huge.)
It's just nowhere near enough to justify the time and money investment of continuing commercially. Esp. now that I'm kind of broke and have less free time. I have some idea what the conversion rate will look like from free downloads to actual buyers, and even if I take the most wildly optimistic view of it...this still has nowhere near enough interest. Which is fine.
* I have games made and distributed under a different handle that have been downloaded at least 10,000 times and translated into multiple foreign languages, so that informs my perspective on this. Even those games are still small fry compared to some of the juggernauts on RMN. The most downloaded of those games has been around since 2006-2008. Some games released on RMN between 2016 and now have 10x the downloads. See, it's all perspective. But I didn't and don't mean to come off as whinging.
It's just nowhere near enough to justify the time and money investment of continuing commercially. Esp. now that I'm kind of broke and have less free time. I have some idea what the conversion rate will look like from free downloads to actual buyers, and even if I take the most wildly optimistic view of it...this still has nowhere near enough interest. Which is fine.
* I have games made and distributed under a different handle that have been downloaded at least 10,000 times and translated into multiple foreign languages, so that informs my perspective on this. Even those games are still small fry compared to some of the juggernauts on RMN. The most downloaded of those games has been around since 2006-2008. Some games released on RMN between 2016 and now have 10x the downloads. See, it's all perspective. But I didn't and don't mean to come off as whinging.
I did naht see de mods
I did naht see de mods
author=Liberty
I fixed this topic. I think I did a good job!
You're cute lol.
author=Additauthor=ESBYI’m afraid that’s now behind a paywall.
show me the originals
lol nice
Tutorials
wow i left my computer for about six hours and no one posted anything in this whole subforum
::worries about rmn sometimes, youse guys::
??jk??
anyway what is the right amount of tutorials? how many words of tutorial is too many (you can use any unit you want, "words" is just a weird writery one that's especially specific)? how many pages, how many individual tutorial sequences, etcetera etc. what percentage of tutorials is it okay to put in optional readables (including in game items, but not instruction booklets) as opposed to mandatory mainline content?
also, do the benefits of an actual interactive "take you by the hand and guide you through the engine" sequence outweigh how much much harder that is to program than just displaying text for the player to read?
(assume a jrpg of roughly average complexity for the 2010s. but in my game the systems/features at play are limited and tracked ammunition, most (TEK) skills cost Health, not PPE, except for an Esper's PSI skills <see, you kinda have to include that one if you include the one about how skills cost hp not mp>, different weapons/attacks have different degrees of armor penetration/heavier armor blocks an increasing percentage of specifically ballistic damage, and area of effect is a thing. I think that's everything, what's that, five things? I don't bother with any of the stuff that can be assumed like "this is an ATB bar" or "different enemies have different elemental weaknesses". That's without getting into any of the hacker stuff (that can wait until there's a hacker in the party).
::worries about rmn sometimes, youse guys::
??jk??
anyway what is the right amount of tutorials? how many words of tutorial is too many (you can use any unit you want, "words" is just a weird writery one that's especially specific)? how many pages, how many individual tutorial sequences, etcetera etc. what percentage of tutorials is it okay to put in optional readables (including in game items, but not instruction booklets) as opposed to mandatory mainline content?
also, do the benefits of an actual interactive "take you by the hand and guide you through the engine" sequence outweigh how much much harder that is to program than just displaying text for the player to read?
(assume a jrpg of roughly average complexity for the 2010s. but in my game the systems/features at play are limited and tracked ammunition, most (TEK) skills cost Health, not PPE, except for an Esper's PSI skills <see, you kinda have to include that one if you include the one about how skills cost hp not mp>, different weapons/attacks have different degrees of armor penetration/heavier armor blocks an increasing percentage of specifically ballistic damage, and area of effect is a thing. I think that's everything, what's that, five things? I don't bother with any of the stuff that can be assumed like "this is an ATB bar" or "different enemies have different elemental weaknesses". That's without getting into any of the hacker stuff (that can wait until there's a hacker in the party).
Crowviews Redux
Is redux pronounced "re-doo" or "re-ducks"? If it's the latter, this thread title doesn't have the cadence I wanted it too. Oh well.
I dislike the number 3, and I am fairly in love with the numbers 12, 19, and 21. If you are wondering what the hell I'm blathering about, I noticed that I had written 11 reviews. I have nothing in particular against the number 11, I just like the number 12 so much better that I decided to review some games. I (obviously?) wouldn't have started this thread if I only intended to review one game, so I'm planning to do 8 more and land on 19 or do 10 more and land on 21.
As of the time of making this thread, I have written the following reviews, many of them while conspicuously drunk. Most of them could be considered pretty in-depth:
Now I will explain my review philosophy and then my criteria for considering review requests. (While I will obviously be sad if I come back to this thread in a week and there are zero comments, "first come first served" is absolutely not the principle at work here, so there's no need to rush either.)
My Review Philosophy
This will inform the criteria and caveats discussed below, but the central thrust is that if I'm going to be reviewing games, I want to do so as quickly and efficiently as possible.
Criteria For Review Requests
If you have a complete game or a demo and would like me to review it and it adheres to the following criteria and I accept it for review, I cannot make any guarantee on the turnaround time of that review. It may be several days, several weeks, several months, or never--who knows, I might get hit by a bus!
First off, I want to review games that you think I might like. The reviews I've already written are not at all representative of my tastes in games, thus far they are a random jumble. My Play List here on RMN is much more indicative of my tastes.
This generally means a game that has failed to interest me in the first hour has failed to interest me, period. I'm not going to endure hours of doldrums because a game supposedly "gets good" later on. On the reverse side of this, playing a game for an hour is almost always enough time for me to get a handle on if I like the game, what I like about the game, and whatever might be done to fix the things I don't like. If after I've played a game for an hour that game is "on track" to get a 4-Star review, if I spend additional hours playing it, it's more likely I'll run into things that annoy me than it is I'll run into a new feature, character, asset, or whatever that makes me actually want to add stars.
Two exceptions here to the one hour time limit: one is any game I'm enjoying so much I feel hooked on playing it. I will keep putting hours into such a game until it ends or I stop enjoying it.
The other exception is complete games 10 hours or less in length that I enjoyed the first hour of at least somewhat. It's unfair to judge such a game based on its first hour: in the likely event that the rest of the game includes things that displease me, or the less likely event that the rest of the game includes things that make it EVEN BETTERER, either way that should be reflected in the review. But while 10 hours is a reasonable investment of my time, this exception does not extend to 30+ hour/100+ hour epic megagames of great huge bigness. But I don't seek out HUGE games, and I don't expect (m)any will be recommended to me.
Okay, cool. Recommend me some games, guys! If they meet the above criteria or are close enough, I will do my best to review them eventually!
~ Le Crow
* I am using this as an umbrella term for pretty much every engine used to build the games on this website, not just actual RPG maker engines.
** THAT BEING SAID I will occasionally want to add my two cents to a bigger "event" game like I did with Villnoire, especially if that game captures my interests as a player and I find that I have opinions about it that haven't already been voiced in existing reviews.
I dislike the number 3, and I am fairly in love with the numbers 12, 19, and 21. If you are wondering what the hell I'm blathering about, I noticed that I had written 11 reviews. I have nothing in particular against the number 11, I just like the number 12 so much better that I decided to review some games. I (obviously?) wouldn't have started this thread if I only intended to review one game, so I'm planning to do 8 more and land on 19 or do 10 more and land on 21.
As of the time of making this thread, I have written the following reviews, many of them while conspicuously drunk. Most of them could be considered pretty in-depth:
- Journey To Northpass
- Pandora
- Colors of Damnation ACE
- Owl's Nest
- Fantasy Journey
- Hyouhon Shoujo|Specimen Girl
- Ouroboros (DEMO)
- Schoolboi Pacaman of Love
- Villnoire
- To Crime Nirvana
- The Shore: Foreign Tides
Now I will explain my review philosophy and then my criteria for considering review requests. (While I will obviously be sad if I come back to this thread in a week and there are zero comments, "first come first served" is absolutely not the principle at work here, so there's no need to rush either.)
My Review Philosophy
Like most people's reasons for doing most things, my desire to review games is in part altruistic and in part self-interested.
The altruistic part is simple enough: there are thousands of games on this site which have received little or no attention, feedback, or critique. No one should make a videogame and upload it here only to have it be mostly or completely ignored. While I obviously can't be the one to make sure every game gets reviewed, I can at least do my part in chipping away at those thousands. Also, games with starred reviews are often more likely to be downloaded and receive other forms of attention.
The self-interested part is that I raise my own public profile slightly with each review I make, and also, I like Makerscore and want it, even though it doesn't do much of anything (except give you more lockerspace).
Looking at these two components of my motivation, what is missing? Well, nowhere did I say that I actually want to play RPG Maker* games. Because honestly, the great majority of the time I don't particularly want to play RPG Maker games: if I want to play a videogame, I already have tons of them around made with actual budgets by large high-paid teams which I exchanged actual US Dollars for at some point; if I want to interact with RPG Maker, the locus of that interaction is going to be my own games in development, so even playing and reviewing games will eventually lead to "how has this inspired me to work on my own game?".
To prevent any possibility of misunderstanding: I don't mind playing RM games, I don't resent playing RM games, I'm not going to take off points or judge more harshly based on an RM game BEING an RM game, I have frequently enjoyed playing RM games a great deal, and so on. The only point I wanted to get across is that the experience of playing the game is not specifically what I'm volunteering for, I'm volunteering for the act of evaluating and reviewing the game. Reviewing games dilutes the enjoyment of playing them anyway: you have to constantly pause to take notes and screenshots. If there's an RM game you want to recommend to me to play for fun, not to review, I'd be happy to accept any such recommendations.
The number one priority in my reviews is to speak directly to the creator of the game and tell them what they did well (often very effusively, as I am still surprised by just how strong people are in my own areas of weakness), tell them what could be improved, and make suggestions on how to improve it. A close second is writing something that is entertaining for a general audience to read. Recommending/not recommending the game to players while desirable is a tertiary concern.
Finally, my time is extremely precious. I valued my time somewhat before I had to work a kinda sorta 9-5 job: now that I do have a job that I hate but am obligated to be at for many hours every week, my own valuation of my time has sky-rocketed, because my free time is now a dramatically smaller portion of my time.
This will inform the criteria and caveats discussed below, but the central thrust is that if I'm going to be reviewing games, I want to do so as quickly and efficiently as possible.
Criteria For Review Requests
If you have a complete game or a demo and would like me to review it and it adheres to the following criteria and I accept it for review, I cannot make any guarantee on the turnaround time of that review. It may be several days, several weeks, several months, or never--who knows, I might get hit by a bus!
First off, I want to review games that you think I might like. The reviews I've already written are not at all representative of my tastes in games, thus far they are a random jumble. My Play List here on RMN is much more indicative of my tastes.
- The game can be yours or someone else's; a friend's, a stranger's, it doesn't matter.
- I don't especially care about engine, in and of itself.
- I do care about genre. I want to review games that are at least kind of sort of RPGs. Elements of action games, strategy games, and visual novels are all fine. But an honest description of the game's genre should include "RPG" if you're going to submit it for review.
- Complete games and demos are both fine.
- I will review commercial or non-commercial games, as long as I don't need to pay money to play it. This means that I will review non-commercial games, commercial games with free demos, and (while I sincerely doubt this will come up, it is a thing so it doesn't hurt to mention it) commercial games that I get a complimentary copy of for review purposes.
- I prefer games that have never been reviewed and that have less than 100 downloads. I am not saying I will ONLY review games meeting this particular criteria, but the less reviews and the less downloads, the better. I want to uplift obscure games, not participate in the celebration of already popular games.**
- Don't ask me to review anything you know is bad. I don't get off on trashing games or hurting developers' feelings, that's not my bag. If a game I was expecting to like turns out to be a major disappointment, I may be pretty biting towards it in the review, but that's very different from hate-playing a game I know I'm not likely to enjoy or rate highly.
- The game must be at least 15 minutes long, and you should not expect me to play any more than three hours of it. In most cases, I will be playing about one hour of each game for review purposes. In part, this is because reviewing a game for an hour actually takes me closer to 3-6 hours of real time, divided between taking notes and screenshots whilst playing and actually writing and uploading a review.
This generally means a game that has failed to interest me in the first hour has failed to interest me, period. I'm not going to endure hours of doldrums because a game supposedly "gets good" later on. On the reverse side of this, playing a game for an hour is almost always enough time for me to get a handle on if I like the game, what I like about the game, and whatever might be done to fix the things I don't like. If after I've played a game for an hour that game is "on track" to get a 4-Star review, if I spend additional hours playing it, it's more likely I'll run into things that annoy me than it is I'll run into a new feature, character, asset, or whatever that makes me actually want to add stars.
Two exceptions here to the one hour time limit: one is any game I'm enjoying so much I feel hooked on playing it. I will keep putting hours into such a game until it ends or I stop enjoying it.
The other exception is complete games 10 hours or less in length that I enjoyed the first hour of at least somewhat. It's unfair to judge such a game based on its first hour: in the likely event that the rest of the game includes things that displease me, or the less likely event that the rest of the game includes things that make it EVEN BETTERER, either way that should be reflected in the review. But while 10 hours is a reasonable investment of my time, this exception does not extend to 30+ hour/100+ hour epic megagames of great huge bigness. But I don't seek out HUGE games, and I don't expect (m)any will be recommended to me.
Okay, cool. Recommend me some games, guys! If they meet the above criteria or are close enough, I will do my best to review them eventually!
~ Le Crow
* I am using this as an umbrella term for pretty much every engine used to build the games on this website, not just actual RPG maker engines.
** THAT BEING SAID I will occasionally want to add my two cents to a bigger "event" game like I did with Villnoire, especially if that game captures my interests as a player and I find that I have opinions about it that haven't already been voiced in existing reviews.
Life Is Full Of Disappointments (so what's another one?)
Don't worry, I'm taking into account response from everywhere else I posted the game too (I put it up on RPGMakerweb and a couple other places I think; downloads from there should be reflected in the download count here, if not the subscribers).
I know RMN is pretty quiet these days and seems more popular with devs than end-users.
Like I said on the other half of this Hiatus'd project (but not this half because putting up two completely identical blogposts felt weird):
It's a shame in some ways. I really like RMN. I like the community here and most of the folks that make it up and I like the infrastructure of the site itself. I wish this place was the swarming heart of the RM scene (it would make sense, since this is where like all the games are actually hosted!), because that way I could do all of my game-"selling" in the place I host my games and discuss my game-making (one-stop shopping so to speak), but I know that's not exactly the case and I need to advertise elsewhere. : )
I know RMN is pretty quiet these days and seems more popular with devs than end-users.
Like I said on the other half of this Hiatus'd project (but not this half because putting up two completely identical blogposts felt weird):
author=me
To a certain degree, I feel like I "failed" Road To Paradise by not hyping it or promoting it hard enough or often enough in the right places. I'm not going to beat myself up over this, but I will make a note to be more proactive about "marketing" any and all future projects.
It's a shame in some ways. I really like RMN. I like the community here and most of the folks that make it up and I like the infrastructure of the site itself. I wish this place was the swarming heart of the RM scene (it would make sense, since this is where like all the games are actually hosted!), because that way I could do all of my game-"selling" in the place I host my games and discuss my game-making (one-stop shopping so to speak), but I know that's not exactly the case and I need to advertise elsewhere. : )













