I have been making games since the year 2000, in this time my games have won numerous awards and many of them have been critically acclaimed. I have performed many different roles in game making; from making sprite art, audio editing, beta testing, coding, designing and being a team leader.

These experiences have led me to develop my skills as a videogame developer and it’s an ideal job for me, one that I had always dreamt of ever since I was little. Recently, I have ventured into releasing commercial games including updating my older projects into more commercial and presentable. My first commercially released game is called Save Your Mother.

Despite making games for long, I try and learn a bit something new every time I start new project and love to experiment on new areas and go away from my comfort zones.
Scarred Stars: Traumatic...
Enter amusement park from hell and escape with your sanity - if you can!



[Poll] Does RPG Maker net have low engagement rate?

I'm not sure if you've played any of unity, Sooz, JosephSeraph or halibabica's games. I have, and these are talented developers with a lot of experience under their belt. Some of their games are flat out amazing, in my humble opinion. Unity and Sooz created a game which won the IGMC.
I probably don't deserve to be counted in here because the only thing that's 100% mine is Lobster Quest, which doesn't really count as a "good" game. (I will accept "amazing." :V ) Also the IGMC winner included Red_Nova; I understand that you didn't include him because he's not put in his two cents here, but I feel bad not adding him in since he did a huge chunk of the work.

This game didn't have any fundraisers or anything, it was all paid from welfare funds that I had and sometimes I even skipped meals to afford paying artists.


If you are on welfare, you are NOT in a situation where you can afford to spend money on a game, much less a situation where you can make any creative profession your living. People have to have a steady source of income for DECADES before they can get anywhere NEAR making a living.

DO NOT TRY TO MAKE GAMES AS A LIVING IF YOU ARE LIVING HAND TO MOUTH. Playing the lottery would be a better investment; at least lottery tickets are cheap!

Done already. I lost 20 kilos working on Save Your Mother.

I'm not on welfare anymore, I have game making business.

[Poll] Does RPG Maker net have low engagement rate?

Sorry, I got the impression he was working on it and gave him the benefit of the doubt. Is it necessary to qualify every statement with "yeah you're right I'll fix that?" Is it also necessary to say "well you're CLEARLY NOT LISTENING" every time this doesn't happen?
i gave quite a bit of feedback as an artist myself on how the (pretty neat btw) art used ingame could be more well explored / be sculpted to its full potential and all i got was "but these are custom graphics see i did change the default rmvxa icons to default rmxp icons and i even changed the font to another one that looks pretty much the same except harder to read"

but i didn't read pages 2-4 so i missed lots of stuff, just wanted to give my 5 cents on how a few small key changes could completely change the impression of the game. welp : p

I just wanted to correct you since you said it was the default, didn't want to come off as dick. There's some giant monsters that are done using that graphics and which move and have tons of emotions in combat. The only reason there's not more of the animated monsters that are like Ungolia is sadly the fact that I had limited budget to work with. This game didn't have any fundraisers or anything, it was all paid from welfare funds that I had and sometimes I even skipped meals to afford paying artists.

The new level that came in 1.2 update introduced lots of new arts that you may like including a really neat animation tricks using zoom ins and outs and such, you'd probably like that part.

Now that the game has sold, I'm actually trying to use that money to help improve the game, including running ad campaign on Facebook and the paying for improved HUD graphics, the new level and more content. I want to keep supporting this game at least for a while and offer these things as free updates to all the customers and fans.

Screenshot Survival 20XX

I like the magical blinking lights but there may be a bit too many of them. It makes it very bright and lots of white appear on screen at once, maybe one or two less could make it more visually appealing?

[Poll] Does RPG Maker net have low engagement rate?

He's not ignoring us. He's just explaining why things were that way, and is thinking of ways to fix them.
He's ignoring a lot of the substance of criticism (and lots of actual criticism- there's several points he just hasn't acknowledged at all), and making a lot of excuses. "Explaining why" is rarely useful; it doesn't matter why I made something crummy, it matters how I plan to fix it.

If you haven't been involved in critique circles much, this seems like reasonable behavior, but in every situation I've seen (including times when I was the one doing it!) it's been a sign of someone who wasn't actually listening, just trying to get the criticism to go away. It's very not helpful for actual improvement.

No, that's not true, I am listening. I did add new spell like Unity suggested. I am planning on doing HUD improvements, they were about to come anyway. I did change the time of the intro. I have listened and have done changes, I did change the page and descriptions of my game as halibabica suggested.

Not listening I'd not do any of these things. I'm not brushing anyone off, I've in fact even literally said I'm not doing that.

I even said I liked your intro idea...

EDIT: I felt like contributing to the site, so I'll post my tutorial about RPG Maker VX Ace RTP and my DRG resource for MV for starters.

[Poll] Does RPG Maker net have low engagement rate?

I like how a topic on RMN's lower engagement rate got 100 replies in a day

There's many people who did vote yes though, so I don't think it was just me imagining things.

[Poll] Does RPG Maker net have low engagement rate?

It's not XAS and they're not default. They are custom graphics.


Original batte hud

Save Your Mom's hud

I'm sorry then, it seems I was mistaken. But you see, from a consumer's standpoint, it still felt like I was seeing default systems even though they were custom. And in fact they are -- but they're custom stuff that still uses RTP stuff and is visually and style-wise very similar to the source material.

To show people that it's something original you need stronger visual design. It's very important. But given that you're pretty much refuting every piece of feedback that everyone says shows that there isn't much of an intent for improvement, which means I might as well go give feedback to a project that benefits more from it : p

Not true, I am just saying the game has custom graphics in huds and stuff. Heck, I even paid a graphics designer to make some of the HUDs sleeker in the next update. Stylistically it's similar to avoid it clashing too much with other aesthetics.

I originally left the Galv's fishing HUD normal because Galv and me talked on RPG Maker Web, he bought my game and liked it so I thought that meant I got a "go for it" from him, but you'll see a new HUD next update.

Balancing battles

Remember balancing isn't all about "making spell stronger or weaker" there's other things to take into account too. For example, if you have a really strong spell, what I like to do is also give their cast time significantly longer than the weaker countepart. This gives players more options because they can choose between a fast cast spell or a long cast spell depending on what the situation calls for it.

Ideally, you'd never want to have spells that turn 100% useless at one point but it may become inevitable, perfect balance is really hard to achieve.

[Poll] Does RPG Maker net have low engagement rate?

Actually, the intro is in entirity on Youtube without spacebar pressage. The video without touching anything is 2:34. I have no idea why it lasted twice that long for you two, especially with spacebar.
The Let's Play you linked on the front page has the intro going from 1:10 to 5:55. Your intro's way long, mang.

I have no idea what's going on. The actual intro itself is not that long, it's posted in entirity here.

I like the way your intro is suggested but I really don't know why it's nearly twice as long as it should. I do agree, 5 minutes is really way too long.

EDIT: I think I found a reason, the game's intro is going to be shorter in the next update back to 2:34.

Screenshot Survival 20XX

Testing the new lightning. Sprites are WIP.


EDIT: Huh, guess I gotta link big screens or they break formatting.

[Poll] Does RPG Maker net have low engagement rate?

By comment and be more active, I think they meant in the community, not just in arguing about the feedback about your game...

I'd play it but I don't have available funds and the game really isn't my thing, so I'm sorry, but please take the advice everyone is giving on board, it all seems really constructive.

Oh, I see.

I will, I'm adding new spell. I'm listening to Unity, I really am. I didn't want to come off as ignoring her. I value all feedback, I just wanted to explain why some of the stuff is the way they were, as a designer to another, not as developer to customer.

You guys said you're mostly developers yourselves, that's why I'm interacting with you in ways I wouldn't in Steam.