ALTEREGO'S PROFILE
"It's hard to find the balance when you are in love.
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
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D'oh!
Yeah, like, if a game goes more than 24 hours without an update, chances are it may get cancelled. And what's real funny is that this is such an inconsequential blog! It's not like there's a demo out and this is an issue worth addressing to everyone who downloaded it. You just found a problem that none of us was aware of until now and then you tell us you fixed it so it no longer a problem anyway. You may as well just tell us "I opened rpgmaker and did stuff today". Dear Lord...
Edit: Digging old dirt? ...Bah! Nevermind. You agree this blog is inane and yet you condone it and I'm the bad guy. Yeah, makes sense.
Edit: Digging old dirt? ...Bah! Nevermind. You agree this blog is inane and yet you condone it and I'm the bad guy. Yeah, makes sense.
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What if you encounter different enemy parties that require different strategies? Can you switch characters mid battle or something? Or must a party be formed in a way that it can better handle all the enemies in one area? And what about healing or buffs? Will all that be automatic too, or will only be possible outside of battle? And what about... well, thousand of other things that I'm forgetting right now.
I'm afraid I'll have to see a video of this to fully understand the dynamics, because, like I said before: it is a very risky move. I feel that battles will need to be either very fast, almost instantaneous, to spare me the pain of going through them without any sort of input. Or they'll need to have at least some degree of interactivity, like pressing a button at the right time for extra damage or something...
Also, the battle layout doesn't look impressive, but it works. And the graphics are cute/cool, so there's that.
I'm afraid I'll have to see a video of this to fully understand the dynamics, because, like I said before: it is a very risky move. I feel that battles will need to be either very fast, almost instantaneous, to spare me the pain of going through them without any sort of input. Or they'll need to have at least some degree of interactivity, like pressing a button at the right time for extra damage or something...
Also, the battle layout doesn't look impressive, but it works. And the graphics are cute/cool, so there's that.
Rethunkery
This sounds like a very risky move. Battles better be entertaining somehow because the pretty graphics aren't gonna cut it alone...
Testing!
Yeah, I get this, you don't have to give any explanations. I'm just glad you're actually giving my 'suggestomendations' a fair chance...
Nice made-up word, btw. xD
Nice made-up word, btw. xD
Tentacle-Related Action Available NOW!!
Regarding the portrait art. I'm not sure. It doesn't feel like they have the same finishing touches than, say, the backgrounds. They look smudgy and fake somehow. They need more detail, a more 'traditional' look in order to fit... You know, consistency and all that.
About the difficulty. Well, I think some of your decisions are more valid than others. If you don't want for ink bottles to refill I can understand that, but not having a health bar for bosses I feel it actually hampers 'tactical thinking'. You're withholding information from me, and I can't properly assert what's the best way to spend my resources. You may as well get rid of the ammo bar for a similar effect. And if you don't want to have an actual bar, any other hint would suffice, like a change in color or something... All in all, I just hope you don't make the game too hard for lazy rpg maker players, specially those of us who aren't really into the shmup genre. But I trust you guys. Keep it up! =P
About the difficulty. Well, I think some of your decisions are more valid than others. If you don't want for ink bottles to refill I can understand that, but not having a health bar for bosses I feel it actually hampers 'tactical thinking'. You're withholding information from me, and I can't properly assert what's the best way to spend my resources. You may as well get rid of the ammo bar for a similar effect. And if you don't want to have an actual bar, any other hint would suffice, like a change in color or something... All in all, I just hope you don't make the game too hard for lazy rpg maker players, specially those of us who aren't really into the shmup genre. But I trust you guys. Keep it up! =P
Tentacle-Related Action Available NOW!!
My verdict...
1) Beautiful graphics. I'm amazed by all work put into them, specially in the bosses' animations. And besides tiny graphical things I've pointed out before, the only other thing I didn't quite like were the 'portraits', but I'm confident those were made in a hurry for the demo.
2) Nice music. It was fitting enough, but not too memorable. (Then again, I don't know much about music) I'm slightly disappointing by the lack of ambient sounds, though. I dunno, bubbles after every kill, and maybe some sonar echoes in the distance or stuff like that.
3) Nice controls. I experienced some lag with Zero Base and I was expecting this to feel the same but I'm actually very pleased of how smooth it played. I'm also used to play with the keyboard so changing weapons and stuff was no issue for me.
4) Overall good mechanics. Just some thoughts: I second kumada's opinion that the main weapon requires too much precision. I think there should be a way to refill more ink bottles and maybe even health. And bosses should definitively have their own health bars.
5) I wish there was at least a hint of a story, but I guess I'll have to wait for the next demo for that... =P
Finally, my rank...

Not bad for a first run, right? right? xP ...Btw, maybe it was just me but I felt the final bass was too tricky. It alone took two of my lives and i barely made it-- For a demo I think this is nice, but for future releases maybe you'd consider toning down the difficulty a little? I dunno.
Anyway, keep up the good job, guys! I'll keep practicing in the mean time. =)
1) Beautiful graphics. I'm amazed by all work put into them, specially in the bosses' animations. And besides tiny graphical things I've pointed out before, the only other thing I didn't quite like were the 'portraits', but I'm confident those were made in a hurry for the demo.
2) Nice music. It was fitting enough, but not too memorable. (Then again, I don't know much about music) I'm slightly disappointing by the lack of ambient sounds, though. I dunno, bubbles after every kill, and maybe some sonar echoes in the distance or stuff like that.
3) Nice controls. I experienced some lag with Zero Base and I was expecting this to feel the same but I'm actually very pleased of how smooth it played. I'm also used to play with the keyboard so changing weapons and stuff was no issue for me.
4) Overall good mechanics. Just some thoughts: I second kumada's opinion that the main weapon requires too much precision. I think there should be a way to refill more ink bottles and maybe even health. And bosses should definitively have their own health bars.
5) I wish there was at least a hint of a story, but I guess I'll have to wait for the next demo for that... =P
Finally, my rank...

Not bad for a first run, right? right? xP ...Btw, maybe it was just me but I felt the final bass was too tricky. It alone took two of my lives and i barely made it-- For a demo I think this is nice, but for future releases maybe you'd consider toning down the difficulty a little? I dunno.
Anyway, keep up the good job, guys! I'll keep practicing in the mean time. =)
Testing!
Yeah, I mean; I see the text, the scroll, and all that as parts of the same element. So it should all look the same, either 'anti-aliased' or made from hard pixels... There are other things that are more forgivable to be done differently, for example, background and foreground elements, because they, well, they're separate things-- Am I making any sense? xD
Oh, an about the ranks. For example, if you just show me a red letter with a yellow outline the last thing I'll think will be: 'ruby'. So maybe making the ranks more 'jewel-like' with actual volume and sparkles, I don't know; it may help things be even more intuitive. ...Also, considering this is a sea based game, I'm surprised there is not a 'Pearl' rank. =P
Oh, an about the ranks. For example, if you just show me a red letter with a yellow outline the last thing I'll think will be: 'ruby'. So maybe making the ranks more 'jewel-like' with actual volume and sparkles, I don't know; it may help things be even more intuitive. ...Also, considering this is a sea based game, I'm surprised there is not a 'Pearl' rank. =P
Testing!
All of this sounds/looks great! And I'm guessing that with all mechanics working properly, development will go faster now?
Anyway, two minor graphical things. (You know me =P) First, the entirety of the scroll should be made in the same style, either pixel-art or drawn. It looks weird as a mix of both... And second, what's the reason behind the Rank's colors? I first I thought it was the rainbow but that's not exactly accurate, nor does it make much sense; Like, bronze - silver - gold, for example.
Anyway, two minor graphical things. (You know me =P) First, the entirety of the scroll should be made in the same style, either pixel-art or drawn. It looks weird as a mix of both... And second, what's the reason behind the Rank's colors? I first I thought it was the rainbow but that's not exactly accurate, nor does it make much sense; Like, bronze - silver - gold, for example.
Features Explained - Recall Sphere
What do you mean "useless"? Like, what if it is too much of an inconvenience for players to go back and forth? I don't really see the problem with that. It would be just like going from a dungeon to the nearest inn in your average rpg... Except the healing is free. xD
Edit: Well, I guess players will grind anyway if they want to... Just as long you don't facilitate it for them, it should be fine.
Edit: Well, I guess players will grind anyway if they want to... Just as long you don't facilitate it for them, it should be fine.














