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Ghost Party

I imagine it's how fast you play through the game and

stop the killer. Each death seems rather timed, so if you manage to play the game quickly, you'll probably get the good ending.

π (Pi)

Twas nice and casual of a playthrough. Perhaps something more could be developed through this in the future, such as adding more puzzles and traps, a longer fleshed out story, and the like.

Bothering Snape

Freaking hilarious! One of the best badaptions I played, although I had to fix the loops in the battle.

Please help me solve a mystery!

author=Shoobinator
In Raoul's defense, while the presentation may not be top-notch, you can't assume that the game is boring to play IF you haven't actually played it yet. I think that's also what he was trying to argue. But of course presentation matters for people to want to play etc. etc. I just wouldn't immediately conclude that it actually IS boring, but I could THINK that it is from a glance.


Well, anybody can assume whatever they want to; whether or not it's true is a completely different matter. However, if people feel the screenshots are boring, and the presentation is not up to snuff, they're likely going to think this is what the game will be like, and decide against downloading it for themselves.

In other words, people will make their own assumptions, and it's up to the developer to prove otherwise, if they feel the need is warranted.

That said, I don't think the screenshots are that bad, and I may be inclined to play it at some point, but I have a current backlog of about 200 games I'm still trying to go through. However, I'm also the kind of person that doesn't mind playing an RTP game (if the RTP is used right); I place more importance over writing, game mechanics, and level design than I do what sort of resources were used.

However, I also realize I'm in the minority, since it seems a lot of RM users are against the RTP, no matter how it's used.

Too Easy...?

When I first released my game (Night of the Living Noobyas) for testing, I had played through it multiple times and thought the difficulty curve was just right. However, my testers came back and told me that it was too tedious. So I adjusted the stats, the drops, the EXP, the damage output on my skills and weapons, and I thought the game became way too easy. However, the comments I've received state they feel the game is very well balanced.

So... it goes to show that the developer will almost always believe their game is easier than it may actually be. That and the fact that gamers don't want to grind anymore. I'm not saying a player should stand around and grind for an hour just to traverse a four-room dungeon, but some bit of extra grind should be expected, be it a touch encounter and the player must revisit a room or two for extra combat, or random encounter and the player must walk around to find a few extra battles... at least when the game mimics older rpg's.

However, when you see the comments over at other sites (such as RMW), the top three things most gamers hate and consider the worst mistakes of older NES games are:

1. The inability to save anywhere - required to use save points in a dungeon, can only save on the world map, etc.
2. Random Encounters - everything has to be touch encounter.
3. Level Grinding.

The end result is to either:

A. Make a game you want at the difficulty you want, but expect that it will only appeal to a certain audience, and even then may cause for people to quit and complain or...

B. Make a game that will appeal to the masses, even if you feel it's not very challenging. At least then you will know more people will download and play through it.

Edit: I've heard people say to offer options (easy or difficult). The problem is, unless there is a reward, most people will just take the easy route. If you do offer an option of difficulty, I recommend including extra loot, mini games, unique skills, or even story content on the difficulty setting just to encourage more people to try that options.

And of course, there is always the New Game +, which offers even more opportunities.

For example, let's say the normal path to get a certain type of ending (we'll just call it Ending A) is easy. However, a lot of the side quests and maybe even the path to get the real ending (we'll call it Ending B) is hard. The player can try for the harder path first, but if they can't, they can always play the easy path first and then reload with their EXP/GOld, etc., upon finishing the game and then take on the harder path, which would then be easier for them.

Please help me solve a mystery!

author=Raoul589
author=Liberty
I don't think that's true. I could go to any game with no reviews right now, give it a 2 star review, and almost no one would ever look at it again. The requirement to review a game in order to rate it puts up such a high barrier that only the most motivated community member will write a review. Here are some statistics:

  • Hero's Realm (the most reviewed game) has been downloaded 20,608 times, and reviewed 15 times, which means that 0.07% of the people who have played Hero's Realm have rated it.

  • Legionwood (the most downloaded game) has been downloaded 22,382 times, and reviewed 5 times, which means that 0.02% of the people who have played Legionwood have rated it.
I have to agree with this above bit. When I first joined here a few years ago, there seemed to be quite a decent amount of people willing to review games (myself included), but that seems to have died off quite a bit.

Perhaps if a person could just rank a game between 1 and 10 stars without having to write a review, more people would do so. We could still continue to do reviews but keep it separate from the ranking. This way a review would be based on a written opinion by the player, and not so much a numbers game.

What are the more unique RPG maker games you've seen through the years?

Nope. I played Dream Endeavor and it could have been a good game, but failed in a lot of areas. For one, the story is way too cliche for me, not to mention a boring Final Fantasy clone. Second, the game play and battle system felt tedious, boring, and sloppy.

Slapping a bunch of scripts together to make something look cool doesn't make the game cool by design unless there is a reason behind using the scripts. I'd rather have had a default battle system if it meant implementing a better strategy. And besides that, side view with Kaduki sprites... not entirely a unique concept.

I will say the mapping was decent, considering it was primarily RTP, but "the best game available on RRR" it is not.

This review that was done by eien_tsubasa sums up my thoughts on the game, which the only thing I'd disagree with is the story, which I thought was poorly written:

http://www.rpgrevolution.com/review/1624/355.html

need a zelda like battle system script that allows the player to fight on the map

RMXP is solely Ruby (RGSS), so if you're looking for C# you're going to have to use something else.

There are scripts that incorporate an ABS into RM, so you'll have to look around and see, and this also might help:

http://www.rpgrevolution.com/forums/index.php?showtopic=47454

However, RM is not entirely ideal for this sort of thing because of how it detects and handles collision. You'll probably have an easier time at it with another editor.

What are the more unique RPG maker games you've seen through the years?

I don't think anything I've played has matched the absurdity of Space Funeral.

gallery_60574_553_90212.png

There is more to the quote when you press "Enter", so it's not completely done here. Basically, this is the purpose behind the game (a game within a game).

Jonnie is forced to play and review a crappy Final Fantasy fan game, and this map is so horribly done that he just about loses it.

And from there, he gives his bad review, which triggers the rest of the game's plot. All this probably in the first 20 minutes.