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KO Cupid

I played it on Hard and beat all the bosses so far.

Feedback (spoilers):
- The skills/passives are well designed and give each character a unique flavor for theorycrafting.
- I really like that there is no XP gain, everything is gear-based.
- I am aware I can change difficulty/drop rate on the fly, but I will never do it because it cheapens the experience.
- Hard mode feels more "grindy" than "hard".
- The toad oil/boar meat NPCs that give you a ton of money are a neat idea. It's a good way to suggest to a player "hey, if you find an area with lots of this specific monster, it's a good grind spot."
- In town #2 everything's super expensive and I got anxiety over whether I made the right choice on whose gear to upgrade, and which of the two high-end weapons per type to take.
- Water mage AoE sleep + focus stacking is OP against all normal mobs (even ones that resist water) and some bosses.
- The bow man's debuff-extending skill is OP on bosses. Dropping it from 2 to 1 hit might be interesting, but the concept of "extend every debuff" scales way too hard. Skills like "hit the enemy N times, where N is the # of debuffs they have" scale linearly and are more manageable.

HEARTBEAT

Quick Notes

Time Spent: 1h30m
Progress: I got to the start of the forest after the city (Fox-something)

- Pixel art is top-notch and sells the game practically by itself.
- The controls and UI/UX are very good. It's clear a lot of time and effort went into this.
- Music is very good but there are a few tracks that are played too often.
- The 4x random stun ability is overpowered.
- The battle system feels very bland and one-dimensional. Hard to put my finger on what, exactly, is missing. It's not just that the enemies are easy - that is easy to fix. Every new character feels like just a "+1 rando" rather than "this dude is unique and interesting." Expecting Chrono Trigger-level variety might be asking a bit much, but what you have here is pretty weak. (Might be a lack of equipment variety? i.e. equipment that gives significant stat boosts, resistances, or spells, so you have to strategize around it.)
- The dialogue has too much filler. I get what you're trying to do with it, giving each character their own flavor. That gets old quick. I would consider cutting ~25-50% of it.

That all might sound a bit harsh, but I'm assuming this will be sold at about the $9.99 price point (13 hours of gameplay) and am judging accordingly. If you can fix up the weak points, it can become a really outstanding game. Definitely looking forward to the final product!

Quest Questers

I totally understand where you're coming from.

Starting small has some advantages, like being able to take more risks and not being too depressed if it fails to sell. And if it does sell, you complete the psychological "did work -> got paid" feedback loop, making it a lot easier to complete every future project.

There are very few games on RMN that I think would make good Steam games. What makes sense about this one:
- Unique, attractive background art style.
- A sense of "what you see is what you get." The visuals suggest "lighthearted JRPG" and the game is a well-paced, complete lighthearted JRPG.
- A play time of ~5 hours, which matches gamer minimum expectations of ~$1/hour if priced at $4.99.
- I found zero bugs. (But I did find a typo near the beginning...I forgot where it was.)

Whatever you decide, best of luck.

Quest Questers

Obelisk uses a League of Legends style 4-skills-on-varying-cooldowns character construction. It's a very different style of game built for OCD min-maxers when it comes to party customization. I don't think this game should go too far in that direction.

I don't see the downside of going with Steam. It looks like a better and more consistent revenue option than Patreon. What are your thoughts?

Quest Questers

~ Short Review ~

Time spent:
6h30m

Gameplay:
I beat the game on Impossible difficulty, which is somewhat easier than the name suggests. I only ended up using a few revive thingies and status cures, and used none of the permanent stat boosts.

Level grinding is mind-numbingly boring (but somewhat expected at that difficulty), but the last three bosses were interesting enough that the game as a whole felt rewarding.

Spell variety is pretty good. I like the variance you get from different guests. I also like the consistent rate at which you learn useful new spells. However, compared to Obelisk: Devilkiller (the gold standard in RPGMaker spell variety, in my opinion) this is not close.

Music/SFX:
It works. Nothing really stands out, good or bad.

Artwork:
Charmingly amateurish. Very cute. Unique. Refreshing.

Story:
Trivial, but that's not why you're playing this.

Suggestions:
- Auto-unequip everything from guests, not just accessories, at quest end. "Great, there goes my $2,000 sword."
- Sell this game on Steam for $4.99. Polish it up a bit, replace the copyrighted music, add a couple quests, and you're good to go. Right now, as it is, it's better than 90% of the crap in the Steam RPG section at that price.

~ 4.5/5 ~

Born Under the Rain

This is a reeeeeeeeeally good game. Haven't had this much fun with a battle system since Obelisk: Devilkiller. Almost 100% hard mode. Missed
the power of positive thinking.


I think you should disable
the town monster trainer XP on hard mode
. Feels a bit cheap. Probably still beatable.

Direvil Darkfort

Interesting concept. I played both games, and in my opinion, the winner is...
...you both lose, for that hideous 1980s-Soviet-era font. I never thought I'd reach a point in my life where I'd have to say this, but Comic Sans would have been a better choice.

State of the Game ~ Musings About the Future

Having participated in both exceptionally good and exceptionally bad jams, I can tell you that being on either extreme certainly carries over, so I'm not surprised you feel this way about this project.

However, given what I know about your abilities as a designer: with the right frame of mind, I believe you're perfectly capable of fixing or working around all the major flaws listed above.

If you need help with the mental side of recovering from a bad project, I can help. Either way, I'm looking forward to whatever you come up with next!

Adeline of the West

I really like the atmosphere/art style!

Fundamental RPGology Thread

author=Hasvers
Chimera Battle System

I was really confused, so I started picking completely random pairs of things. And then it said that I won :P
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