Magic Wand

Ah, thank you both so much for the reviews!! I'm sorry you didn't care for it but hopefully there'll be some good memories at least. The "filled with weirdoes" line probably did also suggest a game of many characters when in fact there aren't really any characters at all..

Still planning on making a demo but have been caught up in sending emails etc - when I do I'll post here and you're definitely both welcome to post reviews if you want!

GASP.. FREE review copies here!

Sure! Sent a key now~ and in the meantime I'll start putting together plans for a little self-contained demo since I had plans anyway.

GASP.. FREE review copies here!

Ah, no worries! Just post in the comments and I can link to it from a blog later :)

It's between 30mins-1hour long! Although it depends on how long you amble around. If you have a mouse I'd recommend using that but otherwise you can change the camera controls in the menu.

GASP.. FREE review copies here!

@Frogge, it probably won't be anytime soon!! But there's a key sent now if you want to review :o)

Magic Wand

Cheers! I don't right now but I plan on making a short free level when I get a chance. In the meantime someone did a video longplay if you want to see how it looks in action!

EDIT: Oh yeah!! and I also posted a video trailer which shows some of the gameplay features such as coloured blocks and falling off the blocks.

Mouse Corp

Hello RMN,

How are you? I am well.
I have returned to post another semi-commercial shovelware effort.
This one is called Mouse Corp.
It is an adventure-simultaion, in glorious 3d.
It is "Pay what you like" for Macintosh, Linux and PC.
Come join the Mouse Corp:

Hope all well with everyone & that you enjoy this silly videogame.

- Stephen

Eerie persistance of first games


I was wondering if anyone here had this same experience: the first game I worked on in RPG Maker was an entirely generic, mad-lib sort of RTP game. As I kept using the editor I would basically drop games and start again from the ground up many times over, using new stuff I'd learned, but the characters, plot and general structure would kind of migrate between the different builds in swapped-around, mutant form. So the person who was a party member in A became a local guard NPC in B became a villain in C, and the end boss's name stayed the same, and the main character was now a detective, etc... It is interesting for me to think about now, because the purpose of all those new builds was to try to make something increasingly sophisticated / complicated / polished, but I was still using parts of the crude first game, and in many cases it felt like that kind of ground against the more polished elements. I don't think it was as respectable as being consistently interested in some character or idea, it was more a vague attachment to names, or the idea of a lineage, that persisted through many wholly dissimilar games...

In retrospect it feels kind of sad to me that the desire to make, like, more elaborate and polished containers for these primordial game ideas was part of what gradually ended up erasing them, but I also think it's part of the process of making things in general

Did this happen to anyone else, were there characters and names that stayed weirdly consistent from very early engine projects even as the rest of the game changed dramatically around them (maybe over years?)

Hidden Maps In Project Files


When I used to play RM2k3 games semifrequently I would always run them through the editor and if the game wasn't holding my attention do a quick scan thru the map directory listing so see some of where it was going and look for secrets.

I remember seeing games which had things like: top level container maps which were just RTP smiley faces or "hello" written in tiles, little warnings in map names like "DONT READ THIS" or "SPOILERS" or "GET OUT NOW" and I always thought it was the cutest thing. Unfortunately I don't remember any of the games that had this.

I am sorry for bad topic but would like to know if anyone remembers good examples of this or names that I could see them again. Does this still happen with XP/VX things or are the project files always hidden away for those? Or is there anything else that made good effect of the tendency for people to play RM2k/3 games in test mode and poke around as they were doing so.

Thank you,

50 Short Games

Ha ha ha ha ha ha!! It's me, thecatamites!! I posted here for a while!! Did you ever wonder what had happened to me? No, me neither. But as it turns out I made all these videogames.

This is my first commercial package so I am shilling it anywhere. If you liked any of my previous games here then you may like this one. If you didn't like them then you probably won't like this either but you should purchase anyway to make fun of it and people will see you as a cool, happening fellow, just like the Game Grumps. The cost is €4. The games look like this.

except there are 47 more in a variety of different narratives and styles, all compiled into a helpful loader and with notes.

The official website is this and contains more info.

Well, I hope 2014, goes ok for everyone. Thank you for reading,
Stephen xoxo

Ring Ring

I don't hate anybody but I like arguing less

Unity can be kind of weird in terms of how modular the scripting bits are but it's pretty easy to get things up and running quickly and then to build on that. It's pretty good for games with a focus on static content (non-randomgeneration etcetera), I think.