DRAKIYTH'S PROFILE

I am an old school gamer who loves to create bazaar projects and I specialize in themes and game play.

I have also been running the Crappy Game Reviews for over 4 years now. My old channel was hacked by somebody I used to live with and the games were removed. I have a new channel now.

Subscribe if you love watching shitty rpg maker games get reviewed. I have a staff on here but I also review a lot of games myself. I also post videos of the projects I am working on here.

www.youtube/user/drakiyth777

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AFTERMATH VX - Version 0.4

author=Crystalgate
For whatever it's worth, here's my suggestions:

What you did right was making it easier to survive alone. It used to be very luck based.

The rat boss was perfectly beatable at level 4, but some players wanted to fight it at level 5. I think the best way to handle that boss is to balance the exp rewards so that you're expected to have 40 Max HP when you first meet it, but can level up and get 50 Max HP without taking to much time. Personally, I think that not only finding the boss, but also exploring the whole area should still not land you at level 5. Ideally, I also want to be able to go back to the trader for some preparations without hitting level 5. I admit this can take some tight balancing though.

I think it's a good thing that the random encounters give more exp. However, I suggest compensating by lowering the encounter rate and making each encounter on the lower floor harder. Basically, you fight half as many battles as you did in version 0.3, but get twice the exp and twice the beating for each.

How about making it so that you do start with 20 Max HP, but only get 7,5 (alternate between 7 and 8) per level up? This lands you at 42 Max HP at level 4 and 50 at level 5 while still making the very start a bit softer.

Some of your suggestions are very nice. I'm not going to rush 0.5 I have some tweaking I want to do with it and play testing so I can make sure it's going to be challenging. What I plan on doing is nerfing the exp gains a bit and the lucky 7 but nothing drastic.. I enjoy the fact you level a bit faster but not as fast as it is now. After that I am going to make the monsters on the lower level pound your ass in if you're not prepared. The game needs it's edge back and difficulty keeps a player wanting more.

The water bottle system may be changed as well.. I even find it annoying to keep going back and forth with them.. Maybe I can make them more auto-usable as suggested by Selarious. I'm also thinking about making item finding less of a hassle and more straight forward.. you click it.. you found this many items.. go on with your life.. as much as I thought it would be interesting for your character to say something about every little thing it didn't work out like I wanted it. Sometimes simple is indeed better.

I think I'm going to go over the mutations too and their base damage and healing.. Possibly do some tweaking with my current system. It will take some work to get everything solid. Once I can get the demo to a solid level than I will feel better about continuing on with 1.0 and higher..

AFTERMATH VX - Version 0.4

Thanks for the feedback. I think the game is too easy as well. I really nerfed the difficulty way too much. I'm thinking of something I could do to make it challenging but not a yawn fest. and not where people are going to cry it's too hard. *sigh*


author=Selius
game's a yawnfest now. mash enter. win battle.

hungry leapers had huge evasion. this version in all the times i encountered them i didn't miss even once. wasn't until the walking dead appeared i had to actually think..... oh wait no i don't, i just mash enter more and they die anyway.

the hp/exp/gold increase negated any semblance of difficulty adding the new mobs would have caused. i finished v3 at all rank 4. i finished v4 at all rank 6. i grinded in v3. i did not grind in v4. i checked every nook and cranny in both versions.

the rat boss was a pushover. nobody in my entire party even hit half health to require healing.

if the first dungeon is simply to get people used to the game, fine, but if the rest of the game is this boring i won't bother. it's not fun or interesting enough.

character customization so far is too limited, and every character has the exact same stats save for picking superhuman as a trait. i'd like to see each mutation broken down into 2 more types of it. something like picking superhuman gets you a choice of +3 combat or initiative. picking healing gene gets you auto regen or strengthened healing spells. more variation.

abilities "upgrading" is a joke. you take my 6 ap heal that heals 15, triple the cost and don't even double the healing. that is a major degradation of the skill even assuming that enemies will start to hit hard enough to require the extra 13 hp healed.

6 ap to heal 15
19 ap to heal 28

Why do you not simply make the water bottle streams heal your party to full instead of making me OPEN THE GOD DAMN MENU SIXTY MILLION TIMES to use a bottle on each person til they're full ap, fill them up, have maria heal them, use a bottle on her again, fill it up again.


final result:
difficulty: too easy
irritation factor: high
boredom level: high

i hope you find at least some of this useful. it took me a half hour to write it up :S


I understand your frustrations. Thanks for the feedback.

AFTERMATH VX - Version 0.4

author=amerkevicius
He's uploaded a new version, so I'm guessing the feedback served it's purpose.


Indeed.

author=chana
I downloaded your game (got a better computer!), am really enjoying it so far!


Awesome. :) The game should be much easier to play now.

The LCPANES Terminal

I was pissed off when I wrote that. I took it down because it's pointless trolling.

The LCPANES Terminal

AFTERMATH VX - Version 0.4

author=Max McGee
What Rank would you recommend the party be at to take on the Mutant Rat Beast boss fight?

It's PROBABLY doable at rank 4 but 5+ is what I prefer anybody getting with their first fight with him. Also, you noticed the door opens up at the end so you can head back up the ladder to buy and sell. Make sure to gear yourself up. By the time you get to that boss you should be loaded with money if you searched everything and collected insect parts and other items off monsters.

TIP: The hallway that leads to that rat boss and just inside his room has different monster spawns. Some of the things that show up are very mean like the walking dead.

AFTERMATH VX - Version 0.4

author=Max McGee
Doing nothing for several turns in a row is not fun. I never died, they didn't even remotely threaten me (as a Superhuman, Rock takes 0 damage from a lot of things even before I bought armor), they just caused me to be bored and frustrated and waiting until I could go again! Causing the player to not have fun is bad game design. If they'd killed me, that might have been better! It was more that they forced me to sit through several turns of yawning and mashing space. That's bad game design; if you intentionally inflicted something that could cause a player to just sit there and be bored, that's even worse.

You asked for a review, sonny jim, and by gum, you're gonna get one.

Anyway, encounter rates in RPG Maker do not work as advertised; they're really finnicky and counterintuitive. VX is no exception. "40 Steps" in particular is a HUGELY frequent random encounter rate. There should be a tutorial around here somewhere explaining how it actually works.


They can be a threat if you get caught in their trap and have other monster allies around. But yeah, they can be annoying so I can see your point. I'll probably end up nerfing their stunlock since they have caused some mixed opinions. *shrug*. Poor Starved Leapers. They are the most hated monster in Aftermath VX 0.3. Silly little guys are just hungry for a nice leg or two.

AFTERMATH VX - Version 0.4

author=Max McGee
Starved leapers are an example of startlingly bad game design, as I'll mention in my review.

Anyway, in advance of my review, I have one simple suggestion:

Please lower the encounter rate. Globally. It is obnoxiously high. Alternatively, even better, include an item (one that's not too scarce in quantity), skill, or piece of equipment that modifies the encounter rate/temporarily shuts off encounters.

The starved leapers are harmless besides their stun effect. You have to kill them quickly but I understand they might be a little too difficult for a person just starting out. Also, they only have 15 energy and use 5 up every bite. So technically the little guys can stun lock you for 3 turns but that's it and I know it was probably too much for a starting creature, so I'll probably have to nerf them a little bit. I have got some complaints on them and the fact the game is too difficult early on. The encounter rate was too high to you? Hmm alright. That's a first one from anybody so far but I value your opinion and I think you have some good ideas. I know I made it like 60 steps for the first area and I think the bottom dungeon is 40 to 50 or so.

Max, I wouldn't consider the little bastards bad game design because I knew exactly what I was doing. Yes, I know I made them annoying and it's sort of to add challenge to the game. I would never make a creature who endlessly bites you forever or something so game breaking it's ludicrous. I'm sure you died to one of them; it happens, and just imagine if every fight was easy and there were no challenges to the game?

When you get your party the starved leapers are good for a slight distraction and maybe a couple laughs.

AFTERMATH VX - Version 0.4

author=NewBlack
Hey I just downloaded this and had a couple of things to mention/ask.

First of all I was maybe going to review this gamme in its current state. But not if you're against that ideas as I know you release new versions and fixes often. So I wanted to know what you reckoned to that.

Also. When I started playing this I was actually wiped out by the first encounter in the game (and then ragequit, at least for now). Now usually I'd not complain because this is my usual stance on these sort of issues. However I was playing pretty thoroughly and had examined everything before this. Got myself a shit-tonne of rocks/bricks, three weapons (two equipped) and a lot of edible plants, coins, even some painkillers etc etc. The problem was that the enemy party that attacked me could render me unable to execute any commands (because I was "bitten") and at that point in the game I obviously only had one party member. As soon as "bitten" abated I was bitten again and this happened 3 times in a row whilst I sat there taking damage - unable to fight back.

So in this case I definitely think that's a balance issue because there was no element of my skill level even involved in my getting a game over because it was a random encounter and there was nothing I could do to prevent being killed. Good job I followed your advice and saved often.

Edit: Nitpick, one of the skeletons on the first map (toward the top of the map) seems to be incorrectly referred to as an animal skeleton but the graphic matches a skeleton which is referred to as a person's skeleton lower on the map.



I noticed that human skeleton instead of animal skeleton. My bad on that mistake.

The starved leapers were introduced to give players a hard time. They only bite 3 rounds before they lose their energy to use it anymore, but it's enough to get your ass kicked by their allies. I know sometimes it can be frustrating because you can't kill them first but fast and very fast attack mutations should do the trick. I made their attack damage and health pathetic. They just love to bite your leg. Once you get your party members those little guys won't be much trouble if any at all. I apologize if they gave you trouble. They are easily dealt with if you have fast attacks.

At least I mention before you begin to save a lot. That warrants the fact monsters can sometimes kill you. He's my little stunlocker and I don't want to nerf him because you can already kill the little guy like nothing.


I like your idea of a review. I've been waiting for one. Get your party and it gets much easier.

AFTERMATH VX - Version 0.4

author=benos
I get wierd ass font, and reloaded a game going though those scenes with the dark haired dude in version 3, guess this would be good time to restart a new game though, and a few letters show and all, installed those fonts in the folder as well.

Edit: okay, new game, still the same wierd fonts, maybe not installed properly.

Will post screenshot of problem too.


Weird fonts? Strange. Yes, please post a screenshot and I would also like to know if anybody else is experiencing this. I made sure to do some testing on my script and everything worked fine without installing it. I added a thing that automatically installs the font for you when you start the game up.


EDIT: Try and uninstall the font called "Enter Sansman Bold" from your computer and start the game up. Make sure the Font is in the font folder of your game. You don't need to install it. It's plug and play.