IDDALAI'S PROFILE
I mainly use RPG Maker 2000/2003.
Been around the scene since early 2002.
Played and enjoyed many English, Spanish and Portuguese RPG Maker games.
I'm no longer here, you can read about it here: https://rpgmaker.net/forums/topics/26793/?post=940588#post940588
Been around the scene since early 2002.
Played and enjoyed many English, Spanish and Portuguese RPG Maker games.
I'm no longer here, you can read about it here: https://rpgmaker.net/forums/topics/26793/?post=940588#post940588
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OATH
author=pianotm
I've submitted a review to the site. Usually, I don't rate demos, but seeing as I would rate this game, as it currently stands, at 5 stars, I thought I'd ask if you'd like me to rate it.
I'd rather you didn't review the game at all, specially since that review is the by-product of drama.
It wouldn't be a genuine review, but a guilt ridden one.
Please, pianotm, leave me be. I think you'd done enough already.
Magic Quest
You cannot be reasoned with. I think I was fair in my comments and replies. But you're being stubborn and seems like you ignored what I said (not talking about game feedback here).
You were the one who started by comparing our games in your feedback. A fact you pretend to ignore over and over. But then you offend me because I did the same!? What the heck, man!?
How exactly are my comments "sour grapes"? It makes no sense.
Acting upon my feedback does not excuse your behavior.
You didn't disagree, you exploded in a huge block of text. That's when I figured something weird was happening here.
I never said "complain" was an insult. But I like to clearly define things. I provided feedback and for a lot of it I wasn't annoyed of disliked the stuff, but I mentioned what I noticed (like the game being ruthless at the start). You used "complain" in a rather negative way as if I had attacked you consistently as means to justify your behavior.
I'm not sure it has. This will the third time I try to tell you that I was the only one who thought the game was unbalanced. I don't think you should change your whole game based on a single person's feedback.
I am literally speechless at this sentence. The hostility was all in your head. I had no need to be called on anything I didn't do. But you DO need to be called on your BS.
The version of your game that I have is "Magic_Quest_2ndBugFix", this is what "curse" looks like on my end:
I assure you that I didn't change anything. I believe we may have different versions of RPG Maker 2000 Official English version (it's the only explanation).
I can also confirm that indeed the screen flashes red for every step I take, because I tested it, in case the interface text in the program had errors.
I never said you dismissed my feedback, what I said was that "explaining to a person providing feedback, how to play the game, feels like brushing their feedback aside". Which it does and which is why I didn't tell you more about the mimic.
Because it was insincere. I first checked the event page and found you being all thankful, then I visit the gamepage and I'm throughly insulted.
First, I wouldn't have commented about it at all in the event page if you hadn't posted that comment (other people simply replied on their gamepage), secondly I didn't bring anything to the event page with my comment alone, you did, after exploding again.
I don't think I have anything else to tell you. I will only reply again if I feel the need to defend myself from your insults.
You were the one who started by comparing our games in your feedback. A fact you pretend to ignore over and over. But then you offend me because I did the same!? What the heck, man!?
How exactly are my comments "sour grapes"? It makes no sense.
Acting upon my feedback does not excuse your behavior.
Because, I disagreed with the fact that you chose to compare my game to yours while incessantly complaining about difficulty.
You didn't disagree, you exploded in a huge block of text. That's when I figured something weird was happening here.
I never said "complain" was an insult. But I like to clearly define things. I provided feedback and for a lot of it I wasn't annoyed of disliked the stuff, but I mentioned what I noticed (like the game being ruthless at the start). You used "complain" in a rather negative way as if I had attacked you consistently as means to justify your behavior.
My game has a problem with balance. I am trying to address it.
I'm not sure it has. This will the third time I try to tell you that I was the only one who thought the game was unbalanced. I don't think you should change your whole game based on a single person's feedback.
There is an overall tone of hostility to your critiques that I wasn't going to let stand. I called you out on it. You needed to be called out on it.
I am literally speechless at this sentence. The hostility was all in your head. I had no need to be called on anything I didn't do. But you DO need to be called on your BS.
The version of your game that I have is "Magic_Quest_2ndBugFix", this is what "curse" looks like on my end:

I assure you that I didn't change anything. I believe we may have different versions of RPG Maker 2000 Official English version (it's the only explanation).
I can also confirm that indeed the screen flashes red for every step I take, because I tested it, in case the interface text in the program had errors.
I never said you dismissed my feedback, what I said was that "explaining to a person providing feedback, how to play the game, feels like brushing their feedback aside". Which it does and which is why I didn't tell you more about the mimic.
I had an issue with something you said, and I kept that on my gamepage, off of Waka's event. Then you come here, right on Waka's event page, and throw my "thank you" back at me.
Because it was insincere. I first checked the event page and found you being all thankful, then I visit the gamepage and I'm throughly insulted.
First, I wouldn't have commented about it at all in the event page if you hadn't posted that comment (other people simply replied on their gamepage), secondly I didn't bring anything to the event page with my comment alone, you did, after exploding again.
I don't think I have anything else to tell you. I will only reply again if I feel the need to defend myself from your insults.
1.44 Floppy Disc Event
author=pianotmIddalaiReally shitty of you to bring that here. You've blown what I said way out of proportion, but I've made a reply. If you want it, I've made it. By the way, if I am simply dismissing your feedback, why did I make changes based on almost all of it?
I find this comment very insincere, as it's the complete antithesis of your gamepage comment.
EDIT: You gave me fantastic feedback. I used as much of it as I could without breaking what I was trying to do. Didn't add items to pots because back in the game, you only found one or two items in objects other than chests in towns, anyway. They were secrets. Anything else I didn't address, I just missed. Made further tweaks to balance thanks to your suggestions. Fantastic feedback. I had an issue with something you said, and I kept that on my gamepage, off of Waka's event. Then you come here, right on Waka's event page, and throw my "thank you" back at me.
You were the one who brought it here. I only called you on your insincerity.
You pretend to be all thankful over here and then explode on your gamepage.
Everything else, I'll reply to over there.
The Featured Game Thread
I just started playing this game, but it's pretty promissing: Abdogtion
Really unique look. Earthbound influenced with a bit of Moon and Superstar Saga combat system!
Really unique look. Earthbound influenced with a bit of Moon and Superstar Saga combat system!
1.44 Floppy Disc Event
author=lavendersiren
Thank you for playing my game, despite the fact that it got too narratively elaborate.
The reason it has some hyper digger assets is that I got the base cleaned-out project from Orochii, and neither of us wound up clearing out those initial assets. I wound up only really using the system graphic, but did heavily edit it. All the overworld tiles are custom, character sprites that weren't bird people used heavily edited Link's Awakening sprites as a base.
Later on when None Pizza with Left Beef reaches the part of the story that Project Spaghettivase covers, there will likely be options to accommodate those who are wanting gameplay and those who want to dig into the deep lore of the setting.
Thanks for clearing that out.
The graphics look very cool!
Oh! This is a homestuck thing! I know very little about homestuck so I didn't understand much of the story. Don't let my feedback discourage you, take into consideration that I'm really not the target audience for this game.
author=pianotm
Thanks for your really great feedback, Iddalai! It has helped quite a bit.
I've posted a more detailed reply on my gamepage.
I find this comment very insincere, as it's the complete antithesis of your gamepage comment.
Magic Quest
This was frustrating, had I known you'd react this way I wouldn't have said anything.
You are overreacting, taking it too personally, blowing my comments out of proportion and making some rather unpleasant accusations.
I had to try and keep my head cool not to lose my temper with your replies and I hope I managed to reply them them fairly without this devolving into a mud-slinging contest.
OK, but as a player I won't really know that and will assume the most expensive stuff is the best. Usually offence is the best defence, not here though but that's not an issue.
You have nothing to apologize for here.
I talk about this in detail below.
It's similar, but not quite the same since in Dragon Quest you could see the overworld map behind the battle screen. However, I think that the way your game does it, where it frames the battle screen in a black frame, actually adds to its unique style.
Enemy attack randomness can also have something to do with how easy/hard they are.
I can't really talk about the difficulty in later stages of the game since I stopped on the first dungeon. But I can comment that enemies dealing zero damage probably means they need to be buffed (unless you're going for that kind of game).
I was literally walking back and forth in the horizontal tiles right in front of the castle so I didn't get nowhere near the bridge.
I didn't even enter the forest because at that time I didn't know there weren't encounter areas for different terrains. I can only assume this was due to RPG Maker battle formula randomness.
I think you should have left that “error” since it also happens in early Final Fantasy games and it's a nice easter egg of sorts. They usually did it in a peninsula. You'll be surprised to learn that I replicated the same thing in my game.
For the price I expected it to be better. Sure, I could have saved before and tried each equipment, so that's my fault. With RPG Maker's battle formula, 1 to 3 defense is nearly useless unless the enemies attack for very low damage. (2 defense can negate 1 damage, but it's also dependent on a random factor)
My comments about the difficulty are aren't negative either, I'm just pointing out how I feel about the game-design. I don't think an old school style of game should be easy, but I think it should be reasonable, and I didn't feel that due to the experience I had with the equipment.
Also, in most games you don't get into your first battle and get completely slaughtered, unless the game has balance issues or is indeed that type of game that is purposefully unbalanced.
When you start Dragon Quest, you will only encounter weak slimes in the grasslands and you are encouraged to avoid forests until you have higher levels. In your game I can immediately encounter a Fire Drake which is quite strong for a level 1 hero.
pianotm, how much of an hypocrite can you be? This is the feedback you gave my game:
You compared my game to yours to say it was grindy! But then I can't do the same thing!?
I know I'm the last person you want advice from, but it would do you well to look into the mirror before pointing your finger at others.
I disagree with your sentiment though, one can only evaluate things by comparing them with other things.
You are also assuming a lot from what I said. I didn't have a hard time with the combat, but from a fellow RPG Maker creator perspective, I simply felt it wasn't reasonable or well balanced.
I can only interpret your talk about “more skilled players” as a jab at me. I'm quite skilled at JRPGs, and played much harder ones, you misinterpreted my comments for inexperience.
I am experienced enough with JRPGs to pin-point potential issues.
I can only assume you are feeling particularly stressed about something and taking it out on me. Or you wouldn't accuse me of having the nerve to compare games, and then immediately do it yourself again.
You keep reading my feedback as “complaints”, which is just plain wrong. I'm not complaining about anything, I'm simply stating my experience with the game thus far! So that you can judge it for yourself if you need to make adjustments or not!
When you first gave me your feeback on OATH, I could have told you how to play it (like you've been doing with me), but I didn't because it would feel like I was brushing away your feedback.
I didn't want to discuss my game in your gamepage, but now I feel the need to justify myself.
I have no idea how you took 2 hours of grinding to get into the first dungeon, I don't think anyone who played the game did that, unless they were playing the unbalanced event version of the game (which I didn't test because I was ill).
As soon as you get outside you can grind up to level 4~5 in front of the castle or the forest nearby, it will take you maybe 5~10 minutes. Then you are ready to find the Outpost, during the journey there and back you'll level up enough to enter the ice dungeon (should be level 8~10), while exploring the dungeon you gain enough levels to beat it (people usually reach the boss at ~15).
You keep mentioning the mimic, but that is an optional battle, the chest has a different color to clue the player that there's something different there. On your defense though, you could not possibly know this! Which is why I didn't mention it before, because it would be unfair on you and your feedback. Instead it spurred me to find a way to mitigate this issue.
I'm as shocked as you are, when you mentioned how grindy my game was and then I played your game and found it grindy as well. How can you not see this?
Just like the mimic, I had no way of knowing that your first dungeon was optional.
You're making all these incorrect assumptions about me, based on the information I gave you.
Would I really make my game “unforgiving” as you say (I disagree with this assessment though), if I didn't enjoy playing games were I could lose?
I don't like games that are unreasonably balanced, but I have no issue losing, specially in games such as your own where there's no penalty for losing.
The slimes are easy (and annoying when you miss 4 turns in a row), but when the first enemy in the game can damage you for a quarter of your single hero's HP and has 6 times more AGL, then I find it unreasonable and perceive problems with this balance in the long-run.
I can only comment on what little I played, thus my perspective is only based on that section, it's your duty as the creator to judge my feedback accordingly and understand if there's something you can use or if I'm totally off.
I don't know if the later enemies are easy, I quit playing before that, you are the one who will be able to assert if you indeed need to rebalance the enemies based on my feedback or ignore it.
You can create a battle event where if the hero's level is at a certain point then the battle will end with the slimes running (you can write it in text as if it was the battle system and make it skip automatically).
RPG Maker 2000/2003 has a lot of quirks and I've had that issue in the past. What is causing it, is that the teleport event is conflicting with the parallel/automatic event that shows the picture (or other such events you may have, even potentially common events).
A way to fix it is to delete the event that shows the picture (or other parallel/automatic events) and instead change the teleport event to activate them after doing it's thing or doing it before it shows the map.
Per example: “hide screen”, then “teleport”, then “show the intended picture”, then “show screen” (if you had other parallel/automatic, then activate them here using a switch, remember to de-activate that switch when the player leaves the dungeon).
Then you make sure that all teleport events inside the dungeon activate the same functions and it should work fine to create the complete illusion of darkness, etc.
I'm pointing out that many players will not bother with examining the pots any more, after they notice that 90% of them are empty and the others have nothing special.
I don't mean to be annoying, but checking the files, it's 4 MP every 1 step.
Dunno if this is important to the gameplay, but this new setup nerfs the curse (from 32 MP damage to 24 MP per 8 steps).
The reason I mentioned this in the first place was because I had people complain in the past about Poison status causing a red flash per step which was really harsh on the eyes, so I had to change it to deal the same damage but only flash every few steps (i.e.: 1 HP per 1 step becomes 10 HP after 10 steps so it flashes less frequently).
There is no passive-aggressiveness here, I have no need for it. I tell things to people straight.
I was honest about everything I said, bumping into small issues frustrated me and I wasn't enjoying myself. I don't feel the game is on a level I can consider “good” and I said so, with more polish I would probably enjoy it more.
The reason I mention other people enjoying your game, is because I know how hard it can be when people don't enjoy our games, so I wanted to end this by reminding you that I was the exception. That other people liked it just fine, so that you'd keep that in perspective! To gauge whether or not to act upon my feedback.
TheRpgmakerAddict loved it! And he's got pretty good taste in RPG Maker games.
Now... after all you said I can only perceive your comments as being in bad-faith, and cannot believe you when you say you enjoyed my game, you certainly didn't show it before.
I also don't care for your insinuations and find them offensive to the point of never wanting to address you again.
You are overreacting, taking it too personally, blowing my comments out of proportion and making some rather unpleasant accusations.
I had to try and keep my head cool not to lose my temper with your replies and I hope I managed to reply them them fairly without this devolving into a mud-slinging contest.
You start with 100 gold. I recommend getting the Gambeson and a wooden sword to start. The spatha doesn't hit very much harder, but the Gambeson gives you good defense for the first area.
OK, but as a player I won't really know that and will assume the most expensive stuff is the best. Usually offence is the best defence, not here though but that's not an issue.
author=pianotmauthor=iddalaiI'm sorry.
The custom graphics are a mixed bag. On one had I have deep admiration for those who make all of the graphics for their games, on the other hand some of the custom graphics don't look so good.
I wouldn't say the sprites are better than the original Dragon Quest though :P
You have nothing to apologize for here.
This breaks the game. I don't know why, but it refuses to trigger the fade in.
I talk about this in detail below.
It is also 100 percent derived from Dragon Quest. I'm frankly shocked that it took almost no effort to make the RPG Maker 2000 battle screen look like Dragon Quest. Virtually the only difference is positioning of the text boxes.
It's similar, but not quite the same since in Dragon Quest you could see the overworld map behind the battle screen. However, I think that the way your game does it, where it frames the battle screen in a black frame, actually adds to its unique style.
Thank you! This also reinforces the point that I didn't make my late stage enemies nearly hard enough. Decky was saying that my final boss was a cakewalk. I'm not going to change him, though, since I have trouble with him even cheating as a developer. The other monsters, though. Once I get to level 12, hard or easy, monsters just do zero damage if they straight attack. I might give more of the harder ones slam.
Enemy attack randomness can also have something to do with how easy/hard they are.
I can't really talk about the difficulty in later stages of the game since I stopped on the first dungeon. But I can comment that enemies dealing zero damage probably means they need to be buffed (unless you're going for that kind of game).
You probably got too close to that first bridge. There had been a section in the first area you play in in Dragon quest where if you go to certain points, you face enemies that are supposed to be in an adjacent encounter area. I was trying to replicate that error. I realize that it is kind of silly, though, so I removed it.
I was literally walking back and forth in the horizontal tiles right in front of the castle so I didn't get nowhere near the bridge.
I didn't even enter the forest because at that time I didn't know there weren't encounter areas for different terrains. I can only assume this was due to RPG Maker battle formula randomness.
I think you should have left that “error” since it also happens in early Final Fantasy games and it's a nice easter egg of sorts. They usually did it in a peninsula. You'll be surprised to learn that I replicated the same thing in my game.
Buckler gives one defense. Bangle gives two defense. Large Buckler gives 3 defense.
For the price I expected it to be better. Sure, I could have saved before and tried each equipment, so that's my fault. With RPG Maker's battle formula, 1 to 3 defense is nearly useless unless the enemies attack for very low damage. (2 defense can negate 1 damage, but it's also dependent on a random factor)
So, I get that your complaints about difficulty aren't supposed to be positive, so my responses to you about it are probably rubbing you the wrong way. I don't mean to do that; I really don't. I'm really just trying to use your criticism to make my game better. But this particular comment has really irked me. You really should not be comparing my game to yours as a way to criticize mine. That's just a monumentally bad idea. I'll tell you, people have been telling me my game was really easy and I was really feeling upset over it. I've been trying so hard to make my games hard but winnable. I really felt like I failed to do what I was trying to do with this game. I'll tell you, your complaints about the game's difficulty have really made me feel a lot better. I am quite encouraged to hear that you had such a difficult time with the combat, when nobody else did. It tells me that maybe the gameplayers that I've been hearing from are just more skilled at playing JRPG type games than most players. Comparing this with yours takes an impressive amount of nerve.
My comments about the difficulty are aren't negative either, I'm just pointing out how I feel about the game-design. I don't think an old school style of game should be easy, but I think it should be reasonable, and I didn't feel that due to the experience I had with the equipment.
Also, in most games you don't get into your first battle and get completely slaughtered, unless the game has balance issues or is indeed that type of game that is purposefully unbalanced.
When you start Dragon Quest, you will only encounter weak slimes in the grasslands and you are encouraged to avoid forests until you have higher levels. In your game I can immediately encounter a Fire Drake which is quite strong for a level 1 hero.
pianotm, how much of an hypocrite can you be? This is the feedback you gave my game:
author=pianotm
OATHI kind of worried I was going to have the grindiest game in this event, but this one's got me beat by a mile. I think I should have probably been level 10 to tackle the mimic in Trial Bleu. 30 damage in a hot was too much for me at level 5. Interesting ideas in this game. As for choices, I feel like they're all bad ones. No matter what I answer, it's wrong.
You compared my game to yours to say it was grindy! But then I can't do the same thing!?
I know I'm the last person you want advice from, but it would do you well to look into the mirror before pointing your finger at others.
I disagree with your sentiment though, one can only evaluate things by comparing them with other things.
You are also assuming a lot from what I said. I didn't have a hard time with the combat, but from a fellow RPG Maker creator perspective, I simply felt it wasn't reasonable or well balanced.
I can only interpret your talk about “more skilled players” as a jab at me. I'm quite skilled at JRPGs, and played much harder ones, you misinterpreted my comments for inexperience.
I am experienced enough with JRPGs to pin-point potential issues.
Nothing gives us data quite like actual measurements and numbers. Duration, the way we tell time, is a measurement that gives us numbers. So, here's some measurements for you. It takes me an hour and a half to beat my game on both playthroughs (that is playing the game once and then playing it again in New Game+ mode.). It took other people, among them, Decky and Waka, between two and three hours to beat my game on BOTH playthroughs (according to Decky, it took him two hours flat to beat my game. Waka said two or three hours.): That is playing the game to the finish and then playing the New Game+ mode, to the finish. My game is roughly half the size of Dragon Quest.
I can only assume you are feeling particularly stressed about something and taking it out on me. Or you wouldn't accuse me of having the nerve to compare games, and then immediately do it yourself again.
FOR YOUR INFORMATION: it took me two hours of grinding to even get to your FIRST dungeon and I was still absolutely obliterated by the mimic. You even did the same thing I did where crossing bridges brings you to a higher difficulty encounter area and I had to go into a hellscape of enemies that could kill me in a single basic attack just to find a fort that was ridiculously hard to find with the encounter difficulty just so that it could give me permission to go to your first dungeon. This is one dungeon out of a bare minimum of four! Unless there's some plot contrivance that stops me from going to the other three; I don't know! I couldn't get past the first one! One for each direction. Meanwhile, you're complaining about having to level up to--me, double checking enemy difficulty--level 3 or 4 on a fast leveling standard to be able to comfortably clear the first dungeon.
You keep reading my feedback as “complaints”, which is just plain wrong. I'm not complaining about anything, I'm simply stating my experience with the game thus far! So that you can judge it for yourself if you need to make adjustments or not!
When you first gave me your feeback on OATH, I could have told you how to play it (like you've been doing with me), but I didn't because it would feel like I was brushing away your feedback.
I didn't want to discuss my game in your gamepage, but now I feel the need to justify myself.
I have no idea how you took 2 hours of grinding to get into the first dungeon, I don't think anyone who played the game did that, unless they were playing the unbalanced event version of the game (which I didn't test because I was ill).
As soon as you get outside you can grind up to level 4~5 in front of the castle or the forest nearby, it will take you maybe 5~10 minutes. Then you are ready to find the Outpost, during the journey there and back you'll level up enough to enter the ice dungeon (should be level 8~10), while exploring the dungeon you gain enough levels to beat it (people usually reach the boss at ~15).
You keep mentioning the mimic, but that is an optional battle, the chest has a different color to clue the player that there's something different there. On your defense though, you could not possibly know this! Which is why I didn't mention it before, because it would be unfair on you and your feedback. Instead it spurred me to find a way to mitigate this issue.
I'm as shocked as you are, when you mentioned how grindy my game was and then I played your game and found it grindy as well. How can you not see this?
Not to mention the fact that the first dungeon is entirely optional! Skipping it entirely will affect the game in no way. Of course, it'll be that much harder to get through the next section without the item that lets you go through the poison swamp without getting hurt. I wasn't trying to be as brutal as not being able to get past the first dungeon, but I absolutely was trying to make it Nintendo hard. I only wish that my game was as unforgiving as yours.
Just like the mimic, I had no way of knowing that your first dungeon was optional.
But this all just reinforces the fact that my late level enemies are WAY too easy. It seems to me less like I made the game too hard, and more like you don't like playing games where there's a chance you can lose. Slimes do five damage to you at first level. you have 20 HP. That's four hits to kill you, discounting the occasional critical hit. And you get a healing spell at first level. Even with the too-high AGI, these guys are really easy.
You're making all these incorrect assumptions about me, based on the information I gave you.
Would I really make my game “unforgiving” as you say (I disagree with this assessment though), if I didn't enjoy playing games were I could lose?
I don't like games that are unreasonably balanced, but I have no issue losing, specially in games such as your own where there's no penalty for losing.
The slimes are easy (and annoying when you miss 4 turns in a row), but when the first enemy in the game can damage you for a quarter of your single hero's HP and has 6 times more AGL, then I find it unreasonable and perceive problems with this balance in the long-run.
I can only comment on what little I played, thus my perspective is only based on that section, it's your duty as the creator to judge my feedback accordingly and understand if there's something you can use or if I'm totally off.
I don't know if the later enemies are easy, I quit playing before that, you are the one who will be able to assert if you indeed need to rebalance the enemies based on my feedback or ignore it.
Yeah, that is a little high. I wanted the slimes to be able to run away at high levels before you could hit them, but RM2K just doesn't offer a good way to give them the higher initiative.
You can create a battle event where if the hero's level is at a certain point then the battle will end with the slimes running (you can write it in text as if it was the battle system and make it skip automatically).
Been trying to fix the overlay erasure. Not sure how well I will do. OH! I have an idea.
RPG Maker 2000/2003 has a lot of quirks and I've had that issue in the past. What is causing it, is that the teleport event is conflicting with the parallel/automatic event that shows the picture (or other such events you may have, even potentially common events).
A way to fix it is to delete the event that shows the picture (or other parallel/automatic events) and instead change the teleport event to activate them after doing it's thing or doing it before it shows the map.
Per example: “hide screen”, then “teleport”, then “show the intended picture”, then “show screen” (if you had other parallel/automatic, then activate them here using a switch, remember to de-activate that switch when the player leaves the dungeon).
Then you make sure that all teleport events inside the dungeon activate the same functions and it should work fine to create the complete illusion of darkness, etc.
There are two to three pots in each town that give loot. I've got 180 switches dedicated to giving you loot. Because of New Game+ mode, those switches get used twice. I'm overloading you with loot and literally cannot think of what else I can give you.
I'm pointing out that many players will not bother with examining the pots any more, after they notice that 90% of them are empty and the others have nothing special.
Every four steps. It's set to 1 MP every 4 steps. (Checks in game). Yep, it flashes every four steps.
I don't mean to be annoying, but checking the files, it's 4 MP every 1 step.
I've changed it to 3 MP ove 8 steps.
Dunno if this is important to the gameplay, but this new setup nerfs the curse (from 32 MP damage to 24 MP per 8 steps).
The reason I mentioned this in the first place was because I had people complain in the past about Poison status causing a red flash per step which was really harsh on the eyes, so I had to change it to deal the same damage but only flash every few steps (i.e.: 1 HP per 1 step becomes 10 HP after 10 steps so it flashes less frequently).
I really don't know the right way to respond to this. I've written six or seven different things. Just don't know what to say. I will point out that the passive-aggressive jab is not lost on me. It changes the tone of your entire criticism, which leaves a sour taste in my mouth. I actually enjoyed your game, and I enjoyed it mostly because of the insane difficulty, though I maintain the Mimic was a bit too much. Comparing my game with yours as a means of criticizing difficulty--wilst being absurdly oblivious to how hard your game actually is--and this passive-aggressive jab at me is really uncalled for.
There is no passive-aggressiveness here, I have no need for it. I tell things to people straight.
I was honest about everything I said, bumping into small issues frustrated me and I wasn't enjoying myself. I don't feel the game is on a level I can consider “good” and I said so, with more polish I would probably enjoy it more.
The reason I mention other people enjoying your game, is because I know how hard it can be when people don't enjoy our games, so I wanted to end this by reminding you that I was the exception. That other people liked it just fine, so that you'd keep that in perspective! To gauge whether or not to act upon my feedback.
TheRpgmakerAddict loved it! And he's got pretty good taste in RPG Maker games.
Now... after all you said I can only perceive your comments as being in bad-faith, and cannot believe you when you say you enjoyed my game, you certainly didn't show it before.
I also don't care for your insinuations and find them offensive to the point of never wanting to address you again.
UnBit
author=Kazesui
Thank you for trying. I was worried something like this wouldn't be all too unlikely. If you don't mind, could you please share your computer specs? CPU and GPU if you have one should suffice, and also the .dll error in particular if you could.
Thanks
I was curious about the game because you usually make these technically incredible projects with RPG Maker (...even if sometimes they are quite hard to beat!).
The issue is probably that I'm using an old computer and missing some files that are common for the latest Operative Systems.
I'm not too knowledgeable about hardware, so I hope I'm sending the right information.
https://rpgmaker.net/media/content/users/21676/locker/specserrors.png
Unchained
author=Decky
I'm sorry for the reason you stopped playing, and I will do my best to be more considerate going forward. I already went into the database and changed the names. It didn't even cross my mind; I just named the items randomly with a bit of dark humor and did not even consider the implications in the heat of the development. Years of playing an MMO in a pretty toxic community has perhaps made me a little too desensitized to the implications of dark humor; sadly, sometimes slip-ups like this do occur, and I'll work to iron them out going forward.
I'm a little shocked and bummed out, as well as completely blindsided, but I shouldn't be in hindsight. There's literally nothing else like that in the rest of the game - it's not even really a comedy game per se - but oh well.
Edit: Would you be willing to give the expanded version a chance? It absolutely won't have those names included. Plus it'll be a bit more polished and will include at least three new dungeons. It'll be out soon (once I get more free time). I'll be sure to give your game another shot too :)
It didn't mean for you to change those names, but I appreciate the gesture and will definitely try out the new version once it's out!
I'm usually a fan of Dark Humor, but nowadays I play games for escapism and that just pulled me from the experience.
My game is still unfinished, but if you want to give it another try, then I recommend the gamepage version since I did a much needed rebalance and it's overall more enjoyable.
author=Addit
I see that staying home during the quarantine has gotten to you too, huh? Lol.
Addit's gonna Addit. Whatcha gonna do? :P
It's not really the staying at home that got to me, but rather everything else around it. Just like I said before, nowadays I play games for escapism and that just pulled me from the experience.
Ultra Smug
Thank you for the detailed feedback!
No prob!
I wanted to add BGM but couldn't due to the size of my compositions being too large, probably because of the software I used.
Yeah, I understand. Anything other than “midi” will take a lot of space.
The tentacles' movement is simply set to Random. And they grab you when triggered by Event Touch. I use a few switches to stop the other tentacles from moving when one grabbed you. Nothing complicated, really.
Wow! Really!? I could have sworn they had a pattern, because sometimes they would pursue me, but others they would stop pursuing. Just an RPG Maker programming quirk then.
I don't like the empty space on the right side, there's plenty of room to show Score and other things... but I felt that it wasn't needed.
For the purpose of the event, I think you made the right call!
Adding sound effects would definitely improve the game. Not only when the tentacles are about to break free of the ice but also when they grab Mog, giving the player an extra cue to start mashing those arrow keys.
Then again, sound effects take up a lot of space.
I agree about the continuous flapping animation. Unfortunately I wasn't able to achieve it. It could probably work if the player controlled an Event Sprite instead of the Player Sprite.
There's an easier way to make it work.
I did it in some previous projects. You make a common event that constantly changes the hero graphics with “0.1 second” intervals and make an animation out of that. All it takes is an additional “charset” file to work. If you want to release a new version of the game, then I can explain it to you in more detail, it's surprisingly simple.
The first jingle is loosely inspired by the Ultros fight theme at the Opera :P
I wanted both jingles to sound familiar yet different from the original in case streamers would get blocked by those insane Youtube bots.
I kinda felt I heard a similar tune before but couldn't quite put my finger in it!
Kaizo is a term used in the ROM hacking scene, usually to refer to extreme difficulty.
Oh, I see! I'm not too big on hard-type rom-hacks, so I never heard that term before. Thanks!
Thank you! I'm glad that you think that I nailed the arcade look and feel. That was my main goal :)
Don't mention it! It really is very arcade-y and I enjoyed playing through it!
1.44 Floppy Disc Event
I'm finally back with *somewhat* extensive feedback on all the games (that ran on my computer)!
For those who don't know, I got ill midway through the event and couldn't even test/finish my own project. Still recovering but managed to play the other entries.
First of all, anyone who managed to finish a game for this event deserves CONGRATULATIONS! That alone is an achievement. As someone who struggles to finish anything, you have my deep admiration.
Keep in mind that I'm not afraid of criticizing, but I try to balance it with positive feedback.
Here's my feedback for the games! For those with gamepages I'm posting on both sides.
2033 Neo Crusader Squad
A Vacation In Nebula
Detective Waka
Dread the Rabbit
Floppy Disk Mainland
Fflo's Quest
Hyper Digger
Keep on smilin
Lily's Dream Land
Magic Quest
Project Spaghettivase
Romance in Shaly
Spider Trek
Couldn't get this game to run :/
I have played other AGS games fine, but this seems to be a new version not compatible with my OS.
OATH
BEST DARN GAME ON THIS EVENT!!!!! :P :P :P
Oh no, it's my Crazy Ex-Girlfriend!
Rome Protector
Temple Guardian
Tesseract
The Fisherman Lived Happily Ever After
The Swamp
Ultra Smug
UnBit
Unchained
Villain
We Live To Serve This Ship
WolfCoder's entry (have no idea what the name is)
@coelocanth - Thanks for the feedback on OATH! I got ill midway through the event so I just wrapped everything up and couldn't test it. There's a much more enjoyable, rebalanced version on the gamepage if you're interested.
For those who don't know, I got ill midway through the event and couldn't even test/finish my own project. Still recovering but managed to play the other entries.
First of all, anyone who managed to finish a game for this event deserves CONGRATULATIONS! That alone is an achievement. As someone who struggles to finish anything, you have my deep admiration.
Keep in mind that I'm not afraid of criticizing, but I try to balance it with positive feedback.
Here's my feedback for the games! For those with gamepages I'm posting on both sides.
2033 Neo Crusader Squad
Dig the neon green look for the title screen. In the menu however, it kinda hurts my eyes.
This one isn't finished, right? At first I thought I was controlling an arrow, but then I realised this was probably a placeholder for a hero character.
Despite being unfinished, I like the custom graphics you made for this. The hero's face and the “modern-y” kind of buildings.
I took a look through the game files and you even made some custom animations and enemies. Could have been a cool mini game!
This one isn't finished, right? At first I thought I was controlling an arrow, but then I realised this was probably a placeholder for a hero character.
Despite being unfinished, I like the custom graphics you made for this. The hero's face and the “modern-y” kind of buildings.
I took a look through the game files and you even made some custom animations and enemies. Could have been a cool mini game!
A Vacation In Nebula
Right from the title screen I could tell a lot of care was put into this game and that I was probably gonna have a good time playing. Love that dithering and the color pallet harking back to DOS games.
Just so you know, I played in full screen but changed the aspect to 4:3 so that it didn't distort the graphics. I care.
Beautiful music. Nostalgic, sad and relaxing all at the same time.
Love the frame around the game area and how the maps are built in a sort of surreal fashion.
It was so clever to keep the text in one line at a time at the bottom, not interfering with the screen aesthetic.
A place to relax? Man, I needed this, thanks.
A flipping curtain falls to reveal the next screen! That's cool.
It isn't always easy to figure out where you can walk and where you can't though.
Now the game is reminding me of the importance of keeping hydrated. Thanks game!
The inverted pillars and the balance of broken ones, really makes for a cool look.
You strike me as a very visual person.
I could be just me, but some of the text seems to scroll too fast for me to read it on the first try.
Everything will work out if I just hang in there. Unfortunately that doesn't work a lot of times :/
The gear puzzles take some time to figure out but they are manageable. I'm not sure it was a good idea to make the character able to walk on stuff that the gears can get stuck on since it makes the puzzle rules confusing.
Man, that part with the reflection looked good.
Your game also alludes to the state of the world, but it does so in a positive way, so it didn't pull me from the experience.
The level and HP in the save slots are symbols, that's cool.
The way certain paths are made clear through the use of arrows is very charming.
The use of black to frame the maps and delineate invisible walls was very well done.
I would've hidden a bonus path in the location behind that locked door with the old man in the waterfall. But that's just me :P
This part reminds me of the dream world in Twin Peaks.
That map with the sphinx and the waterfalls behind it looks specially beautiful. And it leads into a Japanese style garden!
The sound effects add to the experience. They really fit the mood.
I'm not too big on “self-help” stuff, but I can't complain about it much here due to how it's framed.
So the door that's unlocked is to return to the real world, clever. It reminds me of a certain PSX game.
We're even treated to a credits sequence! It's so uncommon to see one in RPG Maker.
Thus the curtain falls slowly.
What a relaxing little game. You nailed it. Quite enjoyable. And to think that this was created in this limited time-frame! Congrats!
Just so you know, I played in full screen but changed the aspect to 4:3 so that it didn't distort the graphics. I care.
Beautiful music. Nostalgic, sad and relaxing all at the same time.
Love the frame around the game area and how the maps are built in a sort of surreal fashion.
It was so clever to keep the text in one line at a time at the bottom, not interfering with the screen aesthetic.
A place to relax? Man, I needed this, thanks.
A flipping curtain falls to reveal the next screen! That's cool.
It isn't always easy to figure out where you can walk and where you can't though.
Now the game is reminding me of the importance of keeping hydrated. Thanks game!
The inverted pillars and the balance of broken ones, really makes for a cool look.
You strike me as a very visual person.
I could be just me, but some of the text seems to scroll too fast for me to read it on the first try.
Everything will work out if I just hang in there. Unfortunately that doesn't work a lot of times :/
The gear puzzles take some time to figure out but they are manageable. I'm not sure it was a good idea to make the character able to walk on stuff that the gears can get stuck on since it makes the puzzle rules confusing.
Man, that part with the reflection looked good.
Your game also alludes to the state of the world, but it does so in a positive way, so it didn't pull me from the experience.
The level and HP in the save slots are symbols, that's cool.
The way certain paths are made clear through the use of arrows is very charming.
The use of black to frame the maps and delineate invisible walls was very well done.
I would've hidden a bonus path in the location behind that locked door with the old man in the waterfall. But that's just me :P
This part reminds me of the dream world in Twin Peaks.
That map with the sphinx and the waterfalls behind it looks specially beautiful. And it leads into a Japanese style garden!
The sound effects add to the experience. They really fit the mood.
I'm not too big on “self-help” stuff, but I can't complain about it much here due to how it's framed.
So the door that's unlocked is to return to the real world, clever. It reminds me of a certain PSX game.
We're even treated to a credits sequence! It's so uncommon to see one in RPG Maker.
Thus the curtain falls slowly.
What a relaxing little game. You nailed it. Quite enjoyable. And to think that this was created in this limited time-frame! Congrats!
Detective Waka
Using the event creator as a main character to get on his good side, huh? I see... :P
I'm playing this on my DS, through an emulator. That alone is fantastic! Nice going! (I didn't use save states as not to cause any random issues)
The splash screens look gorgeous! Nice detail to add RMN.
The title screen image looks very “Gameboy-ish”!
The text is humorous, but sometimes it tries too hard and misses the funny because of it. It does get into an enjoyable rhythm after a while.
I also think the story segments are too wordy for a game that plays on a small Gameboy screen that displays very little text at a time.
A good example of this is the conversation with Frogge before going to Australia by bus. It's a really long conversation and if you decide against taking the bus to save first, you have to go through all of it again and notice how long it is.
The graphics looks super appealing and make a good use of the Gameboy color palette. Really great work by Mirak and Avee (and everyone else I haven't heard about before).
I like how you can examine almost anything and it will say something amusing.
In most screens you can only enter from the park/garden with the animals, but in the East screen I can actually follow the road South into a new screen. I found this out by accident since in all the other screens with roads, they lead nowhere. A good solution would be to put cars or other objects at the end of those roads to justify not being able to go there so that the player attempts to go South on that one road, otherwise they may not even try it.
Honestly, it's not a big deal in this game since you can enter both locations from different places, but it's a good idea to keep the game rules consistent.
Out of all the Gameboy event games, this one has the best music! It's all quite acceptable and fits the locations well.
I started with the action RPG dungeon. The sword swings look janky and the gameplay lacks the satisfaction that usually comes from slaying foes in this type of gameplay (since the animation is very limited and there's little to no sound effects). BUT! It is functional and works for the game, I also have to take into consideration the time-frame for the event.
There's an issue here where slain enemies can still attack the hero despite being dead.
The top of this particular slice of cake uses a color very similar to the ground color, making it hard to identify what it is (could be an issue from my setup).
Why is Cash a villain!? :O
I love the slime sprite!
“Go do the thing.” Is a great line for a locked door to say.
Having different styles of gameplay was a great idea!
I love the turn-based RPG section presentation. The graphics are specially charming.
I used Slash but it didn't cost MP the first time for some reason, then the next time I used it, it cost 5 MP. This only happened once, so it could be a random thing.
I wanted to be able to read the notice on Ozzy's building, but there's nothing there.
Given the context of the event, this was a pretty well planned game for the time-frame. It just has just enough content, areas and gameplay. Cool-yo.
Finally went for the platforming section. It appears that this one is the worst out of all the gameplay sections due to bad hit detection and weird physics.
All of the GB Studio games have this issue, but the functions for buttons B and A should be inverted to be consistent with all other plaforming games on the Gameboy.
The platforming is very slippery and not very easy to control. Most Gameboy games had weird platforming physics though. I can get used to it.
However, one thing that truly dampens the enjoyment is how broken the enemy hit-detection is. I got hit by an enemy when I had a huge gap (the size of the hero sprite) between me and them. Other time I jumped on top of an enemy and it died but still killed me somehow.
In closed spaces I expect to hit the ceiling when jumping, but outside I don't expect to hit a ceiling since there's only sky above, so that caught me off guard.
During the cattle section I got my first game over in the game. If the hit-detection was better I would probably have enough lives to beat that section on the first try. What killed me was a jump where I first hit the ceiling and went into the water.
I'm not quitting here though. After all, it was just my first game over and I think I learned how to compensate for the hit-detection (although it would be better if you fixed it somehow, if that's even possible to do with this engine).
It was pretty kind of you to restart me from the cattle section instead of forcing me to play the platforming section from the start! Just what a short, fun, community game should strive for.
I feel like the platforming sections weren't as hard as people have been complaining about. I played through some platforming Gameboy games recently that were actually hard. I guess people aren't used to playing challenging platforming games any more.
Your platforming section was pretty manageable, challenging enough but not unreasonable in any way, what made it harder to complete was the enemies randomly killing me even when I didn't touch them.
I beat it on my second try.
I wouldn't eat any cake that glows in the dark! That shit is radioactive yo!
Time to speak with everyone once again. I like how you made dialogue after every slice and how some conversations follow a mini-story. It adds quality to the game.
The ending image looked pretty cool! Even though I wouldn't touch that cake with a 3 foot pole!
Nice to see another game with a credit sequence. I like credit sequences, it makes the game feel complete.
You misspelled Avee's name on the credits, by the way.
LOL at the NEW GAME + joke!
This was a fun little game that I enjoyed much! Considering the time-frame, it's quite an achievement in planning and completion! Congrats!
...
...however, I didn't show up in the game. Therefore it sucks!!!!!
I'm playing this on my DS, through an emulator. That alone is fantastic! Nice going! (I didn't use save states as not to cause any random issues)
The splash screens look gorgeous! Nice detail to add RMN.
The title screen image looks very “Gameboy-ish”!
The text is humorous, but sometimes it tries too hard and misses the funny because of it. It does get into an enjoyable rhythm after a while.
I also think the story segments are too wordy for a game that plays on a small Gameboy screen that displays very little text at a time.
A good example of this is the conversation with Frogge before going to Australia by bus. It's a really long conversation and if you decide against taking the bus to save first, you have to go through all of it again and notice how long it is.
The graphics looks super appealing and make a good use of the Gameboy color palette. Really great work by Mirak and Avee (and everyone else I haven't heard about before).
I like how you can examine almost anything and it will say something amusing.
In most screens you can only enter from the park/garden with the animals, but in the East screen I can actually follow the road South into a new screen. I found this out by accident since in all the other screens with roads, they lead nowhere. A good solution would be to put cars or other objects at the end of those roads to justify not being able to go there so that the player attempts to go South on that one road, otherwise they may not even try it.
Honestly, it's not a big deal in this game since you can enter both locations from different places, but it's a good idea to keep the game rules consistent.
Out of all the Gameboy event games, this one has the best music! It's all quite acceptable and fits the locations well.
I started with the action RPG dungeon. The sword swings look janky and the gameplay lacks the satisfaction that usually comes from slaying foes in this type of gameplay (since the animation is very limited and there's little to no sound effects). BUT! It is functional and works for the game, I also have to take into consideration the time-frame for the event.
There's an issue here where slain enemies can still attack the hero despite being dead.
The top of this particular slice of cake uses a color very similar to the ground color, making it hard to identify what it is (could be an issue from my setup).
Why is Cash a villain!? :O
I love the slime sprite!
“Go do the thing.” Is a great line for a locked door to say.
Having different styles of gameplay was a great idea!
I love the turn-based RPG section presentation. The graphics are specially charming.
I used Slash but it didn't cost MP the first time for some reason, then the next time I used it, it cost 5 MP. This only happened once, so it could be a random thing.
I wanted to be able to read the notice on Ozzy's building, but there's nothing there.
Given the context of the event, this was a pretty well planned game for the time-frame. It just has just enough content, areas and gameplay. Cool-yo.
Finally went for the platforming section. It appears that this one is the worst out of all the gameplay sections due to bad hit detection and weird physics.
All of the GB Studio games have this issue, but the functions for buttons B and A should be inverted to be consistent with all other plaforming games on the Gameboy.
The platforming is very slippery and not very easy to control. Most Gameboy games had weird platforming physics though. I can get used to it.
However, one thing that truly dampens the enjoyment is how broken the enemy hit-detection is. I got hit by an enemy when I had a huge gap (the size of the hero sprite) between me and them. Other time I jumped on top of an enemy and it died but still killed me somehow.
In closed spaces I expect to hit the ceiling when jumping, but outside I don't expect to hit a ceiling since there's only sky above, so that caught me off guard.
During the cattle section I got my first game over in the game. If the hit-detection was better I would probably have enough lives to beat that section on the first try. What killed me was a jump where I first hit the ceiling and went into the water.
I'm not quitting here though. After all, it was just my first game over and I think I learned how to compensate for the hit-detection (although it would be better if you fixed it somehow, if that's even possible to do with this engine).
It was pretty kind of you to restart me from the cattle section instead of forcing me to play the platforming section from the start! Just what a short, fun, community game should strive for.
I feel like the platforming sections weren't as hard as people have been complaining about. I played through some platforming Gameboy games recently that were actually hard. I guess people aren't used to playing challenging platforming games any more.
Your platforming section was pretty manageable, challenging enough but not unreasonable in any way, what made it harder to complete was the enemies randomly killing me even when I didn't touch them.
I beat it on my second try.
I wouldn't eat any cake that glows in the dark! That shit is radioactive yo!
Time to speak with everyone once again. I like how you made dialogue after every slice and how some conversations follow a mini-story. It adds quality to the game.
The ending image looked pretty cool! Even though I wouldn't touch that cake with a 3 foot pole!
Nice to see another game with a credit sequence. I like credit sequences, it makes the game feel complete.
You misspelled Avee's name on the credits, by the way.
LOL at the NEW GAME + joke!
This was a fun little game that I enjoyed much! Considering the time-frame, it's quite an achievement in planning and completion! Congrats!
...
...however, I didn't show up in the game. Therefore it sucks!!!!!
Dread the Rabbit
That Goblin Grotto logo looks sweet as heck! But I should be able to skip it if I wanted to.
I can barely read the blue text at the bottom of the title screen. Other than that, the title screen look quite cool.
Really clever screen transition that look unique.
The graphics are very appealing and well drawn!
Ah, so boons are what I get when the enemies are defeated and I can then trade them for bonuses!
I'm not too big on rogue-likes but this is nudging me forward to keep playing it.
The lack of music is mitigated by the constant sound effects that really add flavor to the game.
There's even loading screens, but they are so quick they manage to simply add to the atmosphere instead of getting annoying.
Actual, random levels. You devised a way to make actual random levels.
...and I died in the third Pawbarian level.
I restarted. I got to learn the game better. What each relic does and whatnot. But it seems the “eye” has random effects when you start the game? Or maybe they all do have random effects on a new playthrough? I think it's the latter.
The animations looks really fluid. They look awesome.
Gameplay is very clever and gratifying. I levelled up HP once and then ATK twice.
Got to the end! Really cool fireworks!
Looking through the game files, there were some enemies (knight and mage) that I didn't meet. Is there hidden stuff? Is it random? Or didn't you have the time to include them?
Really clever programming on this game, looking through the files.
If the graphics are original, you could probably make this into a full game and release it.
This was a lot of fun. Really well crafted little game and within a limited time-frame to boot!
I can barely read the blue text at the bottom of the title screen. Other than that, the title screen look quite cool.
Really clever screen transition that look unique.
The graphics are very appealing and well drawn!
Ah, so boons are what I get when the enemies are defeated and I can then trade them for bonuses!
I'm not too big on rogue-likes but this is nudging me forward to keep playing it.
The lack of music is mitigated by the constant sound effects that really add flavor to the game.
There's even loading screens, but they are so quick they manage to simply add to the atmosphere instead of getting annoying.
Actual, random levels. You devised a way to make actual random levels.
...and I died in the third Pawbarian level.
I restarted. I got to learn the game better. What each relic does and whatnot. But it seems the “eye” has random effects when you start the game? Or maybe they all do have random effects on a new playthrough? I think it's the latter.
The animations looks really fluid. They look awesome.
Gameplay is very clever and gratifying. I levelled up HP once and then ATK twice.
Got to the end! Really cool fireworks!
Looking through the game files, there were some enemies (knight and mage) that I didn't meet. Is there hidden stuff? Is it random? Or didn't you have the time to include them?
Really clever programming on this game, looking through the files.
If the graphics are original, you could probably make this into a full game and release it.
This was a lot of fun. Really well crafted little game and within a limited time-frame to boot!
Floppy Disk Mainland
It's been a while since I've seen anyone (other than me) use the RTP music! I actually enjoy the RTP music quite a lot.
Unfortunately, you didn't include any of RTP resource files, so this wouldn't run on a computer that didn't have the RTP installed.
I like the title screen since it's in the spirit of the event, the system mimicking Windows was a nice touch.
But that same Windows system makes it very hard to read the text due to having a white background.
A suggestion: if you want to keep the Windows system then in the “Win10.xyz” file, paint over the first blue square on the left side with pure black, that will allow the text to become more readable. The issue is that black text will make damage in battles harder to read. Best would be to change the white background to a different color.
I like how you made the house interiors, it's rather unique, all black walls and only objects and floor.
I think the outside maps (towns, forests, etc) are too large and empty. I believe it's better to make smaller maps since the player takes less time to traverse them and they don't look as empty. Empty is bad because it make the game boring. Despite that, the mapping is OK, it just needs to be smaller.
I think you mistook West with East. West is to the left side. Also it's impossible to read the names of the locations on the sign since it uses a very light purple color over a white background.
I didn't expect to see Alex reduced to a shopkeeper!! :D
There's some typos in the text.
LMAO! The Village is called Floppy Disk! That's cool.
So the hero has been guarding the village all those years and he doesn't even have a sword to call his own? :(
Save points look cool! It was a good idea to make them floppies being inserted.
Also like how you mark exits with arrows. That's helpful and game-y.
So I got 200 Gold! Gotta spend it wisely. Got some Potions.
There's a house with a book called “Author's Words”, but I can't read it and there are no items to get, which is a shame.
My first battle was against 3 bats and they took a long time to beat, my character kept missing and he needed at least to land 2 hits on each bat to kill them. Also, they hit hard and my HP was getting low fast. Potions don't heal enough HP either. After a gruelling battle that took almost 30 turns, the bats were dead and they gave me around 30 Gold which is not even enough to visit the Inn. I think you need to rethink your game balance.
It's a nice detail that you are teleported into town to the North or South depending on where you enter it from the worldmap!
After delivering the Letter, I got another Key Item to deliver to someone else, although I was given no hints where that person may be. I left the town and had no Potions, little HP and no way to recover it. So I obviously died in the next battle.
Using the teleport skill the hero starts with would have been helpful in this situation, but no teleport points were set, so I couldn't use it.
Unfortunately, this was where I stopped playing the game since, much like my event version of OATH, it needed a rebalancing.
I checked the game files and the next village. Having sound effects like people were working on iron in the Armor shop was a nice detail!
If it wasn't for the balance, I would've kept playing the game since I wanted to know what happened next and what the next locations looked like. I noticed the game isn't finished, unfortunately.
I don't mean no disrespect, but if I had to guess, I'd say you still need more experience on how to create games in RPG Maker, so keep making those games and getting as much feedback as possible. With some more work, this could be a cool little game!
Unfortunately, you didn't include any of RTP resource files, so this wouldn't run on a computer that didn't have the RTP installed.
I like the title screen since it's in the spirit of the event, the system mimicking Windows was a nice touch.
But that same Windows system makes it very hard to read the text due to having a white background.
A suggestion: if you want to keep the Windows system then in the “Win10.xyz” file, paint over the first blue square on the left side with pure black, that will allow the text to become more readable. The issue is that black text will make damage in battles harder to read. Best would be to change the white background to a different color.
I like how you made the house interiors, it's rather unique, all black walls and only objects and floor.
I think the outside maps (towns, forests, etc) are too large and empty. I believe it's better to make smaller maps since the player takes less time to traverse them and they don't look as empty. Empty is bad because it make the game boring. Despite that, the mapping is OK, it just needs to be smaller.
I think you mistook West with East. West is to the left side. Also it's impossible to read the names of the locations on the sign since it uses a very light purple color over a white background.
I didn't expect to see Alex reduced to a shopkeeper!! :D
There's some typos in the text.
LMAO! The Village is called Floppy Disk! That's cool.
So the hero has been guarding the village all those years and he doesn't even have a sword to call his own? :(
Save points look cool! It was a good idea to make them floppies being inserted.
Also like how you mark exits with arrows. That's helpful and game-y.
So I got 200 Gold! Gotta spend it wisely. Got some Potions.
There's a house with a book called “Author's Words”, but I can't read it and there are no items to get, which is a shame.
My first battle was against 3 bats and they took a long time to beat, my character kept missing and he needed at least to land 2 hits on each bat to kill them. Also, they hit hard and my HP was getting low fast. Potions don't heal enough HP either. After a gruelling battle that took almost 30 turns, the bats were dead and they gave me around 30 Gold which is not even enough to visit the Inn. I think you need to rethink your game balance.
It's a nice detail that you are teleported into town to the North or South depending on where you enter it from the worldmap!
After delivering the Letter, I got another Key Item to deliver to someone else, although I was given no hints where that person may be. I left the town and had no Potions, little HP and no way to recover it. So I obviously died in the next battle.
Using the teleport skill the hero starts with would have been helpful in this situation, but no teleport points were set, so I couldn't use it.
Unfortunately, this was where I stopped playing the game since, much like my event version of OATH, it needed a rebalancing.
I checked the game files and the next village. Having sound effects like people were working on iron in the Armor shop was a nice detail!
If it wasn't for the balance, I would've kept playing the game since I wanted to know what happened next and what the next locations looked like. I noticed the game isn't finished, unfortunately.
I don't mean no disrespect, but if I had to guess, I'd say you still need more experience on how to create games in RPG Maker, so keep making those games and getting as much feedback as possible. With some more work, this could be a cool little game!
Fflo's Quest
At first I couldn't move the character, since every time I tried to swipe, it tried to grab the map image. Then I figured out I had to swipe in the grey area.
I'm sure this game wasn't easy to pull off!
I beat it in 2 minutes though, I went up, right, up, right, up, got into a battle with a goblin and a demon, defeated them and then found Sarah with an abandoned kitten but no Naughty lord.
The graphics are serviceable but not too appealing. The small tune that played when I had the battle was nice, as was the presentation for the green buttons. But I could barely read anything and when I tried to zoom it distorted the play field so I couldn't zoom.
Points for originality in making something new and different! I also love the DS and would've liked to play it there :D
Not much more to say really. Sorry!
I'm sure this game wasn't easy to pull off!
I beat it in 2 minutes though, I went up, right, up, right, up, got into a battle with a goblin and a demon, defeated them and then found Sarah with an abandoned kitten but no Naughty lord.
The graphics are serviceable but not too appealing. The small tune that played when I had the battle was nice, as was the presentation for the green buttons. But I could barely read anything and when I tried to zoom it distorted the play field so I couldn't zoom.
Points for originality in making something new and different! I also love the DS and would've liked to play it there :D
Not much more to say really. Sorry!
Hyper Digger
Noticed this game shares resources with another event game, are you guys getting these from a specific place?
Dat box art looks amaze.
You forgot to delete the saves before zipping the game.
Did you modify the “.exe” to move the “New Game” box to the right side? Were there any other cool changes? Why the “.bat” file, though?
Of course the WindOS update wiped out everything! Fiction mimicking reality, really.
Clever way to name the character, very game-y.
It's not the first time I've seen face-sets being used to make an animation, but you used it in a very amusing way!
The graphics are very charming and appealing. I like the pallet. It's all well drawn too. Everything has this simple but effective look.
I like the sound-effects, they add to the network theme.
Digging the network theme, even equipment and skills are based on that theme! Cool.
Wooh, I like what you did when I press diagonals.
LMAO the currency is dogue! That is a well drawn icon, specially difficult due to only using 1 color.
The way you added “.exe” when closing apps was very clever.
The dungeon is confusing to explore at first, kind of labyrinthine.
Oh, the puns!!
What do showers do? (apart from washing oneself, I mean)
Good selection of music, they fit the scenes well. That Earthbound tune was better used here than in the game itself.
I tried to make a deal with Nozzy and also no deal. It's cool that there's the option and actually has consequences.
The last demo battle with a Sludge was definitely influenced by Earthbound ;)
Too bad you didn't manage to finish the game. Also, never pull all-nighters, they take a heavy toll on your health. Better to rest and do it in the next day or when you have the time for it.
I enjoyed this little demo. I would keep playing if there was more. A lot of clever ideas and implementations. Loved the aesthetic. Has potential. Cool!
Dat box art looks amaze.
You forgot to delete the saves before zipping the game.
Did you modify the “.exe” to move the “New Game” box to the right side? Were there any other cool changes? Why the “.bat” file, though?
Of course the WindOS update wiped out everything! Fiction mimicking reality, really.
Clever way to name the character, very game-y.
It's not the first time I've seen face-sets being used to make an animation, but you used it in a very amusing way!
The graphics are very charming and appealing. I like the pallet. It's all well drawn too. Everything has this simple but effective look.
I like the sound-effects, they add to the network theme.
Digging the network theme, even equipment and skills are based on that theme! Cool.
Wooh, I like what you did when I press diagonals.
LMAO the currency is dogue! That is a well drawn icon, specially difficult due to only using 1 color.
The way you added “.exe” when closing apps was very clever.
The dungeon is confusing to explore at first, kind of labyrinthine.
Oh, the puns!!
What do showers do? (apart from washing oneself, I mean)
Good selection of music, they fit the scenes well. That Earthbound tune was better used here than in the game itself.
I tried to make a deal with Nozzy and also no deal. It's cool that there's the option and actually has consequences.
The last demo battle with a Sludge was definitely influenced by Earthbound ;)
Too bad you didn't manage to finish the game. Also, never pull all-nighters, they take a heavy toll on your health. Better to rest and do it in the next day or when you have the time for it.
I enjoyed this little demo. I would keep playing if there was more. A lot of clever ideas and implementations. Loved the aesthetic. Has potential. Cool!
Keep on smilin
Help menu was amusing to read.
I hate emojis. Despite that, the graphics look pretty good, you used those emojis pretty well! I specially like the death animation using the coffin.
When I beat the level and said I gained a life, I got that text character that represents missing images. So the game may not be fully compatible with some computers.
There seems to be some issue with the power pellets, if I get a lot of them in succession then the ghosts all turn light blue (and I can damage them) for way too long.
I seem to recognize the music from somewhere, but I can't tell where from.
The spreading fire was a cool idea, but it made it too difficult for me to deal with.
I played up till level 4 where I couldn't beat it. The red/yellow color combination made my eyes hurt as well.
As far as Pacman clones go, this game plays the part. I like that, like in the arcade game, the smiley keeps moving in the same direction until you press another direction.
Gameplay felt very smooth.
It's quite impressive that you managed to make a complete game with 3 difficulty settings in the event time-frame! Nice going!
I hate emojis. Despite that, the graphics look pretty good, you used those emojis pretty well! I specially like the death animation using the coffin.
When I beat the level and said I gained a life, I got that text character that represents missing images. So the game may not be fully compatible with some computers.
There seems to be some issue with the power pellets, if I get a lot of them in succession then the ghosts all turn light blue (and I can damage them) for way too long.
I seem to recognize the music from somewhere, but I can't tell where from.
The spreading fire was a cool idea, but it made it too difficult for me to deal with.
I played up till level 4 where I couldn't beat it. The red/yellow color combination made my eyes hurt as well.
As far as Pacman clones go, this game plays the part. I like that, like in the arcade game, the smiley keeps moving in the same direction until you press another direction.
Gameplay felt very smooth.
It's quite impressive that you managed to make a complete game with 3 difficulty settings in the event time-frame! Nice going!
Lily's Dream Land
I'm playing this on my DS, through an emulator. That alone is fantastic! Nice going! (I didn't use save states as not to cause any random issues)
I think the pallet for the “dear diry” scene wasn't right on the DS though, since it had different colors whe I played on the PC.
Why was there a password-protected “7z” included in there? Couldn't find a way to open it.
From all the Gameboy games in the event, this one has the most unique title screen since it has movement and the “new game/load game” is in the right side.
Some of the music is kinda grating and the sound effects are just loud beeps that make my ears hurt.
My favorite level is the one with the mine-cart where you need to jump at the right time. The music in that level is also one of better ones in the game.
There's also an interesting level that looks like a child's drawing and nails that look.
The jumping is a bit wonky, but most jumping was wonky in the Gameboy games, and after a while you get used to it. Out of all the Gameboy games this one has the best jumping feel for some reason.
I think you should have switched the functions of button B with button A.
I beat the game and learned that Lily is 4 years old! Is there more to the game? It said to meet at the cafe, but I started a new game and nothing happened when I got to the Whiskers Cafe.
Did you make the graphics yourself? If so, then pretty good. Either case, they look cool enough for this project.
Was this a game made for an actual little girl called Lily?
Cute little game, impressive for the time-frame you had to make it! Even more so if you had to learn how to use the program.
I think the pallet for the “dear diry” scene wasn't right on the DS though, since it had different colors whe I played on the PC.
Why was there a password-protected “7z” included in there? Couldn't find a way to open it.
From all the Gameboy games in the event, this one has the most unique title screen since it has movement and the “new game/load game” is in the right side.
Some of the music is kinda grating and the sound effects are just loud beeps that make my ears hurt.
My favorite level is the one with the mine-cart where you need to jump at the right time. The music in that level is also one of better ones in the game.
There's also an interesting level that looks like a child's drawing and nails that look.
The jumping is a bit wonky, but most jumping was wonky in the Gameboy games, and after a while you get used to it. Out of all the Gameboy games this one has the best jumping feel for some reason.
I think you should have switched the functions of button B with button A.
I beat the game and learned that Lily is 4 years old! Is there more to the game? It said to meet at the cafe, but I started a new game and nothing happened when I got to the Whiskers Cafe.
Did you make the graphics yourself? If so, then pretty good. Either case, they look cool enough for this project.
Was this a game made for an actual little girl called Lily?
Cute little game, impressive for the time-frame you had to make it! Even more so if you had to learn how to use the program.
Magic Quest
I started playing, explored around the castle a bit, purchased some equipment, equipped myself and went out.
The first battle completely obliterated me. Dunno if this was a freak accident or what.
Ok, second try!
The title screen is lovingly retro! I can barely read the text at the bottom though.
The custom graphics are a mixed bag. On one had I have deep admiration for those who make all of the graphics for their games, on the other hand some of the custom graphics don't look so good.
I wouldn't say the sprites are better than the original Dragon Quest though :P
However, it does grant the game a unique charm!
I'm not a fan of the main character's design. It's too overused nowadays.
The equipment menu text is hard to read due to it being dark blue over black.
I actually love how the first screen looks like, the symmetry and the custom walls, floor and stairs!
If you want the hero to face the correct direction after teleporting to another map, you can put a face X direction action with a “wait 0.1” before you “show” the new map. That way the hero will face the desired direction while the screen is black. Unless you did it on purpose to mimic old games that did this in such a way.
It seems some text is missing from some dialogue, probably overflowing out of the text box.
I like that the battle screen uses only the center part, that's stylish.
This time I purchased the best sword available and the best helmet. But was still weak as heck. I guess I need to grind for better equipment.
Bug: After losing a battle, I exited the castle and the castle music continued on the worldmap.
The game is ruthless at the start.
Just walking back and forth in front of the castle I can meet enemies that either attack me with 5 damage (which is a lot when I have 20 HP) but I can also run into enemies attacking for 9 damage! I felt that was too random.
When I slept at the Inn the screen would first flash black for a fraction of a second, then return to normal and then go black again to play the jingle. Something weird happening there. There seem to be a lot of these small errors, maybe the game needs a bit more polish? For the event it was great though, given the time-frame.
I purchased the Large Buckler, but surprisingly the enemies kept attacking me for the same damage, which was annoying.
I need to grind just to survive the easier battles and they can still wipe me out if I'm not careful.
I think you stated that my game was grindier than yours, I have to disagree. I feel there's much more grind to be had in this game since it takes much longer to level up and get equipment.
The hero kept missing against slimes much more than she should, so I checked the game files and noticed the slime has 86 AGL! Almost as much as what I assume are the last bosses. Should it have that much?
After buying the Gambeson, enemy damage was finally reduced!
Entered the first dungeon, the hero was facing the wrong way. Since it was a dungeon, I exited to save outside, and for a brief moment I could see the whole screen outside of the darkness. The picture that limits visibility disappeared for a brief moment. This happens every time I leave the dungeon.
Almost all of the pots in the next town were empty, to the point of discouraging me of examining them anymore.
The music I felt, was also a mixed bag, with some great tunes like the second town, battle and worldmap, but others (like the castle) were too short short and got tiresome quick.
While exploring the dungeon I found a Magic Belt, which I immediately equipped to find that it was cursed. I should have figured.
The curse however makes a red flash for every step I take, which is very epilepsy inducing. I would suggest inverting the steps with the damage (i.e.: 10 MP damage over 10 steps or similar).
This is where I stopped playing since I kept bumping into small issues and wasn't enjoying myself much. With more polish this could be a cool little game.
But other people seem to like it as it is just fine, so what do I know?
Congratulations are definitely in order, for managing to not only finishing a complete game within the time-frame, but also fill it with custom made stuff! Impressive!
The first battle completely obliterated me. Dunno if this was a freak accident or what.
Ok, second try!
The title screen is lovingly retro! I can barely read the text at the bottom though.
The custom graphics are a mixed bag. On one had I have deep admiration for those who make all of the graphics for their games, on the other hand some of the custom graphics don't look so good.
I wouldn't say the sprites are better than the original Dragon Quest though :P
However, it does grant the game a unique charm!
I'm not a fan of the main character's design. It's too overused nowadays.
The equipment menu text is hard to read due to it being dark blue over black.
I actually love how the first screen looks like, the symmetry and the custom walls, floor and stairs!
If you want the hero to face the correct direction after teleporting to another map, you can put a face X direction action with a “wait 0.1” before you “show” the new map. That way the hero will face the desired direction while the screen is black. Unless you did it on purpose to mimic old games that did this in such a way.
It seems some text is missing from some dialogue, probably overflowing out of the text box.
I like that the battle screen uses only the center part, that's stylish.
This time I purchased the best sword available and the best helmet. But was still weak as heck. I guess I need to grind for better equipment.
Bug: After losing a battle, I exited the castle and the castle music continued on the worldmap.
The game is ruthless at the start.
Just walking back and forth in front of the castle I can meet enemies that either attack me with 5 damage (which is a lot when I have 20 HP) but I can also run into enemies attacking for 9 damage! I felt that was too random.
When I slept at the Inn the screen would first flash black for a fraction of a second, then return to normal and then go black again to play the jingle. Something weird happening there. There seem to be a lot of these small errors, maybe the game needs a bit more polish? For the event it was great though, given the time-frame.
I purchased the Large Buckler, but surprisingly the enemies kept attacking me for the same damage, which was annoying.
I need to grind just to survive the easier battles and they can still wipe me out if I'm not careful.
I think you stated that my game was grindier than yours, I have to disagree. I feel there's much more grind to be had in this game since it takes much longer to level up and get equipment.
The hero kept missing against slimes much more than she should, so I checked the game files and noticed the slime has 86 AGL! Almost as much as what I assume are the last bosses. Should it have that much?
After buying the Gambeson, enemy damage was finally reduced!
Entered the first dungeon, the hero was facing the wrong way. Since it was a dungeon, I exited to save outside, and for a brief moment I could see the whole screen outside of the darkness. The picture that limits visibility disappeared for a brief moment. This happens every time I leave the dungeon.
Almost all of the pots in the next town were empty, to the point of discouraging me of examining them anymore.
The music I felt, was also a mixed bag, with some great tunes like the second town, battle and worldmap, but others (like the castle) were too short short and got tiresome quick.
While exploring the dungeon I found a Magic Belt, which I immediately equipped to find that it was cursed. I should have figured.
The curse however makes a red flash for every step I take, which is very epilepsy inducing. I would suggest inverting the steps with the damage (i.e.: 10 MP damage over 10 steps or similar).
This is where I stopped playing since I kept bumping into small issues and wasn't enjoying myself much. With more polish this could be a cool little game.
But other people seem to like it as it is just fine, so what do I know?
Congratulations are definitely in order, for managing to not only finishing a complete game within the time-frame, but also fill it with custom made stuff! Impressive!
Project Spaghettivase
What a random name!
Clever use of the “.bat” file! I liked it! (hope you didn't install any virus though)
I enjoy the presentation and the graphics. I like how only a square in the middle of the screen is used. Did you make the graphics yourself?
Welcome to the Save Point! Neat.
I was enjoying the game until the story got convoluted as peck and lost me. Then nothing made sense, and since the game mostly story, I stopped playing since I wasn't enjoying it.
Nice custom graphics though! I liked the cutscene images too. And the music fit the scenes well.
By the way, how come your game and Hyper Digger share some resources?
Clever use of the “.bat” file! I liked it! (hope you didn't install any virus though)
I enjoy the presentation and the graphics. I like how only a square in the middle of the screen is used. Did you make the graphics yourself?
Welcome to the Save Point! Neat.
I was enjoying the game until the story got convoluted as peck and lost me. Then nothing made sense, and since the game mostly story, I stopped playing since I wasn't enjoying it.
Nice custom graphics though! I liked the cutscene images too. And the music fit the scenes well.
By the way, how come your game and Hyper Digger share some resources?
Romance in Shaly
Either this will be a serious romance game, or a joke game.
Another adventure type game! Cool!
The graphics are quite impressive in this game. Are they custom? I specially liked the T-Rex animation.
Hmmm, why is the default name “Mirak”. I think there's some kind of inside joke I'm missing here.
Digging the humor! But it's also twisted and kinda dark at places :D
The nerdy references could easily become annoying, but no! They are spot on and I think I got most of them.
Some of the choices are wtf and lol.
Laughing at the constant Dennis choice.
Man, this game is so silly. I love it.
The narrator being interrupted, the weird endings with their 4th wall breaking logic LOL this writing is truly humorous!
At some point inside the cave I picked “go back” and a weird white box with “variables, enchantments, 1 error, etc” popped up. Probably a small bug.
Was it spelled Restraunt on purpose? I mean, I won't put it past you, after all the humor.
I think I got all the endings, the one where I'm forced to play D&D with Dennis, then one where the world will be taken over, the one where I slip and fall, the ones where I'm dragged to the basement by mother and the ones where I get a date.
The waiter bit was specially brilliant.
This was simply awesome, one of the funniest things I've read in a while and I have good taste so I should know it!!! :P
Another adventure type game! Cool!
The graphics are quite impressive in this game. Are they custom? I specially liked the T-Rex animation.
Hmmm, why is the default name “Mirak”. I think there's some kind of inside joke I'm missing here.
Digging the humor! But it's also twisted and kinda dark at places :D
The nerdy references could easily become annoying, but no! They are spot on and I think I got most of them.
Some of the choices are wtf and lol.
Laughing at the constant Dennis choice.
Man, this game is so silly. I love it.
The narrator being interrupted, the weird endings with their 4th wall breaking logic LOL this writing is truly humorous!
At some point inside the cave I picked “go back” and a weird white box with “variables, enchantments, 1 error, etc” popped up. Probably a small bug.
Was it spelled Restraunt on purpose? I mean, I won't put it past you, after all the humor.
I think I got all the endings, the one where I'm forced to play D&D with Dennis, then one where the world will be taken over, the one where I slip and fall, the ones where I'm dragged to the basement by mother and the ones where I get a date.
The waiter bit was specially brilliant.
This was simply awesome, one of the funniest things I've read in a while and I have good taste so I should know it!!! :P
Spider Trek
Couldn't get this game to run :/
I have played other AGS games fine, but this seems to be a new version not compatible with my OS.
OATH

BEST DARN GAME ON THIS EVENT!!!!! :P :P :P
Oh no, it's my Crazy Ex-Girlfriend!
I'm playing this on my DS, through an emulator. That alone is fantastic! Nice going! (I didn't use save states as not to cause any random issues)
The title screen music and image look cool.
The intro has some well drawn images and an acceptable music.
The castle needed some depth to the background, the graphics quality is almost there but could use a little more work. The hero and enemies look good, only the backgrounds could be more appealing.
Sorry, but the music in the castle is atrocious, my poor ears.
I think you should have switched the functions of button B with button A.
The jumping is OK! But the movement is very slippery and it's tough to jump to small platforms because of it.
It's difficult to get treasure chests/keys and save the game since the game doesn't always recognize my input or maybe you need to be in just the exact pixel perfect spot which makes it annoying.
Hit detection is wonky too, since I am hit by bees when I'm not even touching them.
Oh no! The princess is in another castle!! :D
Wait, why did I lose my sword after beating the castle!? Not fun :(
The humor is cool.
I much like the graphics in the storage level. I feel they are a step up from the castle.
Cool, I got a bow! Useful.
Then it got too frustrating to get the key to beat the storage level, so this is where I leave.
With some more work, this could become a nifty little game! Congrats for finishing the game for the event!
The title screen music and image look cool.
The intro has some well drawn images and an acceptable music.
The castle needed some depth to the background, the graphics quality is almost there but could use a little more work. The hero and enemies look good, only the backgrounds could be more appealing.
Sorry, but the music in the castle is atrocious, my poor ears.
I think you should have switched the functions of button B with button A.
The jumping is OK! But the movement is very slippery and it's tough to jump to small platforms because of it.
It's difficult to get treasure chests/keys and save the game since the game doesn't always recognize my input or maybe you need to be in just the exact pixel perfect spot which makes it annoying.
Hit detection is wonky too, since I am hit by bees when I'm not even touching them.
Oh no! The princess is in another castle!! :D
Wait, why did I lose my sword after beating the castle!? Not fun :(
The humor is cool.
I much like the graphics in the storage level. I feel they are a step up from the castle.
Cool, I got a bow! Useful.
Then it got too frustrating to get the key to beat the storage level, so this is where I leave.
With some more work, this could become a nifty little game! Congrats for finishing the game for the event!
Rome Protector
After all these turn-based RPGs, it's cool to chill out with some action hack and slash.
I like the graphics, did you make them yourself? The animations are quite cool.
This is a pretty functional action engine, sometimes the hit-detection was a bit off, but never frustratingly so.
I managed to kill 106 enemies before loosing all my health.
It gets quite hard after a while and I stupidly went north and was swarmed by 30 enemies or so. Had no chance! :P
Cool little game! Just mindless action fun. Bonus points for using a different engine (if you programmed it yourself than I'm even more impressed!) and for being able to run on my computer without any issues!
I like the graphics, did you make them yourself? The animations are quite cool.
This is a pretty functional action engine, sometimes the hit-detection was a bit off, but never frustratingly so.
I managed to kill 106 enemies before loosing all my health.
It gets quite hard after a while and I stupidly went north and was swarmed by 30 enemies or so. Had no chance! :P
Cool little game! Just mindless action fun. Bonus points for using a different engine (if you programmed it yourself than I'm even more impressed!) and for being able to run on my computer without any issues!
Temple Guardian
I read the instructions and still can't understand how to play the game.
I'm choosing 3 different components for the songs: target, radius and effect.
But then the game stops and nothing happens and it asks me to pick a target. I pressed all keys and even used the mouse but nothing happened.
Ok, so pressing Enter advances the turn?
I can't tell which ones are demons and which ones are souls.
I like the title screen image and the music, but this isn't my type of game or one I can play easily, sorry!
I'm choosing 3 different components for the songs: target, radius and effect.
But then the game stops and nothing happens and it asks me to pick a target. I pressed all keys and even used the mouse but nothing happened.
Ok, so pressing Enter advances the turn?
I can't tell which ones are demons and which ones are souls.
I like the title screen image and the music, but this isn't my type of game or one I can play easily, sorry!
Tesseract
I really dig this mix between ACII old-school rogue-like with modern effects. Reminds me of Monaco.
I managed to equip a spear, kill a bunch of easy enemies, found a cave or something and got killed by a wolf.
Tried again a couple of times, but I think there were some incompatibilities with my computer since I pressed some keys and they randomly did nothing (like the key to enter dungeons). Which made it frustrating.
I played for some minutes but couldn't beat it. I somehow didn't feel compelled to keep playing this game to the end, but I did manage to beat the other event rogue-like on my second try. Then again, the randomness is a big factor in these games, so that could be it.
I'm not huge on rogue-likes but I think this is a cool little game you got here. Some years ago this would be the type of game people would stealthily run at work to relax a bit ;) Well done!
I managed to equip a spear, kill a bunch of easy enemies, found a cave or something and got killed by a wolf.
Tried again a couple of times, but I think there were some incompatibilities with my computer since I pressed some keys and they randomly did nothing (like the key to enter dungeons). Which made it frustrating.
I played for some minutes but couldn't beat it. I somehow didn't feel compelled to keep playing this game to the end, but I did manage to beat the other event rogue-like on my second try. Then again, the randomness is a big factor in these games, so that could be it.
I'm not huge on rogue-likes but I think this is a cool little game you got here. Some years ago this would be the type of game people would stealthily run at work to relax a bit ;) Well done!
The Fisherman Lived Happily Ever After
Ooh, a text adventure!
The first description really gets you into the atmosphere of the game, specially the smell of salt.
Aren't jellyfish poisonous?
Ah, I'm playing as a girl! That was unexpected!
LOL it quickly turned into a romantic text adventure!
Oh! But then it went back into full adventure mode! With alchemy, time-travel and stuff.
What really sells the game are the descriptions, making it sound like a book where you use you imagination to picture the locations. There's a couple of typos here and there, but it's mostly well written.
There were probably some hidden commands or optional stuff I could have tried to type, but I'm hurting for time so I can't really fully explore all of these games to their fullest.
There's even a small button puzzle!
Got to the end!
This was short but nice! I managed to lose myself in the text. I suspected that Mit may have been the Old Man (then called Fisherman), maybe the green flash in his eyes (like the Aether) means he is!?
It was a pretty cool mini-text adventure, considering the time-frame and that it's finished! Congrats!
The first description really gets you into the atmosphere of the game, specially the smell of salt.
Aren't jellyfish poisonous?
Ah, I'm playing as a girl! That was unexpected!
LOL it quickly turned into a romantic text adventure!
Oh! But then it went back into full adventure mode! With alchemy, time-travel and stuff.
What really sells the game are the descriptions, making it sound like a book where you use you imagination to picture the locations. There's a couple of typos here and there, but it's mostly well written.
There were probably some hidden commands or optional stuff I could have tried to type, but I'm hurting for time so I can't really fully explore all of these games to their fullest.
There's even a small button puzzle!
Got to the end!
This was short but nice! I managed to lose myself in the text. I suspected that Mit may have been the Old Man (then called Fisherman), maybe the green flash in his eyes (like the Aether) means he is!?
It was a pretty cool mini-text adventure, considering the time-frame and that it's finished! Congrats!
The Swamp
Oh yess! Another adventure game :D
The graphics are very striking! I'm really enjoying the monochromatic look! It adds a lot to the atmosphere.
The music could be better though, maybe something like ambience. Or instead, no music and only sounds of text scrolling by and cursor movement, that could potentially work too.
Oh! And there's several ways to leave the church! First I tried to give the meat to the creature, then I reset the game and tried to put my hand in the hole! Interesting, I'm sure this will affect some puzzles or events later on.
I also enjoy the text font as it really fits with the game aesthetic.
It was a nice call to have the game over simply take you back to the decisions instead of restarting the game, this way it has the impact of a game over without creating frustrating gameplay.
The text is well written and it's easy to lose oneself in the game. It really paints an interesting mental image of the locations and what you can do in each of them.
I know I mentioned the look of the game, but I need to mention another detail, the way characters show up in a frame in the middle of the screen is very “game-like”. I like it a lot.
I'm thoroughly enjoying myself playing this.
“Eat Mushrooms?” I mean, all mushroom are edible (...some, only once)! So what can go wrong!?
The way certain actions increase stats and how you need X stats to perform other actions is very clever.
LOL so I got so assertive that I married the Bog King and the swamp became mine! I'm assuming this is not the best ending I can get (hoping there's more than this ending), so I'll try again.
Ok, so from what I played, I'm assuming there's one ending tied with each stat, I got the Social ending, then I assume there's the Muscle ending through the boulder and the Vitality ending through the swamp creature house. And it all comes down to how you exit the church since you probably can't get that extra stat point anywhere else. I could be wrong though.
Found a bug, the first time I played, when I got to the Fairy Grotto and talked to the Fairies for the first time they talked as if we had spoken before and gave me a green potion that tasted like bacon. I was a bit confused. Then the second time I played and got to the Fairy Grotto and talked with the Fairies they finally talked as if it was the first time we has spoken. So saving the swamp creature from being bullied by the lonely Fairy before visiting the Grotto skips this first conversation and makes the second conversation confusing. You can probably make a conditional to change the second conversation somewhat if you haven't talked with the Fairies before.
Got the Muscle ending and I think I could have gotten the Vitality ending if there was a way to save the game. The bird if the answer to both of these. LOL I should look like a bodybuilder by the time I was able to push that boulder! I'm assuming this is the best ending.
Got the Vitality ending, that one was cool too.
This was a really cool little adventure game! I enjoyed playing enough to try out the 3 different endings (assuming those are the only endings, I couldn't find any other).
Really well done!
The graphics are very striking! I'm really enjoying the monochromatic look! It adds a lot to the atmosphere.
The music could be better though, maybe something like ambience. Or instead, no music and only sounds of text scrolling by and cursor movement, that could potentially work too.
Oh! And there's several ways to leave the church! First I tried to give the meat to the creature, then I reset the game and tried to put my hand in the hole! Interesting, I'm sure this will affect some puzzles or events later on.
I also enjoy the text font as it really fits with the game aesthetic.
It was a nice call to have the game over simply take you back to the decisions instead of restarting the game, this way it has the impact of a game over without creating frustrating gameplay.
The text is well written and it's easy to lose oneself in the game. It really paints an interesting mental image of the locations and what you can do in each of them.
I know I mentioned the look of the game, but I need to mention another detail, the way characters show up in a frame in the middle of the screen is very “game-like”. I like it a lot.
I'm thoroughly enjoying myself playing this.
“Eat Mushrooms?” I mean, all mushroom are edible (...some, only once)! So what can go wrong!?
The way certain actions increase stats and how you need X stats to perform other actions is very clever.
LOL so I got so assertive that I married the Bog King and the swamp became mine! I'm assuming this is not the best ending I can get (hoping there's more than this ending), so I'll try again.
Ok, so from what I played, I'm assuming there's one ending tied with each stat, I got the Social ending, then I assume there's the Muscle ending through the boulder and the Vitality ending through the swamp creature house. And it all comes down to how you exit the church since you probably can't get that extra stat point anywhere else. I could be wrong though.
Found a bug, the first time I played, when I got to the Fairy Grotto and talked to the Fairies for the first time they talked as if we had spoken before and gave me a green potion that tasted like bacon. I was a bit confused. Then the second time I played and got to the Fairy Grotto and talked with the Fairies they finally talked as if it was the first time we has spoken. So saving the swamp creature from being bullied by the lonely Fairy before visiting the Grotto skips this first conversation and makes the second conversation confusing. You can probably make a conditional to change the second conversation somewhat if you haven't talked with the Fairies before.
Got the Muscle ending and I think I could have gotten the Vitality ending if there was a way to save the game. The bird if the answer to both of these. LOL I should look like a bodybuilder by the time I was able to push that boulder! I'm assuming this is the best ending.
Got the Vitality ending, that one was cool too.
This was a really cool little adventure game! I enjoyed playing enough to try out the 3 different endings (assuming those are the only endings, I couldn't find any other).
Really well done!
Ultra Smug
I love how the game skips a tittle screen and just starts into the level. Also the teleportation “Show Screen” was really well picked since it really makes it look like an arcade game booting up! It's these little details, man.
I also like the little jingle when each level starts, very arcade-y. I would have liked some background music though, I know it's hard to pick a good tune, since it may drown the other sounds, but even Pacman had a sort of background noise.
It's not a big deal, but waiting for the tentacles to move out of the way makes for a silent experience at times.
I was wondering, how did you make the “tentacles” AI? I noticed they have a sort of behavior and that's very cool for a rm2k3 game!
The graphics are very charming, the walls really remind me of this style of arcade game, as do the flashing colors (that change from level to level) of the pellets, the tentacle animation is very smooth and it's a very nice detail that you can struggle by moving around (oh! And you can even free yourself! I just found out about this in the Kaizo levels!).
Having Ultros in the center of each level even though we can't reach him was a good idea, since we always have a visual of the “villain”. Nice Pacman twist.
The teleports are a life saver, Hard stage 3 & 4 have no teleports and I could really feel their absence. They don't call it Hard mode for anything though :P
It would've also been cool to have a score show up on the right side, but... making that in rm2k3 is more work than reasonable (one cheap and easy alternative, given the event scope, is to just give the player 1000 score per each completed level, that way you just need to make images for “1” and “0” and place them on the screen accordingly), plus there was the event time frame, it doesn't really need a scoring system, I'm just pointing out that it would've been cool.
That lightning animation looks really cool. Also the magicite turns tentacles into ice-cubes! Useful but tricky to use since they block your path. Maybe a sound effect to announce they are about to break out of the ice-cubes would cue the player more.
The moogle looks really cute moving around. I was wondering if it would look even better if it constantly displayed the flapping wing animation.
Nice little Final Fantasy fanfare-like jingle after beating hard!
Wait, what!? There's another mode? Kaizo!? Wow, that's a lot of tentacles. I don't know if I can beat this. It really forces you to take more risks.
Kaizo stage 2, wohoo! Portals are back!
Ha! I'm the strongest Moogle! Once I figured you could free yourself from the tentacles, it made the Kaizo levels easier.
What does Kaizo stand for anyway?
It's a fun little game! I enjoyed my time with it and wanted to keep beating the levels until I reached the end. It nails the arcade look. Very clever way to reduce size and it's an achievement that it was finished in such a short time-frame. Cool!
I also like the little jingle when each level starts, very arcade-y. I would have liked some background music though, I know it's hard to pick a good tune, since it may drown the other sounds, but even Pacman had a sort of background noise.
It's not a big deal, but waiting for the tentacles to move out of the way makes for a silent experience at times.
I was wondering, how did you make the “tentacles” AI? I noticed they have a sort of behavior and that's very cool for a rm2k3 game!
The graphics are very charming, the walls really remind me of this style of arcade game, as do the flashing colors (that change from level to level) of the pellets, the tentacle animation is very smooth and it's a very nice detail that you can struggle by moving around (oh! And you can even free yourself! I just found out about this in the Kaizo levels!).
Having Ultros in the center of each level even though we can't reach him was a good idea, since we always have a visual of the “villain”. Nice Pacman twist.
The teleports are a life saver, Hard stage 3 & 4 have no teleports and I could really feel their absence. They don't call it Hard mode for anything though :P
It would've also been cool to have a score show up on the right side, but... making that in rm2k3 is more work than reasonable (one cheap and easy alternative, given the event scope, is to just give the player 1000 score per each completed level, that way you just need to make images for “1” and “0” and place them on the screen accordingly), plus there was the event time frame, it doesn't really need a scoring system, I'm just pointing out that it would've been cool.
That lightning animation looks really cool. Also the magicite turns tentacles into ice-cubes! Useful but tricky to use since they block your path. Maybe a sound effect to announce they are about to break out of the ice-cubes would cue the player more.
The moogle looks really cute moving around. I was wondering if it would look even better if it constantly displayed the flapping wing animation.
Nice little Final Fantasy fanfare-like jingle after beating hard!
Wait, what!? There's another mode? Kaizo!? Wow, that's a lot of tentacles. I don't know if I can beat this. It really forces you to take more risks.
Kaizo stage 2, wohoo! Portals are back!
Ha! I'm the strongest Moogle! Once I figured you could free yourself from the tentacles, it made the Kaizo levels easier.
What does Kaizo stand for anyway?
It's a fun little game! I enjoyed my time with it and wanted to keep beating the levels until I reached the end. It nails the arcade look. Very clever way to reduce size and it's an achievement that it was finished in such a short time-frame. Cool!
UnBit
Even before it started I got 2 different “.dll” errors and then I got a black screen with music.
The game refuses to work on my computer. The music was good though.
The game refuses to work on my computer. The music was good though.
Unchained
As a fan of "Legend of Denadel" I went into this with high expectations.
The text could use some work, but given the time frame, it's quite acceptable. The concept is interesting and has potential.
The battle system working like a puzzle of sorts is very interesting. I'm enjoying the graphics a lot.
15 minutes in when the “anti-hero” was transported to a beautiful REFMAP scenery, I then check the menu and find that there's a skill named “Pandemic Slash”... then the first treasure I grab is a “Vaccine”.
This completely pulled me out of the game experience and I stopped playing. Not a game for me.
Congrats on finishing a game for the event! And a large game at that, quite the achievement.
The text could use some work, but given the time frame, it's quite acceptable. The concept is interesting and has potential.
The battle system working like a puzzle of sorts is very interesting. I'm enjoying the graphics a lot.
15 minutes in when the “anti-hero” was transported to a beautiful REFMAP scenery, I then check the menu and find that there's a skill named “Pandemic Slash”... then the first treasure I grab is a “Vaccine”.
This completely pulled me out of the game experience and I stopped playing. Not a game for me.
Congrats on finishing a game for the event! And a large game at that, quite the achievement.
Villain
You forgot to delete the saves before zipping.
The menu sound effects are really good.
I would move the title screen image a few pixel up so it's not obscured by the “new game” box (and change the game over picture accordingly).
The graphics looks really retro cool. Quite charming and appealing. I like how the characters have a lot of “see-through” parts in them, it really makes this look unique. Reminds me of liquid crystal games, or Game and Watch type of games.
It's not everyday that one sees a game taking full advantage of Kazesui pixel movement tutorial! (because it's kind of an overcomplicated mess to deal with in RPG Maker 2003! But I does look so cool when it's well implemented!)
Also really cool that swinging the Scythe produces different tones of slashing sounds!
A custom font would look even better in this type of game, there's a tutorial on how to change it, if you're interested.
The HUD goes transparent when you pass behind it, nice detail. Probably needs a bit more transparency though, since it's still hard to make out what's behind it.
Oooh! Found a blue potion!
It would've been neat to be able to destroy pots and other stuff too. But I'm guessing it would be too much work.
Suggestion: you could have updated the save files to show what HP the villain has and a potential level (or potion quantity), instead of just zeros.
What charming house interiors.
Moo :( LOL
The horse that thinks he's a cat was a nice Easter egg.
The effect when you heal at save-points looks pretty cool.
Not really much point in having an empty room in the Mayors house. An NPC in it would make more sense, gameplay-wise.
So the Villain was told that the village belonged to him? By whom? When?
The Grey Key blends too much with the scenery.
Lost against the man at the top of the tower. But I think I figured out the pattern and will be able to defeat him.
The game over screen looks neat back to back with the title screen.
Beat the boss. The battle was well designed. The ending was dumb though, nothing is explained and no hints are given. Not much of a story game.
The gameplay was enjoyable throughout the game. Not too hard and not to easy. It's a game of patience where you need to wait for the right chance to strike. People who didn't notice this, probably found it hard.
This was a fun little game, I enjoyed it quite a bit. With a better story it would've been even better. But given the event time-frame, it was quite the achievement!
The menu sound effects are really good.
I would move the title screen image a few pixel up so it's not obscured by the “new game” box (and change the game over picture accordingly).
The graphics looks really retro cool. Quite charming and appealing. I like how the characters have a lot of “see-through” parts in them, it really makes this look unique. Reminds me of liquid crystal games, or Game and Watch type of games.
It's not everyday that one sees a game taking full advantage of Kazesui pixel movement tutorial! (because it's kind of an overcomplicated mess to deal with in RPG Maker 2003! But I does look so cool when it's well implemented!)
Also really cool that swinging the Scythe produces different tones of slashing sounds!
A custom font would look even better in this type of game, there's a tutorial on how to change it, if you're interested.
The HUD goes transparent when you pass behind it, nice detail. Probably needs a bit more transparency though, since it's still hard to make out what's behind it.
Oooh! Found a blue potion!
It would've been neat to be able to destroy pots and other stuff too. But I'm guessing it would be too much work.
Suggestion: you could have updated the save files to show what HP the villain has and a potential level (or potion quantity), instead of just zeros.
What charming house interiors.
Moo :( LOL
The horse that thinks he's a cat was a nice Easter egg.
The effect when you heal at save-points looks pretty cool.
Not really much point in having an empty room in the Mayors house. An NPC in it would make more sense, gameplay-wise.
So the Villain was told that the village belonged to him? By whom? When?
The Grey Key blends too much with the scenery.
Lost against the man at the top of the tower. But I think I figured out the pattern and will be able to defeat him.
The game over screen looks neat back to back with the title screen.
Beat the boss. The battle was well designed. The ending was dumb though, nothing is explained and no hints are given. Not much of a story game.
The gameplay was enjoyable throughout the game. Not too hard and not to easy. It's a game of patience where you need to wait for the right chance to strike. People who didn't notice this, probably found it hard.
This was a fun little game, I enjoyed it quite a bit. With a better story it would've been even better. But given the event time-frame, it was quite the achievement!
We Live To Serve This Ship
Your RTP mapping is quite famous, but I have to say I wasn't impressed by it in this game.
That's a really cool idea for the title screen!
RTP boats are hard to make since the chipset is quite troublesome, so usually people just end up showing half the boat. The boat interiors are also complicated since it isn't clear where each tile is supposed to go. Your maps in this game look quite acceptable, but there's still something off with the graphics.
The custom text boxes also look pretty cool! The characters flashing to show who's talking is a unique way to make things.
I also like how the characters flash to show who’s talking, it’s unique.
Oh no, not the slow walking speed :/
I like the sails! Great idea.
Exiting from below the ship behind the pillar is confusing.
Nice trick to make the water move and animate as well! Cool.
Overall, I found the story boring and uninteresting. Didn't make me care for any character at all. From this game alone it seemed like the characters behaved weirdly. Given that the emphasis was on the story, I feel like the writing was inadequate. Sorry.
The lack of music also made everything feel slow.
Got to the end.
Not sure how I feel about this being an add for another game. In one hand it's cool to have a spin-off that offers some insight, but on the other hand it feels like a marketing ploy.
The game had some cool ideas and presentation details, but on the whole I couldn't enjoy it much.
That's a really cool idea for the title screen!
RTP boats are hard to make since the chipset is quite troublesome, so usually people just end up showing half the boat. The boat interiors are also complicated since it isn't clear where each tile is supposed to go. Your maps in this game look quite acceptable, but there's still something off with the graphics.
The custom text boxes also look pretty cool! The characters flashing to show who's talking is a unique way to make things.
I also like how the characters flash to show who’s talking, it’s unique.
Oh no, not the slow walking speed :/
I like the sails! Great idea.
Exiting from below the ship behind the pillar is confusing.
Nice trick to make the water move and animate as well! Cool.
Overall, I found the story boring and uninteresting. Didn't make me care for any character at all. From this game alone it seemed like the characters behaved weirdly. Given that the emphasis was on the story, I feel like the writing was inadequate. Sorry.
The lack of music also made everything feel slow.
Got to the end.
Not sure how I feel about this being an add for another game. In one hand it's cool to have a spin-off that offers some insight, but on the other hand it feels like a marketing ploy.
The game had some cool ideas and presentation details, but on the whole I couldn't enjoy it much.
WolfCoder's entry (have no idea what the name is)
I couldn't get it to run. Sorry!
@coelocanth - Thanks for the feedback on OATH! I got ill midway through the event so I just wrapped everything up and couldn't test it. There's a much more enjoyable, rebalanced version on the gamepage if you're interested.














