IDDALAI'S PROFILE

iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
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

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Oh No! It's My Crazy Ex-Girlfriend!

Here's some feedback:

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!

Magic Quest

Here's some feedback:

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!

A Vacation In Nebula

Here's some feedback:

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!


Also, that gameprofile pic with the floppy looks awesome.

UnBit

Couldn't get it to run, unfortunately.

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.

Unchained

Here's some very short feedback:

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.

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.

Detective Waka

Here's some feedback:

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!!!!!


Gamepage is also pretty great!

Villain

Here's some feedback:

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!

Tesseract Quest

Here's some feedback:

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!

Ultra Smug

Here's some feedback!

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!