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Chocobo Panic XMAS Review

Thank you for this review.
It's really interesting to read it reverse to the publish order of the games.
It clearly points out all the things, that I wanted to make better in the prequel, like those enemies attacking from a higher ground layer or the overall difficulty, which was said to be too high in this version.

Chocobo Panic Space Review

Thanks, I found my old RPGMaker project folder and will post the games within the next days.

Chocobo Panic Space Review

Thank you for this kind review.
And you are right, my first language is not english, I am german. So I'm sorry for the grammar or spelling mistakes.
Looking back I think it would have been good to have at least one english betatester. Now that I know RMN, this should not be a problem in future releases.

As for the prequels:
I didn't think they would be of any interest,as they are very old. The first chocobo panic was released in 2002 and was developed in 2 weeks only. And the Christmas Edition was released 2005 if I remember right ( have to look).

I'll have to dig my old harddrives to find a copy of the prequels and will post them here on RMN soon.

The Screenshot Topic Returns

author=Link_2112
Nice. Is it all custom graphics? *looks at chao* Is this a Sonic spin-off game? xD haha (I kid, please don't blow up at me!)


Yes, it's all custom, made by myself.
No, it's got nothing to do with sonic, although the chaos were the reference for my main characters.

caladionriff.png

It's not as distracting in motion as it looks in a static screen. Well, that's my opinion when test playing it.
Maybe I'll add some fog or darken the back a bit to seperate it from the foreground.

The Screenshot Topic Returns



Almost finished the second stage of my underwater shooter :)

Aqua Nebulon

The game has multiple influences. I am a big oldschool shoot em up fan, so I was inspired by games like gradius, r-type, katakis and IO.
Even if the weapon powerup system is obviously taken from gradius series, I don't want to copy and of these games 100 percent.
The higher the difficulty you choose, the more hitpoints the enemies have. I'm still not sure if I will keep it that way. I need to finish the weapon system first and then do the balancing.
A good suggestion from a betatester was to let the first waves of enemies be one-hits, so you can powerup a bit at the start of each stage.

Aqua Nebulon

That's an interesting point. I'll keep that in mind when designing the other stages.
I think I'll have to use less straight lines of enemies and more waypoint based.

Thanks for that important feedback

Aqua Nebulon

Thanks for your comment.

Yes, you can get all items and reach 100% at the end of the demo level.
It's a bit tricky, you have to know the right path to go and use the teleporter, but it's possible.

Warning Spoiler !
Here is a map of the demo stage with all items : http://www.koa-portal.de/bilder/aquanebulon/map.png
(the positions of the items aren't final anyway and will change when I finished the side part of the stage to which the teleporter will lead)

The black submarine has indeed the strongest options equipped, but you will be able to equip the three submarines individually with any options you prefer in the final game. It's a tactical choice, as some options shoot faster, but are weaker, some shoot backwards and so on. For the demo I just added some random options to the submarines to show some variation.

Nebulus

Too bad.
But please notice, this game is 1 year old and I am already working on the sequel.
You can take a look and play a demo here: http://rpgmaker.net/games/3663/
It has a weapon powerup system included.