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Above Hell
Heck 'em slash 'em action RPG heavily based on exploration

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Check out my latest new game--Above Hell

Bahaha yep! 10 years later, still alive and making more games

Above Hell Review

Thank you so much for this super-detailed, in-depth review!!! You are so awesome, this made my morning! :)

That's a shame about the bugs you came across that locked your game up. When I was obsessively testing it, I found a few like that and fixed them, but it's definitely tough in a game like this to find every single one. I do plan to keep testing it over time and fix any other glitches I find, so if you find more specific ones, feel free to let me know and I will fix/update it.

Thanks again!!!!

What Videogames Are You Playing Right Now?



Little Nemo Dream Master! :) On the NES.

RPG Maker Games on Retroid Pocket 2

Epic!!! Yeah I play some RPG Maker 2000 games using EasyRPG as well, with this handheld.

Retroid_Pocket_2.jpeg

It should run RPG Maker XP, VX and VX Ace :)

RPG Maker Games on Retroid Pocket 2

Not sure if any of you have heard of the Retroid Pocket 2, but I have it, and I found out how to play RPG Maker XP games (and other RPG Maker versions) on my little hand held system :) Get JoiPlay in the app store. I struggled with setting up the controls a while back, but got it nailed down. I was pretty excited about this!



So fun! Anyone else have that system? What do you play on it?

Also, I figured out the perfect controls in JoiPlay, at least to play my game on it.
First Button: A
Second Button: ENTER
Third Button: ESCAPE
Fourth Button: Q
Fifth Button: SHIFT_LEFT
Sixth Button: R

There is a little bit of lag in this app, but it's still really exciting.

Above Hell

author=Strak
I like the mechanics and the unique style of gameplay, but the two points of feedback I have so far is in regards to the difficulty and player facing. Without a tutorial, it very much feels like getting thrown into the fire (although I haven't played any of this games predecessors, so maybe that's why?) and I ended up dying about six times in the first area just getting used to the controls. Started to figure it out, and I'm having fun with it, but the other thing that bugs me a little is that in order to face enemies, you have to move towards them, which usually results in getting hit at least once. It would be nice if you could simply tap the key to face an enemy while staying on the same space, although I know that RMXP has some limitations in what you can do without heavy scripting modifications. I also know that this might throw off the balance a bit, and it may be an intentional design, so I'll reserve too much judgement until I've progressed further, but those are the two things that jump out at me right away.

Otherwise, it seems like a really neat idea! It's nice to see games made with RPG Maker that steer away from the conventional turn-based combat system.


Thanks for the feedback so far! That is an excellent point. I will actually ponder an idea where I might be able to turn your character a certain way instead of moving them forward instantly... Hmmmm, not sure if I will be able to fix that issue, but there is a possibility. I'll keep you posted!

At what point do you declare your project "finished"?

author=Strak
Aha. Ha ha. There's no end date to a true passion project. I "finished" Bloodstained Hands in 2012, and have not been able to put it down. The game now isn't even close to what it was with the initial release, Even now, I'm still coming up with new ideas and systems to implement. The better I get at scripting, the more possibilities that open up to me, and things that I felt were previously impossible are now simply challenging. As many times as I've said "this is the definitive edition," I've never truly been able to put it to rest. Heck, I just revamped the party selection method yesterday.

On the other hand, my other released game is definitely finished. One Hour was short enough that it didn't need any more fleshing out, and it accomplished the goal I had set out to do. I never had a definitive goal with BSH, other than "make the best game I possible could," and with such a fluid goal, one that keeps evolving as my capacity increases, there couldn't possibly be an end date.

I think that it ultimately comes down to deciding whether or not you've met your goal, if you want to apply these new ideas you have to a new project or continue to work on your current love. And as you mentioned, life gets in the way. Marriage happens. Babies happen. Career changes happen. I think if you've finished the project to the point where it could be considered complete from an outside perspective, you can mark it as "complete," but that doesn't mean it's the end of the project. Lots of major studio productions release updates and DLC for their games long after they've been completed. The definitive edition is what you decide it to be. In my opinion, a "complete" project is simply one that has a beginning, middle, and end, and does its best to tie off any loose ends. The overall quality of everything else is absolutely open to adjustment and enhancement.


Fantastic response. Great perspective.

At what point do you declare your project "finished"?

Coming from someone who keeps obsessing about tweaking and polishing every little thing before letting go and stepping down, at what point do you take that step? Do you obsess over your project even after finishing it? Do you keep thinking of things to add? Does it ever become almost an unhealthy obsession? Lol, it’s hard to move on from a project but I feel like I’m almost at that point.

My wife and I are expecting a new baby girl this fall and I’m just ready to put all my projects aside for a while and sit back. I think I can finally relax for a bit on my latest project, Above Hell.

Just curious what triggers everyone to say, “ok, I am done with this project and ready to put it aside...”

Above Hell

Updated - 7/14
I basically fixed minor glitches that I came across and tweaked the system so that the enemies get more challenging the longer you play and stronger you become.