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SBESTER'S PROFILE

I've been an active member for quite a few years now. I started my RMN career by releasing the Eden Legacy Trilogy of games (each entry took 4 months of nonstop work) within one year, and I've gradually shifted to creating other games as well. I now have 3 flagship series: Eden Legacy, Fragile Hearts, and Mafiosi (being remade for commercial release as Crime Opera). I'm pretty much solely focused on the Crime Opera series of visual novels right now, as my band and job currently take up most of my free time.

Currently working on
-Crime Opera Trilogy (Mafiosi 1, 2, & 3 edited, with all original resources)
-It's a secret...
Crime Opera II: The Floo...
The kids have grown up, and they're becoming quite dangerous.

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Most Anticipated RM Games (2010)

I forgot about Phantasia 5, but doubt we'll be seeing it until 2011

Most Anticipated RM Games (2010)

What games look best to you so far? Please refrain from posting your own games.

My top pick would have to be Legionwood. I refuse to play demos so I don't know what to expect, but I do think it'll be quite long and refined.

I'm also curious about Dragon Fantasy Origins. LOVE the graphical style there!

Dark Arts I - The Wings of Angel

I'll be looking forward to this one

Eden Legacy: A Knight of Eden DELUXE Edition

Exactly. The original version was just something I did for myself, in the most primitive and minimalistic fashion I could, while the new version is catered more towards the players. The main problem seems to be that the black and white aspects seemed to draw a lot more players than I had expected, who were looking for a Zelda type GB game. But for players like yourself, amerkevicius, I'm glad you were able to understand my vision and look forward to where it could go in the future.

Eden Legacy: A Knight of Eden Review

I really do appreciate the helpful criticism guys. The reason I made the dungeons so straight forward is so that I could show progression through the series, which I realize does hurt the game... but it does allow me to become more innovative as I move along in the sequels. The aim was always to make this one as primitive as possible, which I knew from the start would turn quite a few people off. But like all my games, it was just to be an experiment, one that I could build off of in subsequent games.

I agree that the world map is too big, and I tried to fix it by eliminating the random encounters on it. Since it'd take to long to make it smaller, and I'm really not so keen on the chance of making more bugs for it, I'll have to consider it a failure on my part. I scaled it down some for the sequel, but it is a very different kind of "world" map and will give a very different feel to the game.

And thanks for those bugs, Corfaisus! I'll look into them immediately!

Insane guitarists thread.

These guys have quite a few amazing albums, I just found this cover today though! Fucking beautiful!

http://www.youtube.com/watch?v=2iLIhLv8LuY

Max McGee's Playlist

I suddenly feel the urge to play... Backstage? How did that happen?

Eden Legacy: A Knight of Eden Review

Yeah, I'm glad these two reviews balance out the way they do. Together they draw a pretty accurate picture of what you're getting into when you play it. I do hope that the Deluxe Edition does draw some new fans though, as the "no monster graphics" and the black and white aspects are sure to have turned some people off (someone said it hurt their eyes, I hope to hell I haven't given anybody a seizure).

My testers suggested I advertise it as a "rogue-like" dungeon crawler, which I probably should have done. My aim is to improve the formula for the next one and hopefully implement some new features that will appeal to a wider audience (of course, without compromising the fun factor for existing fans).

Eden Legacy: A Knight of Eden Review

Thanks for playing, and I'm sorry it didn't live up to your expectations. Perhaps the Deluxe Edition will be more fitting, as it does away with many of the minimalistic elements you didn't like (such as no enemy graphics, and I believe the graphical awkwardness is less noticeable with the addition of colour).

I think the major problem you mentioned here, although a bit vaguely, is the idea that grinding isn't an option in the first dungeon as you have a limited supply of healing items and no way back to town. Bugs kept me from allowing you to go back to town, unfortunately, although I'm still trying to fix it in time for the Deluxe release. At level 6 you are given the option of a heal spell which basically allows for smoother gameplay, so it is really only half of the first dungeon that you will run into that problem. I've been pondering this since the very conception of the game, but no matter how I try to hack it, giving the healing spell any earlier just doesn't feel right to me as it takes all the challenge out of the first area.

Anyway, if there are any other suggestions you have for the Deluxe version ti would be much appreciated!

What was the last thing you bought at the time of your reading this?

A Soilwork T-shirt and a Children of Bodom CD, 'cause I was bored and they deserve my support.