SBETHUNE81'S PROFILE
Hello! I'm the 6th-8th grade math and science teacher at a small K-8 school in the Sierras. I recently moved to Oakhurst, California, about 30 minutes outside of Yosemite, with my wife and 16 month old son. Before that, I worked as a 5th grade teacher in San Jose. I love designing and playing video games and cooperative board games. My favorite parts of RPG making are writing and eventing. When I'm not doing that, I like to run, bike, and play volleyball. There is never enough volleyball.
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Final demo (with walkthrough) for Release Something XIII
Update: My wife found an error in the Ruins of Resolve, so I re-uploaded the demo file on Monday evening. For those who downloaded the game prior to that and who wish to complete the Ruins of Resolve up to the farthest point possible in the demo, you will need to download the new file and carry your save file(s) over. It doesn't affect your ability to complete the main storyline. Sorry for any inconvenience and eagerly awaiting to hear back from somebody who has given the new/final demo a shot. Thanks.
Account Mu
I'm excited to play the finished game. I'm a sucker for puzzle games. Do you already have the mechanics for future rooms planned out?
Music
I really enjoyed the tracks you posted. My favorite is Serotonin Flowers. It evoked an image of traveling for me. I could actually see going on a run while listening to it. Thanks for sharing them.
Account Mu
Some feedback on your Account Mu demo (also left on Release Something XIII feedback page)
I thought the aesthetics fit the game well. The ambient background music and the minimalist graphics created the right kind of atmosphere for puzzle solving, at least for me.
My favorite part of your design is that you introduce players to each new mechanic without holding their hands. This seems to have become much less common these days. I'm not sure if players have gotten more impatient over the years and designers are spelling things out as a result, or if it's the other way around. Either way, it's refreshing to see you take the road less traveled. The puzzles are all intuitive enough that it works.
My favorite set of puzzles was probably the ones where you tracked around the oil? from the oil lamps? Is that what it was? It was a clever mechanic.
I found a section where you can walk off the puzzle map and onto the background, which lets you walk directly to the exit without solving the puzzle. In puzzle 3, in the section with the black dots that you can only press once, you can walk up from the dot that's just below and to the right of button 3.
Hope this helps.
I had a great time playing your demo. Thanks for your hard work and for sharing it.
I thought the aesthetics fit the game well. The ambient background music and the minimalist graphics created the right kind of atmosphere for puzzle solving, at least for me.
My favorite part of your design is that you introduce players to each new mechanic without holding their hands. This seems to have become much less common these days. I'm not sure if players have gotten more impatient over the years and designers are spelling things out as a result, or if it's the other way around. Either way, it's refreshing to see you take the road less traveled. The puzzles are all intuitive enough that it works.
My favorite set of puzzles was probably the ones where you tracked around the oil? from the oil lamps? Is that what it was? It was a clever mechanic.
I found a section where you can walk off the puzzle map and onto the background, which lets you walk directly to the exit without solving the puzzle. In puzzle 3, in the section with the black dots that you can only press once, you can walk up from the dot that's just below and to the right of button 3.
Hope this helps.
I had a great time playing your demo. Thanks for your hard work and for sharing it.
[Release Something! Day XIII] Feedback Thread
@CashmereCat - Some feedback on your Account Mu demo (also left on game page)...
I thought the aesthetics fit the game well. The ambient background music and the minimalist graphics created the right kind of atmosphere for puzzle solving, at least for me.
My favorite part of your design is that you introduce players to each new mechanic without holding their hands. This seems to have become much less common these days. I'm not sure if players have gotten more impatient over the years and designers are spelling things out as a result, or if it's the other way around. Either way, it's refreshing to see you take the road less traveled. The puzzles are all intuitive enough that it works.
My favorite set of puzzles was probably the ones where you tracked around the oil? from the oil lamps? Is that what it was? It was a clever mechanic.
I found a section where you can walk off the puzzle map and onto the background, which lets you walk directly to the exit without solving the puzzle. In puzzle 3, in the section with the black dots that you can only press once, you can walk up from the dot that's just below and to the right of button 3.
Hope this helps.
I had a great time playing your demo. Thanks for your hard work and for sharing it.
@Housekeeping - I really enjoyed the tracks you posted. My favorite is Serotonin Flowers. It evoked an image of traveling for me. I could actually see going on a run while listening to it. Thanks for sharing them.
I thought the aesthetics fit the game well. The ambient background music and the minimalist graphics created the right kind of atmosphere for puzzle solving, at least for me.
My favorite part of your design is that you introduce players to each new mechanic without holding their hands. This seems to have become much less common these days. I'm not sure if players have gotten more impatient over the years and designers are spelling things out as a result, or if it's the other way around. Either way, it's refreshing to see you take the road less traveled. The puzzles are all intuitive enough that it works.
My favorite set of puzzles was probably the ones where you tracked around the oil? from the oil lamps? Is that what it was? It was a clever mechanic.
I found a section where you can walk off the puzzle map and onto the background, which lets you walk directly to the exit without solving the puzzle. In puzzle 3, in the section with the black dots that you can only press once, you can walk up from the dot that's just below and to the right of button 3.
Hope this helps.
I had a great time playing your demo. Thanks for your hard work and for sharing it.
@Housekeeping - I really enjoyed the tracks you posted. My favorite is Serotonin Flowers. It evoked an image of traveling for me. I could actually see going on a run while listening to it. Thanks for sharing them.
Grey Skies
Some feedback for your demo...
Right off the bat, I enjoyed the shopkeeper...he's quite a character. I especially liked the ogre's head line =). The songs for the title screen and in the town were both pleasant. I'm intrigued by the idea of your curse. It's unique. I appreciated the arrows telling me the zone points, but I wish there were a popup message or show text command telling me the name of the item I get right after I get it. It wouldn't be totally necessary, as you do a good job of having the main character describe the item before taking it, but you might consider it. I found a few grammatical errors, and if you like I can point them out. Just let me know.
It's getting late. I'll play more when I have a chance. It gives a great first impression.
Right off the bat, I enjoyed the shopkeeper...he's quite a character. I especially liked the ogre's head line =). The songs for the title screen and in the town were both pleasant. I'm intrigued by the idea of your curse. It's unique. I appreciated the arrows telling me the zone points, but I wish there were a popup message or show text command telling me the name of the item I get right after I get it. It wouldn't be totally necessary, as you do a good job of having the main character describe the item before taking it, but you might consider it. I found a few grammatical errors, and if you like I can point them out. Just let me know.
It's getting late. I'll play more when I have a chance. It gives a great first impression.
[Release Something! Day XIII] Feedback Thread
@synbi - Some feedback for your demo (also left on the game's page)
Right off the bat, I enjoyed the shopkeeper...he's quite a character. I especially liked the ogre's head line =). The songs for the title screen and in the town were both pleasant. I'm intrigued by the idea of your curse. It's unique. I appreciated the arrows telling me the zone points, but I wish there was a popup message or show text command telling me the name of the item I get right after I get it. It wouldn't be totally necessary, as you do a good job of having the main character describe the item before taking it, but you might consider it. I found a few grammatical errors, and if you like I can point them out. Just let me know.
It's getting late. I'll play more when I have a chance. It gives a great first impression.
Right off the bat, I enjoyed the shopkeeper...he's quite a character. I especially liked the ogre's head line =). The songs for the title screen and in the town were both pleasant. I'm intrigued by the idea of your curse. It's unique. I appreciated the arrows telling me the zone points, but I wish there was a popup message or show text command telling me the name of the item I get right after I get it. It wouldn't be totally necessary, as you do a good job of having the main character describe the item before taking it, but you might consider it. I found a few grammatical errors, and if you like I can point them out. Just let me know.
It's getting late. I'll play more when I have a chance. It gives a great first impression.
Release Something XIII: Something Returns
Sorry about the confusion. I submitted my demo Canvas on the 13th within the deadline. It's part of your list of demos...I was just posting the link here in addition, as I just recently saw that many others had done the same. I know that post was late, and I'm sorry about that. If it's a breach of protocol, please delete my last post.
[Release Something! Day XIII] Feedback Thread
@VVBlastFuryVV - I liked the way you created the illusion of depth with the smaller, blurry tiles below your bridge. Is it a parallax image?
@VideoWizard - Those are very impressive and ambitious maps. Do you plan on filling out the entire thing? Will the swamp and mountains be separate maps or will they fill in the missing spaces in that shot? Either way, it's a huge endeavor. Keep up the good work.
More feedback to come.
@VideoWizard - Those are very impressive and ambitious maps. Do you plan on filling out the entire thing? Will the swamp and mountains be separate maps or will they fill in the missing spaces in that shot? Either way, it's a huge endeavor. Keep up the good work.
More feedback to come.
Release Something XIII: Something Returns
Work has been slow, but I've managed to finish the final version of the Canvas demo. As luck would have it, it coincided with this Release Something event. It is there with the compiled demos, but I thought I'd follow suit and post a comment here as well. The demo has gone from 2 playable dungeons to 4 and includes new gadgets, minigames, and sidequests as well. Based on player feedback, I've added/modified a few features and included a walkthrough with the download for those who get stuck along the way. The demo is also now unencrypted for those who want to poke around. Please enjoy!
http://rpgmaker.net/games/5517/
http://rpgmaker.net/games/5517/