SCITYDREAMER'S PROFILE
scitydreamer
3882
i love... games...........
twitter.com/scitydreamer
scitydreamer.tumblr.com
indiehellzone.com
twitter.com/scitydreamer
scitydreamer.tumblr.com
indiehellzone.com
Search
Filter
To Crime Nirvana Review
I'm glad that you had a good time and I get your criticisms - and also I'm grateful that you caught that the rollerblading poster is a reference to Paranoia Agent. Really need to watch that again.
[Review Request]
Name: Fishing Minigame 2
Link: Your text to link here...
Status: Complete
Genre: Adventure/Visual Novel
Estimated length: 1-2 hours
Small description: A JRPG heroine decides to ignore her main quest to go fishing.
Special requests: I'd recommend checking out Fishing Minigame 1 first beforehand since it's a few minutes long, but it's not necessary
Link: Your text to link here...
Status: Complete
Genre: Adventure/Visual Novel
Estimated length: 1-2 hours
Small description: A JRPG heroine decides to ignore her main quest to go fishing.
Special requests: I'd recommend checking out Fishing Minigame 1 first beforehand since it's a few minutes long, but it's not necessary
I Would Like To Review Some Games That Haven't Been Reviewed
Oh jeez, I was popping into the forum to ask if anyone could review Fishing Minigame 2 and I was surprised to see this!
So, the whole thing about trying to attain Crime Nirvana is actually inspired by Digital Devil Saga. The whole thing about that game is that you're leading a gang that's in a turf war with all these other gangs in a place called the Junkyard and the only one left standing gets to ascend to Nirvana. We were not sure how to properly execute the end game, but hopefully you liked that last fight, at the very least.
On the tone of the game, we were actually trying to go for a general silly tone, sort of like the more campy Batman stuff and didn't really intend to be super serious, so it's a world where our gay couple MCs get to live in peace. Also, trust me, I really wanted to put cursing in the game's script, but that was not allowed. Like, the DJ's table used to say "get fucked" but we regrettably had to change it.
I have to say though, uhhh, basically saying that our game isn't homophobic enough isn't exactly a normal criticism. I wanted to reply to this earlier but it just kinda leaves a bad taste in my mouth, if I have to be honest. Aside from all that though, I'm glad that you had a good time and I'm flattered that you consider it more deserving attention.
So, the whole thing about trying to attain Crime Nirvana is actually inspired by Digital Devil Saga. The whole thing about that game is that you're leading a gang that's in a turf war with all these other gangs in a place called the Junkyard and the only one left standing gets to ascend to Nirvana. We were not sure how to properly execute the end game, but hopefully you liked that last fight, at the very least.
On the tone of the game, we were actually trying to go for a general silly tone, sort of like the more campy Batman stuff and didn't really intend to be super serious, so it's a world where our gay couple MCs get to live in peace. Also, trust me, I really wanted to put cursing in the game's script, but that was not allowed. Like, the DJ's table used to say "get fucked" but we regrettably had to change it.
I have to say though, uhhh, basically saying that our game isn't homophobic enough isn't exactly a normal criticism. I wanted to reply to this earlier but it just kinda leaves a bad taste in my mouth, if I have to be honest. Aside from all that though, I'm glad that you had a good time and I'm flattered that you consider it more deserving attention.
What are your favorite and least favorite parts of gam mak?
My least favorite parts are making character sets. Those have always been a weak area for me, especially if I need to make a bunch of NPCs.
My favorite parts though are putting maps together. It feels like putting together a puzzle, designing the looks of the map and placing events down to make a nice concrete whole.
My favorite parts though are putting maps together. It feels like putting together a puzzle, designing the looks of the map and placing events down to make a nice concrete whole.
A Gang of Weirdos Review
Sorry for the real late response to this, I've just recently started getting back into the swing of things. I appreciate your review, it's rather fair. I will say that a lot of flaws were because this was a game jam game and I was being rushed, but I still definitely could have put better work in the maps. I feel that the first world is the weakest and in hindsight, it just gives a bad impression for people. I will also admit that the amusement park is also a rush job, which is why its tone doesn't fit in with the rest of the game. I'm glad that you ultimately enjoyed the game, though!
Little Red Review
Thank you for the review! Little Red was the first thing I made in GameMaker, so feedback like this is valuable (even though I've gotten to it late, haha...).
A good point that you bring up is the fact that there's no incentive in fighting enemies, since they don't drop anything and respawn. I unfortunately don't plan to revisit Little Red, but if I make something like it in the future, incentive to fight is definitely something I'll keep in mind.
As for the game's difficulty, I guess that since it was a game jam, I was in a rush so I didn't properly consider balance. Nor did I really consider how the difficulty would be received by other players, since I consider the difficulty alright - as somebody that's put hundreds of hours into Binding of Isaac, so I guess I just didn't have the same problems.
Looking back, I'm proud of Little Red as a first game kind of thing, but I acknowledge that it's very flawed. Again, I appreciate the feedback!
A good point that you bring up is the fact that there's no incentive in fighting enemies, since they don't drop anything and respawn. I unfortunately don't plan to revisit Little Red, but if I make something like it in the future, incentive to fight is definitely something I'll keep in mind.
As for the game's difficulty, I guess that since it was a game jam, I was in a rush so I didn't properly consider balance. Nor did I really consider how the difficulty would be received by other players, since I consider the difficulty alright - as somebody that's put hundreds of hours into Binding of Isaac, so I guess I just didn't have the same problems.
Looking back, I'm proud of Little Red as a first game kind of thing, but I acknowledge that it's very flawed. Again, I appreciate the feedback!
Other RPG Maker games that inspire you?
I kinda started this topic partly so that we could kinda spread the love of RPG Maker games and reflect on them. Also hello I haven't been here in a long time I forgot my password.
So, one game that inspires me is OFF. Part of the reason why I find it inspiring is because a lot of well-known RPG Maker games in my circle weren't actual RPGs, mainly "horror RPGs". But OFF showed me that yes, it's possible for people to make proper RPGs that become well-known. While I think some aspects of OFF were flawed, it was compelling to play through.
I also really love the general atmospheric vibe of OFF and the soundtrack that really strengthens it. I'm no musician and I'm an amateur in other regards, but I wish to one day make something that has a mood similar to OFF's.
So, one game that inspires me is OFF. Part of the reason why I find it inspiring is because a lot of well-known RPG Maker games in my circle weren't actual RPGs, mainly "horror RPGs". But OFF showed me that yes, it's possible for people to make proper RPGs that become well-known. While I think some aspects of OFF were flawed, it was compelling to play through.
I also really love the general atmospheric vibe of OFF and the soundtrack that really strengthens it. I'm no musician and I'm an amateur in other regards, but I wish to one day make something that has a mood similar to OFF's.
Keeping up with the Bosses #3: Dr. Herregods
This is an interesting case because it can really be contrasted with the bonus boss in the first Digital Devil Saga game. I'll keep it in spoilers:
The bonus boss is the main character from Shin Megami Tensei: Nocturne and you have to be really careful about how you approach the battle, looking at his pattern of moves and tailoring your skillsets to account for it. One skill you have to use is a useless skill called "Null Sleep", which is a skill that blocks all damage while the user is asleep - which is absolutely useless in normal battles and completely situational at best. However, you need this skill because the boss will use a spell that forces players to sleep before using a high damage attack guaranteed to kill the whole party.
However, what makes the use of Null Sleep good is that it's not a "secret trick to instantly beat the boss", but rather, it's one step of the way. The bonus boss is really difficult, even with the usage of Null Sleep. The usage of Null Sleep actually calls for attention toward making the best use out of the tools that you're given, finding a good use for it among useful skills. Here, it's all about finding a use for something rather than being an instant boss kill trick.
However, what makes the use of Null Sleep good is that it's not a "secret trick to instantly beat the boss", but rather, it's one step of the way. The bonus boss is really difficult, even with the usage of Null Sleep. The usage of Null Sleep actually calls for attention toward making the best use out of the tools that you're given, finding a good use for it among useful skills. Here, it's all about finding a use for something rather than being an instant boss kill trick.
Screenshot Survival 20XX
@orange-: I'm trying to make something kinda inspired by Space Funeral, but then again that had much smaller tiles than the ones in MV, so I guess it didn't really stand out as much? But yeah, I gotta work on the battleback, it's way too bland.