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While it is in a rough state I respect the attempt at trying something different. And I will always respect someone for trying a new medium. Some feedback on the game. I recommend starting with the basics first, lower the scale of what you’re trying to do before expanding. Don’t be ashamed to learn something new. Take your time. It’s okay if you have a slow work ethic or busy schedule, just work on what you can. Try using the functions that come with RPGmaker, like learning damage formulas, how to make skills, how to balance enemies. Making combat fun is never easy, especially with Turn Based combat but sometimes it’s better to start with something basic rather than having a gimmick. The introduction for example where you introduce characters can be an autorun event. Rather than having 3 separate events that each individually trigger when the player touches them. This video goes over Autorun events. They essentially automatically trigger and repeat until you say otherwise. I also recommend watching the rest of the series. RPG Maker MV Tutorial #18 - Autorun Events! The default resolution for RPGmaker MV is 816x624, so don’t work in resolutions that are way too high because you’re eventually going to have to resize them. Which isn’t a problem, just take this into account because there’s gonna be quality loss when resizing from really big resolutions. For pixel art, if you choose to use it I recommend using Aseprite. It’s really helpful when making pixel art and while it might be clunky at first it’s one of the most useful tools when making RPGmaker games. I wouldn’t have made a game without it. For non-pixel l art I recommend using Krita or another program of your choice. Just remember to use the correct resolution when working. Most of the resolutions can be cross referenced with the prepackaged assets that come with the game. This his isn't the way, there are devs a lot better than me that work in RPGmaker so take everything with a grain of salt. For some reason rapid slashes hit like 10 times but did 0 damage. This could be because the damage formula accounts for defense and the Cultist’s defense is too high, or the damage formula is incorrect. Damage formulas account for stats of players and enemies. The most basic formula is “a.atk * 4 - b.def * 2”. This is your basic attack skill. This essentially translates to “user attack × 4 - target defense × 2”. The list of stats that can be used in the formula box can be seen if you hover over the damage formula box which are all shortened. The numbers in the damage formula can be switched out for higher or lower numbers depending on what you want. The reason your Thief’s skill might not work is again, probably the damage formula. Could be a typo or an incorrect letter placed somewhere in there. 

Sorry if this is a lot of reading. Just some advice on the current code. If you want any more pointers, advice or ideas I'm always willing to help someone out. Just don't get discouraged. Keep at it. Improvement comes with time and practice. On a final note, the download size of the game is really big and I'm not sure why. The file for some reason had 2 "game" files in it. One in the regular main folder and another in the "www" folder, which is usually where your images, SFX, and data goes.  I think you might have repeat folders inside of that one.  Which is something you might want to fix. I'm not sure if this will cause some discrepancies but when deploying your game you can checkmark the box "exclude unused files" to save space. It'll make the game smaller by only deploying assets you used.