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I did use a looping map for the introduction sequence. That's why the mapping system was glitching, because it does not like looping maps. In the version where I'm using my preferred mapping system, that has been fixed already. (That was honestly the first thing I fixed.)
As I said, I don't yet have the ability to let players rebind the skill buttons, because that just wasn't a feature of the plugins. Once the new programmer on my team starts to get the hang of programming for RPG Maker, I'll see if he might be able to get that working.
For Adrift, I didn't really want an autosave system, truth be told. I only forced a save before the demon boss so the player wouldn't be stuck having to go through the whole game again if they forgot. (it should be said that at the time I added that, I didn't know that the save system only works on the developer end but not for the player. I didn't know this until later builds, where I started having people test it out. By then I'd basically forgotten that I had the game force a save before the demon boss.)
I feel like the bats are unbalanced so badly is just because I gave them a basic skill and went to work on the more pressing mechanical issues: ie, the demon boss. An underwhelming enemy is one thing, but an underwhelming boss really doesn't bode well.
Unfortunately no NG+ plugins exist that are both free and functional in 1.6.2. With Adrift that's not a problem since NG+ wasn't part of my idea for it, but for my main project I absolutely plan on having NG+.
For the pillar sequence, I'm probably going to do what I did for a couple other events and have it teleport the player to a specified position so I know where they are. That way I can 100% know that they won't get themselves stuck.
The fairy's position is supposed to be set to near the pillar after a switch is toggled, that's odd that it didn't work like that. The detriments of having less time to have people test things before the game was due, I suppose.