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Thank you so much for playing, and for the feedback!

Nothing happens if Hatred is maxed out, but I like the idea. Maybe I will look into it. But I consider myself still a beginner with RPG Maker, so I would have to figure out how to actually implement such a system.

The point you're criticising is actually a symptom of the game not really having a clear game direction when I started working on it. It was originally just me fiddling with the engine, testing things, and just learning how to use the RPG Maker, before making something more complicated. So, the product turned out a bit messy.

After some playtests and feedback from friends and family, I made it way more linear, since everyone had issues with the orientation.

There are basically three areas in Chapter 1. The two Dungeons: "Lower City" and "Sewers", and the "Streets" connecting them. And you can do either one of the two dungeons, or both, to finish Chapter 1 / The Demo. But you don't have to do both.

Thanks again for the feedback,  it really means a lot!

(2 edits) (+1)

I think balancing out your hatred, to not succumb to sheer rage could be fun. 

If you'd want to give it a try, I'm pretty sure you could create a common event, and use that at the end of each turn to check if any of the active party members has their hatred value (I assume it's renamed TP) >= 100 or whatever your max is, and if they do you could apply a status effect to that actor.

Maybe they go beserk and you lose control like an overleveled pokemon or their dmg goes up but so does the dmg they recieve or some other state changes! 

There are script calls that allow you to check which actor currently is in party slots 1-4, so with a bit of googling it should be fairly easy to find the bits you'd need. 

And I totally get the being a beginner part. I've been using RPG Maker for years, but never touched the battle system before one of my current projects, there surely is a lot to discover and learn. 

Keep up the great work!