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Thank you very much for putting the effort to look for the game I mentioned, but turns out it was actually “a medieval murder”, the first sentence in the game is:
“The queen is dead”
so yeah, I completely messed up in my head and thought it said “king” and also thought it was in the title xD

Ah, that makes sense. And yes, you're right about that. Still, good to know the- King -thing, in case anyone else ever comes across it. :)

(3 edits)

Now, concerning Jam #3 and a couple other things, I'd like to clarify some stuff for you and others, so here comes a ("dreaded") wall of text for you! (But I'll try to shorten it as much as I can.)

First, I noticed that most of our 7 games got 3-5 ratings (meaning, not every entrant chose to rank the other 6 games), so what's the point of "us" even voting if the entrants don't all vote on each game? It makes me not want to bother voting in the first place, so if I enter another jam in the future, I probably won't be voting anymore. Oh well, at least I feel better knowing that your ranking was the one that mattered (at least to me). Not only that, but MY GAME GOT PLAYED THE LONGEST (mainly since people can't open it in the Editor to CHEAT!), so I achieved that goal!

And, I see that some entrants used my idea of splitting rooms to "make more than 9 rooms" (not that I'm the first to think of that, but I'd posted about it not long ago), though a couple went a bit too far with that, and it made their games a more cluttered mess to look at because of it. Still, I was more generous than most when it came to Game Rankings, as I gave Higher Stars than I probably should've, though I didn't go overboard with it, as I still kept some semblance of a decent yay-nay system for the Stars according to what I felt was warranted when I played each game.

That's also why I stripped the TRS Editor Code from SOM (Players can't Cheat), along with the fact of Stealing Assets (I Made Custom GFX, you just didn't notice them!) as well as the Game! What I mean by that is (for everyone who doesn't know yet), bad people online love to STEAL others' games (especially HTML5 via Code) and SELL them on Websites that have many pop-up Advertisements, and thus making money off of games that are MEANT to be FREE! So now you know why I said about Stealing in My SOM Game's Comment Reply to Owltears.

So, I was finally able to get around to watching your YouTube Video of you playing the TRJ #3 Games. I need to tell you that the "Bug" you kept facing when a Boss kills you ISN'T an actual Bug, that's how it's meant to be in RPGs: if you die on a Boss, you must restart the game because even if you Revive ('Second Life' Skill), the Boss will be gone and their Trigger (opening a Gate, etc) along with them! So, kindly don't try to fix that, ok? Without it, we lose the feel of how a REAL RPG is supposed to work! (Think of it this way: it's a Punishment for not killing the Boss in the first place!)

And yes, you can say I'm a perfectionist (it's a curse!), but I'm pleased that you're a completionist (me too!), as you forced yourself to unlock ALL 3 of My Game's Endings, so thanks for that! Sorry that I made it so deep (you never actually found all the hidden use of variables in Room 1-1, but you did a good job finding the main ones).

I now know that YOU made the GFX, so about that: My Fixes are real, and I still don't see how the Mage even as a hunchback can have his arm way up like that (I'm an artist, so I can see things from different angles, but I can't see how that arm's not a mistake. I've even made a New Sage in one of My WIPs just from looking at the Dwarf King a different way!). You gave me an idea there though: I'm gonna Make the Mage Sprite a Hunchback (bent over and using a cane, which that high-up arm should be lowered a lot in order to rest his hand on the cane, with his big back hump weighing him down and over) in My TRS Editor Art Fixes that I Made not long ago. And the Kings: ALL 3 are MISSING their right arm (go look!), and the reason you never noticed that their middle fur part of their robes are unaligned is because I FIXED that too (so that's 3 Different Fixes that I Made to your GFX) in My SOM (I left the Original Mage in SOM so that people could see the difference when compared to My "Fixed" Mage in Room 2-1)! Still, KUDOS to you for making TRS' GFX, as it and the Combat are main things that drew me to the engine in the first place!

Thank you for the BGM ability, even though it's only a YouTube Link (but they take a while to load while playing a TRS Game).

Also, thanks for your "Gate Locks Behind You" Tutorial, as well as Andre using the Chat (I never knew he had a YT Channel, so I Sub'd him too). Are you more used to English than Andre? (He seemed to speak PT/POR in the videos I saw.)

Thanks for taking the time to write all of this! I really appreciate the detailed feedback, and thanks again for participating in the jam and watching the stream.

Regarding the voting, I actually think it’s valuable even if not everyone rates every game. More ratings always help create a broader picture of how the community felt about the entries, even if some scores end up being similar or if the total number of votes isn’t huge. Every opinion adds something, so I’d definitely encourage everyone to keep voting.

About removing the Open in Editor button: I completely understand why you’d want that option, and I think it makes sense to let developers decide. I’ll add an option in the editor to hide that button when exporting a game.

That said, I just want to clarify one thing regarding asset or game theft. Unfortunately, hiding the editor doesn’t really prevent it. Since TRS games run entirely in the browser, anyone determined enough can still download the assets or even recreate the entire game structure and upload it somewhere else. That’s an inherent limitation of web games in general, not something specific to TRS. So having or not having the “Open in Editor” button doesn’t really change that reality.

On the other hand, your comment reminded me of something I’ve been wanting to add for a while: an Asset Export/Import feature. That way creators can easily reuse their own sprites, tiles, portraits, etc. across multiple projects instead of having to redraw all their pixel art every time they start a new game.

Regarding the boss situation, I understand your point, but there’s another issue with just leaving it as is. If the boss disappears while its trigger hasn’t been activated yet, reviving doesn’t really make sense because the player is forced to restart anyway. So I’ll make a small adjustment, but instead of automatically activating the trigger when you die, the boss simply won’t disappear after defeating the player. That way, if you revive, you’ll have one more chance to defeat it, and if you don’t have a resurrection available, the experience remains essentially the same.

I’m also glad you enjoyed the BGM support, the tutorials, and the stream! And yes, André is Brazilian like myself, but makes most of his videos in Portuguese. I just tend to use English more often I think, but I believe he’d be happy to join me in a video fully in english.

Finally, thank you once again for joining the Tiny RPG Jam, for the thoughtful feedback, and for watching the video. Feedback like yours really helps shape the engine. Stay tuned—there are plenty more updates and features coming soon!

You're very welcome for all of it, Diego! I also very much give a massive thank you to you and Andre when you acknowledge my feedback, as TRS is a big first of things for me, being absolutely taken by it to the point that I felt compelled to track its games, finally make a game of my own, and then submit it to your game jam. TRS is incredible!

I totally agree with your ideas about voting, and so, I'll be sure to try to submit more games if possible and vote if I do! You have some great feedback as well, sparking my interest even more in TRS!

AMAZING that you'll add an option to hide the Open in Editor button, and especially the Asset Import/Export, as I've wondered about that myself (since Whimtale has had that feature for quite a while), as it'll make it so much easier for us to create in TRS, and hopefully encourage more people to make TRS Games!

And WOW to your idea about the Boss dying if you die on it, I hadn't even thought of doing that! I thought me being so detailed was going to be frustrating, but now I realize that if I wasn't this way, I couldn't provide any valuable feedback at all, so I'm glad I can help you two make improvements to this wonderful little engine that I fell in love with!

I can't wait for the updates, THANK YOU SO MUCH!