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A member registered Jan 16, 2018 · View creator page →

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Oh, diagonal movement was actually the only major feature that I thought this game needed :D

Diagonal movement is a staple feature for many RLs, and is actually pretty important from a game design standpoint in my opinion, as it adds a bit more depth/ tacticality to the mechanics. It also makes it more difficult for the player to get away from difficult situations simply by running away (because enemies can move and attack diagonally, it's harder to completely avoid their attacks). Of course you don't need to implement a feature that you are unsure about, these are just my thoughts :)

A different way to make the enemies a bit harder for the player to run away from would be to give some monsters a "dash" ability, which would allow them to move and then attack the player all in one turn, or move two tiles at a time. Some roguelikes use a mechanic like that.

Good luck with the game, I hope it hasn't been abandoned?

that would be really great, I think it would make the gameplay a bit more skill-oriented

hey, really cool - I experienced no bugs, collisions seems to be working fine, the mechanics for double jumping work as I would expect them to, overall everything seems to be solid.

If I had to list some issues, I'd say that it would be great to add some more depth to the mechanics. Perhaps ducking to dodge projectiles from enemies and blocking melee attacks with your sword would be a good start? Enemies in the game telegraph their attacks slightly, so I would expect some way to capitalize on that and dodge or block quickly when I spot an attack is coming.

Also I think it would be cool if apples were more sparse but dealt more damage :) It's the "Apple Knight" after all, so it would make sense for apples to be a sort of a special attack.

Sry, don't really have a different browser on here except IE, which webGL does not support at all :( I tried Firefox again after clearing the cache for what it's worth, but it did not help (I wasn't really expecting it to).

In order to make for a more realistic society, I divided the city into two parts: slums with tiny wooden shacks on the right, and nothing but villas and golden palaces on the left. I feel like that's just the way the world works.

Heya, getting an error on Win 8.1 in Firefox right on startup (only the background and game title are displayed after Unity loads up), but exception handling has been disabled, so I can't tell you exactly what the error is. Wish I could play this, looks super rad! :))

I won/lost. Rip.

Hey, this is cool :) A bunch of feedback:

  • the explosions are way rad, but they obscure the vision a lot (which I get is sort of the point), however because of that, shooting asteroids that are coming at you is pretty much suicide, since you cannot immediately tell where the shrapnel is going;
  • these asteroids come at you FAST, and the ship is waaaay slow - with such a limited field of view, it sometimes feels unfair that a new asteroid that just spawned in comes at you at such a large speed;

I think both of these problems could be solved by just decreasing the speed of the asteroids a bit. Give the player a chance :D Other than that, cool little game.

Sure, the timeframe on these jams is tight!

I don't think your postmortem sounded bitter, but maybe I was under the impression that you thought your games underperformed. I think they are very good for what they are :) I'm glad to hear you're doing good though, again best of luck :))

I defeated the scourge, big success!

A couple of suggestions from me:

  • perhaps placing the dialogue on the bottom of the viewport, rather than at the top (where some other UI text is present) would be a good choice for readability;
  • right now you can hit the enemies while standing quite far from them, which decreases the challenge, maybe the logic for detecting a successful hit could use a bit of improvement;

Other than that, this is well done and an enjoyable experience :) Good job and good luck with future games, I'm following your account.

Hey, I I just played a bit of Rogue vs Evil, so I thought I would throw in my two cents :)

I may be wrong of course, but I think maybe it's possible that you set the expectations a bit high for yourself? I can see that the project must have consumed quite a bit of time, so it's understandable that you thought that the response was underwhelming. However, from what I heard talking with other game devs, it's normal that your first couple of games will go unnoticed - it is the same for me, my games so far haven't really received much response, and I think that's alright :) I think it may be a mistake to spend too much time on any single project when you're starting out, since of course the more you work on something, the more reward you expect, and this is not necessarily the way the world works. It's just a mental trap that we, silly humans, fall into ^^'

I am not a very ambitious person, and I don't think I'll ever make a game that will have a really large audience or will push the boundaries of what game dev is ;) So it might not be a good idea to listen to my advice. However, I think that (and this applies to all creativity) if you make things with the expectation that they will be well-known, or well-liked, this will inevitably lead to frustration. If people don't play or don't like your game, you will be dissatisfied. Even if they play and like your game, you might still be dissatisfied, since you expected that more people will play or like it. If your game received ten comments, would you be content with that, or would you be just a bit frustrated that it didn't receive fifteen or twenty? :) If you make things just for the sake of making them, because it brings YOU joy, you will win either way. And then people who see them will win also, since they will get to experience something that was put together with a joyful and creative attitude, and that is inspiring.

Whether you decide to take up game dev again or not, I wish you much luck :) I think it's amazing enough that you created two games - that's two more than most people. However, on an off chance that you do come back to making games, I am following your channel, to play anything that you might make in the future :) Take care!

That's rad ;)

This has just the right amount of challenge, I love the little click you hear when all of the blocks have fallen into place, so satisfying :D

Played the game just now, hoping to see it finished soon :)

my ramen is bad, and I should feel bad

the heck? xD

The bug appeared on the screen with victory text :)

> Actually, there is no progression - except starting and final levels, the order of carriages is random.

Ha, I was pretty sure the number of enemies was increasing with each carriage as I went (I was finishing the levels with lower and lower health). Is the number of enemies in each carriage randomised as well? If so, I just had an interesting playthrough then.

Ah, I it seems that I did not turn the animations on then - I didn't realise that they weren't enabled by default :)

Concerning the problem with closing the game, I tried to close the window when I reached the ending screen, simply by clicking the X button in the upper right corner of the application window. Instead of closing the window, clicking the X button multiplied my score for some reason. I was playing the Windows 64-bit version on Windows 8.1. I think it would be cool to debug this, since stopping the user from closing a windowed application by clicking X may obviously be seen as bad design ^^' Even though I think this is a minor bug overall :)

Regarding variety and progression, I think from a game design standpoint these two tend to go hand in hand. What I mean is that you may give your player a huge variation in content, but if there is no progression, they will have little motivation to explore it. Even in games with very small scope I think progression is important, since it gives a feeling of direction to the gameplay - if you don't have a progression in difficulty, the gameplay is basically the player character moving from one end of the map to the other.

That is not to say that there is NO progression in RogueRobsTrains, because there is - I did feel that the challenge was increasing a bit with every subsequent car. It's only that it wasn't enough for me to try and switch my weapons around :)

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My score 418, very nice.

Great job on completing the 7DRL! This is very nicely done. The shooting mechanics are cool, almost everything seemed to work as intended for me. I experienced two minor bugs (the animation didn't work for me, and the game window did not want to close, but instead multiplied my score when I tried to quit). Aside from that, though, very good.

I'm wondering if you were tempted to make the subsequent cars of the train procedurally generated? Would be cool to have the "special" cars (like the last car or the locomotive) read from JSON files, as you did, but then randomly generate some cars in-between, to make the experience a bit longer. Though I'm not sure if you could manage to finish both pre-made and randomly generated locations before the deadline.

I loved the gun variety, but I have to say there is very little motivation to switch guns, since the initial ones you have are good enough for the job. It would be cool to have an actual progression, and force the player to switch guns as they go (I guess this is something you could easily improve post-campo).

Once again congrats!

Yeah, same here, that was really cool. Also "thank you for existing dear toilet" is an absolute mood.

I was browsing Most Recent in hope of finding some trashy stupid games, but this is so good it actually made me feel offended >:(

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on my back grows a cache of trash
whatever I find, I stash in the cache
the further I walk, the more my heap grows
each one meticulously I compose
items peculiar and stacked with ease
into an absolute masterpiece

> play at your own risk

starting this thing up, hope I don't die

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OK, this game is super interesting. SUPER interesting. I love the concept, and I think this could go a long way - really, I think with good execution and polish this could could become a real gem.

A couple of things that I found a bit puzzling during my playthrough:

1. It's a bit confusing to me why you decided to rotate the chess board by 90 degrees, placing the white pieces on the left, and black on the right. I think it's safe to assume that any person playing your game will have some previous experience with chess, where pieces are traditionally placed on the top and bottom of the board, so having the board rotated is a bit counter-intuitive. I think it would be more intuitive if the player could place their pieces at the bottom of the board, and then move upwards.

2. After a battle has been lost, one thing that I would really like to have is a Replay button. It would really be great to get a chance to replay the same set up immediately after you've lost a battle and improve on your mistakes.

3. At the moment, the game is  a bit grindy. Capturing an enemy piece should give the player more Summoning charges, I think - at the moment it takes a bit too much time to get to Medium difficulty puzzles, where the game becomes actually challenging.

Regarding balance, it's hard to say after the number of battles that I played whether these are definitely a balancing issues, but:

  • pieces with the "Cautious" trait are a bit problematic (especially if it's the queen or another piece with long range). The fact that they are able to attack other pieces without moving to their position breaks one of the most important paradigms of chess - which is that by capturing the opponent's piece, you are giving the opponent a chance to retaliate,
  • lancers are very very dangerous - apparently much more so than the queen. On a small board like this, for most units running away from a lancer's attack is just impossible. I imagine having a couple cautious lancers in your party would make the player virtually invincible.

That is all I could come up with on the first playthrough - I really hope you're still developing this, I think with a bit more love put into it, this could become an exceptional game.

It took me until day 162 for the Knight to finally take the Dragonblade. The Sneaky Girl offered to do it a couple of times and gave up, so I was afraid that was my only chance to finish this storyline, but luckily not ;) Though I really hoped that the Witch or L.A.P.I.N. would do it!

This is a real cool one! Roguelike is such an old genre, but here is seems so fresh :)

hah, this was really nice! I died at lvl 38, having thoroughly enjoyed the game :) good job!!

baldi you freak


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Ach, rzeczywiście, widzę teraz kod źródłowy. Nie znam pythona, więc ciężko mi odcyfrować dokładnie co tu się dzieje, ale może to dobra okazja, żeby się trochę oswoić z syntaxem. Jeśli dobrze w tej chwili rozumiem to logika jest mniej więcej taka:

  1. dla każdej komórki na mapie przypisywana jest losowo wartość od 0 do 100,
  2. dla każdego z sąsiadów danej komórki sprawdzane jest czy sąsiad posiada większą wartość niż komórka, i jeśli tak to komórka uzyskuje wartość, która jest średnią arytmetyczną jej wartości i wartości komórki sąsiadującej,
  3. dla każdej komórki w zależności od jej końcowej wartości przypisywany jest typ terenu (np. woda <4, równina <8 itd.)

Dobrze rozumiem?

EDIT: Also - just to calm your conscience - I looked through the changelog, and maybe it's not 100% correct English, but I think it's more than readable :)

Cześć Vedor (I think you are Polish, right?). I'm having a lot of fun playing UPQ, good job on creating this.

I have a question related to your game. Do you perhaps have an article/tutorial somewhere on how the open world in UPQ is generated? I am currently working on my own RL with random world generation, and my script uses heightmaps as well, but right now it's very costly, and for a 200x200 tile map, the calculations take almost a minute to complete.

I understand if you don't share your code publicly, but even writing something about the overall logic of the script would help a lot :)

Once again, great game, looking forward to playing the rest of your RLs.

this is great

Sure mate, no probs. If you're sick of this project at the moment you can always take a breather and come back to it later. We all need to crawl out of our basements sometimes, stretch our legs, see the sunlight, get some nourishment, put the dakimakura in the washing mashine and empty the wee bucket. All I'm saying is that you shouldn't abandon this game just yet, because it hasn't reached its full potential.

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Hey mate, good job on publishing the game. It's been a long time since I've played a renpy game, so playing this felt a bit nostalgic and warmed up my otherwise stone cold heart.

It's not a bad story overall, but I would definitely think of some ways to diversify the endings a bit. Four out of five times I played this game I ended up pretty much in the same place, even when I purposefully chose to omit some sidequests .

Also, I admit that most of the dialogue options (even the ones that are purposefully "random") are pretty tame, and they are far from the surreal stuff that actually happens during some DnD campaigns. I would expect an option to kill the red-skinned daemon at the beginning, consume its flesh raw, fail a constitution test and then spend the next three days in the nearby inn with an infernal case of dysentery, unable to leave the latrine as the pieces of daemon meat wreak havoc in my digestive system. On the second playthrough I would also want to prepare for the battle with the Wizard a bit better, presumably by murdering and plucking the annoying man-chicken, and then dyeing its feathers black with soot from the campfire that I would cook bloody chicken tenders on! Perhaps they would not have the same power as the magical black feathers you find throughout the game, but at least it would give me a chance to intimidate the Wizard and gain some initiative. I could then examine her assets more closely before jumping hands-first into battle.

Ah also maybe include an option for at least one of the side characters to join your party? Why there is no party-forming in a game about DnD is beyond me mate. Personally I'd go with either the merchant, since he definitely needs an opportunity to make up for his wicked sins, or the bird-kid, so that he gets some further development and we can find out how he became the winged abomination that he is now.

I really hope the story will expand and branch out a bit more with subsequent updates. I think now that you have the main route down you can go berserk on it and work this thing into something really interesting. Think of it like this - the Emily's story is complete, so now you have to give the player more agency and ways to potentially break the storyline. Get wild. Get happy. Never stop never stopping. The fortune is yours to seize. Cheers!



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Since it's an RPG Maker game I wasn't expecting too much, but damn me if this isn't some quality stuff right here ;)) The full anime opening sequence caught me so off guard that I actually laughed out loud, choked on my mango drink and woke up my dog. I can almost SMELL the amount of work that went into making all the art and cinematics.

And it isn't just the cutscenes and amount of artwork that is surprising. This is my first time seeing an RPG Maker game that has all the features of an action RPG and makes those features work so well together. The real-time combat system is adequate, and you can utilise multi-hit combos and spells with cooldown timers to defeat your enemies. There is also some extent of skill involved in the combat, as enemies telegraph their attacks with little cues before their strike, giving you a chance to dodge, block or intercept the attack. Different types of enemies have their own special melee, ranged or area attacks, some of which inflict special effects on your character. The UI is pretty polished and doesn't get in the way of action (the overlays become transparent if they overlap with where your character is located in the viewport). Default controls are not the most intuitive maybe, but you can customize most of them in the options menu.

The only thing that put me off a bit regarding combat is that the boss fight featured in the demo seems a bit too challenging compared to fighting regular opponents? And I don't mean it has to be a bad thing, but to defeat the boss you really need to push it, and this is perhaps where the combat mechanics come off as a little clunky or slow. Maybe increasing the range of the projectile attack would make the fight feel less tedious. Other than that, the fighting in the game is much more than anyone sane would expect from an RPG Maker game.

The real-time combat system also succesfully makes the gameplay less annoying then relying on random encounters. Here you can opt out of fighting most opponents if you are trying to finish a quest or just exploring the map. I like that the game starts out with original puzzles, rather than bullcr*p "go to granny's house and bring her some carrots" quests, and I hope that continues later on in the game. What I also hope the game keeps up is variety - in the demo we see a couple of different locations, each of which features its own enemies and puzzles. I would love to see even more of that as the game progresses.

For the graphics, the game relies heavily on the default assets from RPG Maker XP as far as environments are concerned, but many of those assets are used in ways that I haven't seen before, which makes exploring the map a bit more interesting. From what I can tell, all of the character and monster graphics are original, and match the overall style of the engine. I admit I did not pay much attention to the soundtrack, but all the tracks seemed to match the gameplay pretty well, which is probably the most important thing in a game like this.

Overall, I liked the experience a lot more than I thought I would! If you are scrolling through the comments and wondering whether you should play yetanotherRPGMakergame, hear me out on this one mate - it is definitely worth your time. The developers not only put a lot of time and effort into making this, but also had the courage to use the engine in a different and inventive way, which makes it probably the best RPG Maker experience I've ever played. I am really hoping to play the full version of this game once it is released, and I don't mind paying a reasonable price for it. Good luck completing the game!