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A member registered Feb 20, 2026 · View creator page →

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Hello, I played 1h30 of your game. I'm giving you player feedback, raw and honest, without beating around the bush.

To start with what's good, I found the interactions between the characters really nice and original. The dialogues between the rabbits and the atmosphere with the mushrooms give a real living identity to the game in terms of storytelling, you get the impression that every character has their own story.

On the technical and visual side, there are things that sting a bit after 1h30. The basic RTPs are way too saturated, the colors are too bright and it ends up hurting the eyes. A small filter or a tint on the maps would allow softening that. Same for the text boxes, they remain basic, while there are very simple free plugins to customize them.

Substance-wise, I got invested, I tried to understand, to think because it's a narrative game. But the big dark spot is the mismatch. The problem is not at all the surreal side or the dreamlike trip (Alice in Wonderland style). The problem is that the gap between the start of the game (modern world, you're playing with a ball with a buddy) and what happens right after (finding yourself in a capitalist rabbit company) is way too violent and unnatural. The transition doesn't pass, so you're completely lost in the logic.

After that, I only played 1h30, I didn't finish the game. I don't know if at the very end they explain the whole trip, everything that happened in detail, each map, each place, et cetera, each NPC, I don't know that, but I played 1h30 of the game and I'm giving you my personal opinion.

This isn't gratuitous, it's just player feedback to help you improve and create a project that is above all satisfying for you.

In a future update, I plan to add the ability to customize the wooden chessboard with your own PNG images.


For the photo I sent you, it's just a quick and random test with NPC heads. Normally, we use real sprites or tile graphics and not just floating heads, it was only to show you concretely the rendering and positioning on the board squares.

No problem; it’s normal to have questions when using a new plugin. For the 64x64 px graphics, the principle is the same as for standard tilesets or icons in RPG Maker. The pieces can be designed like character sprites (facing forward or in profile) within a 64x64 pixel format. The image background must be transparent (in .png format) to avoid any solid white or black blocks appearing on the board. To test this, resize an existing icon or character to 64x64 pixels, place it in the plugin folder, and launch the game to check its positioning on the tiles. This provides a direct visual reference.

Hello,

The size for custom piece graphics is 64x64 px.

Regarding the sample project, I don't provide free demo files or ZIPs. Since RPG Maker plugins run on open JavaScript, making demo files public makes the source code accessible to anyone on the internet, which creates an obvious risk of piracy. It's just a general policy to protect the code.

If you want to see how the plugin is configured and how it plays, the video on the store page already shows the plugin manager setup and the gameplay.

Also, I regularly update the plugin. A future update is planned to allow using custom PNG images for the board, so you won't be stuck with the current dark wood style and can fully customize it.

Thanks you.

Hi! Thanks a lot for this plugin; the initiative to bring chess to RPG Maker is really cool. However, I noticed a major bug regarding the basic rules, specifically concerning how the King and "check" are handled: The problem: The King is currently treated just like any other piece (like a Knight or a Bishop). What happens in-game: If an opponent's piece (a Bishop, for example) puts my King in check, the plugin doesn't detect it. I can completely ignore the threat and move a Knight or another piece if I want to. On the next turn, the opponent can simply "capture" my King as if it were an ordinary piece. What should happen: Normally, as soon as a King is in check, the player must be forced to deal with the threat (either by moving the King, blocking the attack, or capturing the threatening piece). It shouldn't be possible to move a different piece, and the King should never be captured on the board in that manner (that is the principle of Checkmate).

Support & Updates

If you encounter any issue while using this plugin, or if you have a specific feature request that would make it even more useful for your project, please leave a comment on this page. Mention me directly, and I will do my best to help you resolve the problem or consider your suggestion for a future update.

I carefully evaluate each request and will implement it if I find it relevant and consistent with the plugin's scope.

Support & Updates


If you encounter any issue while using this plugin, or if you have a specific feature request that would make it even more useful for your project, please leave a comment on this page. Mention me directly, and I will do my best to help you resolve the problem or consider your suggestion for a future update.


I carefully evaluate each request and will implement it if I find it relevant and consistent with the plugin's scope.

Hi, I tested your game "Supernatural Rescue: The Skinwalker Lord."

Honestly, your AI intro is killer, it immediately made me think of Diablo 4, it's really clean. However, once the game starts, it's a cold shower. There's a huge consistency problem and quite a few things that ruin the experience. Here are the hot points to fix:

  • The "Care Bear" syndrome: You're selling Dark Fantasy, but the game is ultra-saturated and the music is super cheerful. That doesn't fit at all. Advice: Change the color tint of your maps to darken the atmosphere, add weather effects (rain, fog), and find darker music.
  • Mapping that's too square: Your maps feel too much like basic "RPG Maker grid." Life isn't symmetrical. Advice: Place your trees, buildings, and decorations in a more random and organic way so it looks natural. Don't hesitate to download free assets and terrain plugins to break that cubic feel.
  • Totally broken collisions: In many places, you can go out of bounds and walk on walls. Check your passability tiles (the circles and crosses) in your database, because it feels unfinished.
  • XP freezes: Every time I kill a monster and gain XP, the screen has major lag and freezes. You absolutely need to optimize that script/plugin.
  • Invisible battles: Getting attacked by empty space without seeing monsters on the map is ultra-frustrating nowadays.
  • Narration and open world: It's cool that you want to make an open world, but the beginning is so basic and vague that we don't understand the story and don't know where to go at all. You need at least some minimal hints or quests to guide the player, otherwise, we're just lost.

Also, since you're working solo, I totally understand that it's complicated and not everyone knows how to draw (I don't know how to draw either). Using AI lets you move faster, and the fact that you can tell it's AI from a mile away isn't a problem in itself. The real issue is the lack of consistency: seeing an ultra-realistic image next to a blocky RPG Maker game doesn't mesh well, and the human eye feels bothered because it's not natural. Humans look for the natural.

So, I advise you to try using AI less and instead grab royalty-free images from Google. You can use free software like GIMP to make your own assemblages and compositions. Visually, it will result in something much better and more authentic, because you won't have that robotic artistic touch unique to AI that's immediately recognizable. Plus, if you learn how to use it well, you can easily apply effects in GIMP to give a pixelated look to your composites so they integrate perfectly with the retro style. It's a free tool and all of this can be learned.

You have the vision for the universe (thanks to the intro), but now the gameplay and the atmosphere need to follow. Good luck with the fixes.

I played Qualia, and I wanted to share my thoughts.

First, the game has undeniable qualities. The graphics are beautiful, the visual and sound atmosphere is polished, you can tell there was real work behind it. The developer put time into it, that shows, and honestly, for a free game, that's already a huge effort that deserves respect.

Now, on the storytelling, I had more trouble. I feel like there's a lot of text and dialogue, but quantity doesn't mean quality. Having lots of dialogue boxes doesn't mean it's deep. Most of the time, I felt like it was trying to create a connection with the characters, but after a while, having too much of it just gets tiring.

Also, in the game, everything you click gives you an interaction. That's nice in itself, but at some point, it's too much, and it slows down the pace for no real reason. I spent a lot of time clicking to read things that, in the end, didn't add much to the story.

In terms of reflection, I found it quite shallow. Themes like suffering, loneliness, illness, or existence are touched upon, but often in a superficial way. These are thoughts we've all already had in our lives, things you see everywhere on the Internet or in everyday life. I wish it had been more developed, more personal, more in-depth, but I felt like it stayed on the surface. So reading tons of dialogue boxes to ultimately get little substance to reflect on, that frustrated me a bit.

And for the pacing, I stopped at the school scene. I thought it was the end, but it wasn't, and that discouraged me. Going through more doors, more dialogue, when I felt like I'd already seen it all... I gave up.

Again, the game isn't bad. It has a nice atmosphere, it's free, and the work put into it is commendable. But narratively, I found it too empty for what it promised. If you like contemplative games where atmosphere matters most, it might work for you. For me, it didn't click.

Thanks you.

Hello, I have a question about your translation plugin: I am using your RPG Locale plugin. I created a translation file for Map003 using the Translator Helper tool included with the plugin. The Map003_i18n.json file was generated with the "fr" key. The problem is that the plugin loads the file but does not find the "fr" key. Error message: "Language fr not found in Map003". I’ve tested various settings (Source Language, Default Language, Available Languages), but nothing works. Do you have any idea why the plugin isn't recognizing the "fr" key, even though the file was generated using your tool? Thanks. ---

Hello, I have a question about your translation plugin: I am using your RPG Locale plugin. I created a translation file for Map003 using the Translator Helper tool included with the plugin. The Map003_i18n.json file was generated with the "fr" key. The problem is that the plugin loads the file but does not find the "fr" key. Error message: "Language fr not found in Map003". I’ve tested various settings (Source Language, Default Language, Available Languages), but nothing works. Do you have any idea why the plugin isn't recognizing the "fr" key, even though the file was generated using your tool? Thanks. ---

Hi. I tested your game for about 45 minutes to an hour, up to the statue room with the priestess, demon, and knight puzzle. I'll be cash: for a first game, it's good work, I even find it better than the majority of other games of the same genre. The atmosphere is there and we can see that you worked on the lights and shadows, it's clean.

That said, I have a few remarks to help you if you want to develop this over the long term. First off, Arthur runs way too fast, he's like an electric battery, it breaks the mysterious atmosphere, you should slow down his movement speed. Regarding the narration, it's still a bit empty, we don't know much about him other than that he's lost, it would be good to add a bit of context so we can get attached to the character.

Your puzzles are well-made, they are nice and I enjoyed solving them, but be lucid: it's twisted and some players will struggle or give up. I noticed that you already added some hints (like those regarding "CONTE"), but they are a bit hidden. If you want the game to be more accessible, try to make them a bit more visible or add one or two more.

On the decor, the 100% RTP side makes it a bit too "square", try to make it a bit more organic. Finally, the music is a bit redundant when you've been thinking for a long time, changing the track according to the floors would be a real plus. It's not meant to be mean, it's just my honest opinion to help you move forward. The game isn't bad at all, it's a very good start, keep it up.

I didn't quite follow everything; there’s a lot of combat, and the storytelling feels a bit secondary to me. I don't want to give away spoilers, but the White Rabbit did go and fetch the protagonist from the human world, right? Yet she treats fighting—and looking at blood and corpses—as completely normal, showing no reaction at all, almost as if she were experienced. Then again, I might be wrong; I haven't finished the game yet—I only played up to the Great Forest. Best of luck with the rest of the development.

Thank you

Table?? I touch the tables, nothing happens at the start?? I don't recover my HP and MP

Hi, I downloaded the zip? Why don't our HP go back up when we die? It's impossible to move forward because enemies jump on you, I couldn't even get out of the starting area after several deaths.

Professional, I'm talking about you having high-level skills, that's why I said professional.

Hi, I looked at your profile, honestly you do a really excellent job, are you a professional? Because I also saw your YouTube video.

Thanks a lot for this feedback! I'm really glad the dark and poetic atmosphere reached you. Since I'm coding my own plugins and working solo, your opinion is gold.

Could you tell me more about the 'rough edges' you noticed? I'd love to know what precisely needs to be smoothed out to make the experience better.

Also, did you have a chance to read the three tales (Tieulle, Rosette, and Lierris)? I'd be curious to know what you thought of them. Thanks again for your support.

Ok

To show the progress on the game's atmosphere, a short preview is now a

vailable. This video :

I’m joining Continue Your Game 7 to keep working on my project. The game is already playable, and I plan to add new elements, improve a few parts, and polish it during the month.

This devlog marks the beginning. More updates will come as I make progress.