Well I think I know what's happening, Poppet quest has an updated version of NWJS (0.74). MZ by default uses 0.48.4 which is one of the last versions compatible with Win 7. When I release the second prototype, I'll make a Win 7 version for you. Granted you will see worse performance, not a lot can be done about that. But it should still be playable.
Imaginary Villain
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Thanks again for taking the time to review!
About the only thing I’d like to note is the intro while I agree is too long, it only takes 6-10 minutes. The average player won’t be stopping for multiple minutes to talk about stuff like…
- Main menu functionality
- A non customized options menu
- A rant about prostitutes and Only Fans (funny)
- Discussing how detailed graphics aren’t as forgiving as pixel art
- Taking time to test the in-between animations.
- Taking time to see if each animation loops perfectly, and discussing it.
- Etc, etc.
I appreciate all the info, it was super helpful for me. But it takes a lot of extra time, as does reading it all out loud (as any good streamer should, no shade) and isn’t indicative of the average player’s experience. I actually ran through the whole game (multiple times on stream) but here was the last play through before release…
2:36:00 I click game.exe
2:42:04 Tinka stops talking on the second map.
3:49:30 Player is returned to the title screen after beating the prototype.
That’s about as fast as it can be done, at 6 minutes 4 seconds. Someone reading it can easily do it in 10 minutes. Though in an ideal world it should definitely be at most 4 minutes long, and skippable.
I’m definitely in agreement on everything else, I just didn’t want people thinking it really takes 30 minutes to do the intro.
Oh they're on UE4 these days, with 5 in early access. But that's fair, use whatever works best for you.
As for the other. It's one of those things where the fault pretty much always lies with the dev. If players are missing what you added, it means you didn't present your idea in a way the player picked up. But hey don't feel too bad, one of my game's two major mechanics was actually cited as a bug versus a feature. The awkward part is, you actually need it to win so people just thought even the first area was unbeatable, and thus never played the other 10 areas, nor fought any of the 6 bosses. Oops.
//shrugs
Things happen. Though it was actually explained in the game, clearly not in a way the players caught (at least on average). So the fault is mine for not teaching them in a better way. A harsh lesson for next time, but that's okay. This isn't exactly my "magnum opus", it's a one month game jam game I tried waaaaaaay too hard to be unique with. I won't fault the players for my poor game design. I'll just do better next time.
I guess it really just comes down to how you look at it. At the end of the day, no player cares about your personal challenge, they only care about if the game is fun. And if you're exceedingly lucky, a small group will be nice enough to share how they played it, offering a valuable window into the minds of your audience. You just can't be too surprised when at the front door of your game, instead of finding a key, they bash their head into it until it opens. ;)
You know plugins were allowed right?
"3. Games MUST be created using only RPG Maker MZ (either the one distributed for free during the contest, or one that you've purchased). Plugins are fine, but no other game engine may be used."
As for game stuff, personally I value the negative feedback pretty highly. That's what tells me how to improve my game... Goodness knows just getting any feedback on a game is actually pretty difficult, barring already having a following. So I'm stoked for any, be it good or bad. Honestly if I wasn't barred from updating the game, I'd have probably already done 4-5 updates by now.




