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A member registered Aug 04, 2019 · View creator page →

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A lot of people have trouble with battles in this one, but I think it has to do with our ingrained preconceptions about RPG combat (i.e. if you are attacked, you should fight back), and I wanted to express mechanically that you a) shouldn't try to fight until you have the means to and b) running away may be the only one strategy you have to obtain the means to fight.

xdan was the first player to comment on the many small details I've built into my game that adhere to the theme, and it made me really happy, because my high concept for it was "lots of small details instead of one big mechanic". :-)

Back at the GGJ 2018, I was actually in the middle of writing my masters thesis, but I was kinda losing steam on that front, so I instead took a weekend off to participate in the jam. This proved to be a great decision, because the feeling of accomplishment I got from making a game renewed my motivation to work on my thesis. :-)

A very interesting concept -- unary encoding of numbers is not used nearly enough outside of formal cryptography. :D I also like how you progressively teach players the mechanics before using them as challenge.

Still, I think that the RPG-style battle is not the best visual representation for this kind of puzzle, since all of the gameplay ultimately takes place in the top bar on the screen, as you try to whittle away the opponent's digits. It is also currently very difficult to gauge the effect of selecting certain digits on the enemy's attack effectiveness, so it was hard for me to grasp whether I should focus on defending myself or just on simply erasing the enemy's numbers as quickly as possible -- I chose the latter and won, but I also think that the AI didn't try as hard as it could to beat me.

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Thank you very much! Great minds think alike. ;-)

I've participated in a number of game jams, and I can only underscore the conclusion at the end of that article: a healthy body can deal with a 48h crunch period without many consequences. Staying hydrated and getting at least 8h of sleep each night helps a lot with that, and one should also avoid stimulants that one doesn't otherwise take (so if you drink a lot of coffee but few energy drinks on regular days, you should stick to coffee only during the jam) to stay healthy. Lastly, the test subjects in that study were an extreme case, since they were organizers in addition to being jammers, meaning that they have about double the workload of a regular jam participant, who has it slightly easier.

I would also like to point out that game jams have a huge psychosomatic health benefit: making your own game from scratch satisfies your intrinsic need for autonomy and competence for weeks, if not months after the jam. And if you are working with a team, or alone but at a jam site with other people, it also covers your relatedness need, leaving you feeling psychologically uplifted for a long time, with all the health benefits that brings.

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Thank you for playing! There is (only one) chest on the east side of the (only one) dungeon that contains the (only one) weapon. :-) I have already built in a hint to how to find it into the game, and will upload it once the rating period is over...

I have made a JRPG with typical turn-based combat, and it's weird because it only has one weapon and armor (which you don't even have at start of the game). Seems to confuse a lot of new players. :-)

Just downloaded the file and tested it again: it's the same one that I've uploaded, so there should be no issues. RPG Maker doesn't actually create installers, but self-extracting archives where you have to choose where to unpack them.

My weird JRPG with only one level, one weapon, etc. is currently only one (harhar) rating short of the ten... :-(

It's a twist, but IMO it would be more coherent with the rest of the game to make the final boss a regular skeleton whom you have to fight with all the negative poisons applied at once. :-)

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Thank you very much! ;-)

I'd really like to be able to filter the games by genre... Before the AI overhaul, the genre (if any) was listed under the game's title, so I could just browser-search for it on the page, but now I have no way of filtering out all the puzzles and the platformers I have no interest in. :-(

RPG Maker VX Ace doesn't allow for out-of-the-box manipulation of random encounter probabilities, so I had to write a custom Ruby script for my game that manipulates the current map's encounter table in the memory after each battle. I then discovered during playtesting, that this table is reset every time you re-enter the dungeon, so I had to move the code to a common event with two separate triggers, which would be carried across locations, which was a lot of ugly code, but it worked. I have since made the code much more elegant, and it will be included in the post-rating period re-upload...

Well, we do have the "unrated" list: https://itch.io/jam/gmtk-2019/unrated, which is sorted by how few ratings a game has.

I don't think that having many solutions is a problem for a programming game. The last one I played, Opus Magnum, had countless solutions for every level, and it was part of the appeal of that game. :-) I think the real problem would be implementing the programming game controls and mechanics in RPG Maker. From what I've seen in my time with it, it is not particularly flexible in regards to the interface unless you go really deep into scripting.

Alright, I've finished the game, and now I get how it adheres to the theme (no spoilers). :-) I also think I've figured out what caused my key to disappear: after defeating the boss, another player character spawns on the opposite side of the map for some reason, and it also responds to the controls, so when I move into the dark room, it can easily fall into the pit and lose "my" key. I worked around it by walking over him, so both "my" PC and the clone are in the same cell at all times, but the game eventually hung up when I tried to enter the dark room again. I was able to beat the game after the restart.

Also, not sure if it's a bug or a feature: the attack option during the final boss fight reads only "Let", and in the final log, I can only see what appears to be parts of the text. Is it supposed to be like this, or is it just the display elements eating up large fonts?

Thank you for playing! Follow the clues in the environment of the dungeon to find the weapon. :-)

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Follow the arrows on the floor from the dungeon entrance, they will lead you towards a weapon. :-)

So, now I've beaten it, and except for that jelly hiccup, I didn't have much trouble until the final boss. That one was tricky, but in a good way (it's the final boss, after all), though I had to retry it at least half a dozen times. Towards the end, it got really frustrating because I had to do the same starting steps over and over again manually, and the RPGM interface makes it easy to make mistakes (e.g. casting a buff on an ally instead of selecting him for the next action). That gave me an idea, however: I think that this game would be much better off as a programming game, where you would select your weapons, write out a sequence of actions, see how far it gets you, and debug it as you go.

Wow, growing stronger in an RPG, I didn't expect that. :D I will reset it and give it another try as soon as I am done with the game I'm currently playtesting (it's really good, too).

Thanks! I've just beaten the jellies, and can now hopefully progress through the game.

I must say, your experience with RPGM shows in how detailed the level are. My own levels are very desolate by comparison. ^^

Puts an interesting twist on endless runner genre by having you decide whether to risk squeezing under the blocks, which is not always possible, or to try jumping on top of it. Also, I like that the guillotine gives you just enough time for one attempt to recover from a bad jump.

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Do you have a weapon to fight the Rat with? :-) I recommend escaping from fights until you find one.

I bought RPG Maker VX Ace in a Humble Bundle years ago, and decided to give it a spin this weekend to make an RPG with only one weapon, one item, one level, etc. :D

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Welp, the opposite charge puzzles in this one are definitely more comprehensive than in Single Armed, and I am not sure whether we are allowed to re-submit games from the previous jams, but I will give it a pass, since it also fits this jam's theme. :-)

I've actually tried reducing all stats to just on in my own VX Ace game, but couldn't figure out how to do that (I've first learned that engine over the weekend), so I instead went with making you only get one weapon, one armor, one level, etc. throughout the game.

Definitely a cool concept, though by the third level (the four jellies), I got lost in the interface and couldn't keep track of who has which charge. :-( 

Apropos of nothing, I made a (much smaller) game in RPG Maker for the jam, too, and would appreciate any feedback for it. :-) https://itch.io/jam/gmtk-2019/rate/461219

I admit, I am partial to games with multiple characters having access to different mechanics, and this is a good one. :-) I especially like the fact that you take your time to properly introduce each mechanic in its own mini-level, Nintendo-style.

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Played and rated Single Input Remote Exploration Research Bot, It Devours Our Souls, There' s only one chance, ninja, Broken Robot, and One Action Heroes. :-)

Also, I've made a weird JRPG. ^^ https://itch.io/jam/gmtk-2019/rate/461219

Wow. I love stealth games, and this is a great one! Don't have much in the way of critique, even, except that in the first stage with the eye stalk, I always get caught if I try going below it (instead of above), even when it and the monster look the other way.

You should definitely play it with a good gamer mouse with high sensitivity -- my cheap office hardware is just not precise enough to trace the proper path within the allotted time. Still, props for a very original concept. I did find it a bit unfair that red ninjas can just jump over the pits, whereas the blue guy sometimes falls through the floor by just clipping a pit corner. I think it would add an interesting strategic element if the enemy ninjas could fall, too, so you could effectively win on their turn if you ended your movement in a spot where all the remaining enemies would fall into pits as they tried to reach you.

I've learned RPG Maker from scratch over the course of the jam, going from struggling with the map editor to low-level hacking the engine's undocumented features to implement an encounter management system that has stumped more experienced RPG Maker devs on the forums. :D Also, at my previous jams, I have tended to make artsy mechanics-as-metaphors games, but now I've made an entire content-driven game with proper scoping and planning. :-)

My game (if anyone is into weird JRPGs): https://itch.io/jam/gmtk-2019/rate/461219

Except for the slow level transitions and unclear controls (the game only tells you that you can hold the buttons in stage 3, even though you need it from stage 1 onwards), an excellent game!

Definitely one of the cooler games I've tried today, even though the controls could be explained better. All the "Only One..." poisons is a fascinating exploration of all the modifiers that can be done to spice up roguelike dungeon crawling.

Then it must be bug: I lose the key every time I go into the dark room and exit on the other side, even if I don't fall off. For this reason, I haven't been able to get to the final boss for the second time. Do you think resetting the game can help? Also, is it intended, that the enemies go down in two hits after the first boss "battle", instead of in three they took initially?

Hey, I am not saying that it doesn't fit at all, I just think that the core mechanics could express it better. Also, is it intended that the game shows "Game Over" message even if I drop the AI-controlled zombie's health to 0?

Plays pretty fun once you get the hang of it. At first, I was a bit confused by the energy stations, because they are different from the other pickups in that you have to explicitly interact with them, -- I think the gameplay would be smoother if you just made them in the same format as every other pickup (i.e. you just need to touch it to replenish your gun).

The game was pretty fun, with gameplay twist from RPG to essentially an offroad racing game -- full points for originality from me. :-)

Definitely one of the better games I've played in this jam. An interesting idea, very much in tune with the jam's theme, clear (if rough) execution, and one great pun in the title. :-)