Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

LowWah

8
Posts
6
Followers
A member registered Oct 29, 2018 · View creator page →

Creator of

Recent community posts

Managed to fix the bug, actually its related to compressing code after I compile. I never found it because I was always testing the development version, and I guess I didnt properly test the release version

Do you know how to get the crash, or share a screenshot. I can fix this if it's easy but I'm trying to remake this with a new game engine so any bugs will be irrelevant. (Though progress is very slow)

Skills being one dimensional is probably because I'm lazy and didnt want to make a unique set of skills for every single character but my other excuse is because of the game engine. RPG Maker cant do those effects you suggested by default, and i didnt want to write custom code just for one skill, so i've left them being generic. The unique passives (which are custom coded) were meant to be whats separates each character and break this genericness but i guess they arent interesting enough to give a reason to pull for a specific character. For the next version, I'm planning on using another game engine to have more flexibility for creating skills, though truthfully i wanted to continue with using generic skills for convenience, guess i need to put a bit more thought in that area

Thanks for writing this

(1 edit)

Thanks for your comment, the goal (hopefully) is to make it a proper mobile gacha out of this, so any opinion from this would be helpful.

Regarding the battle system, there are a lot more features that I would like to add (and probably would in a proper version) but I don't necessarily want to make the battle system very intense because complex stats and gameplay may be too much for some players, I am still trying to target mobile players which I believe have casual players as well.

Regarding mapping, yes it was lazy. I was planning to add some details but after like my 20th map I kinda gave up on that (did 15 maps x 7 themes, originally planned to do more). In a final version I would like randomly generated dungeons but I hadn't looked at the code for maps yet and wasn't sure I would make the deadline, so I decided to do them by hand. More effort could have gone into this, definitely.

Regarding being stale, I did get that feeling when I was doing a bit of play testing. I'm hoping it's mainly attributed to the long single paths of the boring maps. Maybe if they're a bit shorter and more spiced up it might feel more enjoyable. Endless was a feature that tried to break from it being stale (have other event modes planned but couldn't add them to this) but perhaps need something else outside of standard gameplay, will think about this a bit more.

For the overpowered chicken, in this version enemies scale in line with actors so you should be roughly the same level. However I only tested the first 10 levels and just assuming it scales correctly.  I'm hoping you were underleveled, otherwise it shouldn't be that strong. 

Assets includes plugins right? If so, sounds like I'm in the clear. Thanks

I'm looking at this - EULA | RPG Maker | Make A Game! (rpgmakerweb.com)

[Appendix] Terms of Game Distribution, etc -> Article 3 -> Point 2, it says to credit Gotcha Gotcha Games, so I'm just doing that for now. I don't know where it says Komodo but I'm sure if they want you to add it they'll let you know

Hi, I just want to make sure my entry is still valid. I had an idea for a game but didn't start developing it yet, just writing down some notes etc. A few days prior to this event, I was bored and wanted to write some proof of concept scripts for the game idea, I was planning for mobile so the scripts was android deployment and a better touch input for the menus. Then the next day, the event started and I figured I could use MZ to start making the game. Am I allowed to submit the game even though I was writing scripts just the day before? I'm not using them directly cause its no longer for mobile and MZ scripts have better touch input compared to MV so I had to rework it anyway.