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Morg

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A member registered Jun 10, 2020 · View creator page →

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You and everyone did an excellent job! You mentioned the moment in the forest of fond memories; that was the moment I think where i went from thinking 'This is a cool and well made game' the feeling there was special here. The fear of being betrayed, every day by what you read in the news paper, by people around you - and then then the horror of commiting that betrayal yourself. Oof!

With regards to picking a font; I spent ages looking for one on mine, only to find that it ruined all the text formatting. I wasn't going to go through all of that again, so I got into the weeds. In the end the solution was fairly simple (fairly) - I imported the font into a program called FontForge. It's a little tricky to use, but you can do everything in here, even create a new font from scratch. I also imported the default RPG Maker font and compared the character spacing; it took a little trial and error, but by setting the character spacing of my font  to be the same as the RPG Maker one and then nuding it a few pixels after experimentation, I was able to make my font take up exactly the same amount of room in the text box as the default one.

Hopefully that can be helpful for you as well! I picked mine from a big list of free for commercial use fonts too, so there were no qualms about editing them in this way - I wish I still had it and I could link it for you.

Congratulations on coming in the top 10% on the public vote! And #6 on presentation! :D It's well deserved - good luck on the judges results when those come in.

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Thankyou so much for streaming! I actually found your VOD yesterday and watched it! You've been the only person I've observed who has really engaged with the battle system after realising that it was half baked - the poor thing got left til last and I simply don't have a good grasp of how RPG Maker combat works. You'll be happy to know that a lot of the bugs, like getting stuck on the Ritualists dead body, have been ironed out in an as yet unuploaded update. Thanks again for playing, and I'll be checking under my bed for Murderdorf before I go to sleep!

I enjoyed the crude humour and though only basic, I think the character of the protagonists was well established by it. The plot/lore holding the game together was a little confusing though. Some of the minigames were fun, however they were all a bit confusing - I don't think I figured out what I was supposed to do in a lot of them and scored zero points in most. My suggestion might be to split each minigame into short rounds, so it's mechanics can be tutorialised more naturally by ramping up the complexity.

Thankyou, I'm really glad you enjoyed it! :D

Thankyou, I really apriciate that! :D

Thankyou for the feedback! I'm looking forward to addressing at least some of this in the first update after the judging period is over~

That's very kind of you to say :D

Thankyou for the inclusion! I have been sharing this around with pride :D

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Thankyou, I'm glad you enjoyed it! :D When I sketched out the floorplan for this at the start I had it in mind as a small area that would open into a much larger one - I'm glad that time restraints at least nipped that one off XD Thanks for the feedback!

Thankyou for the feedback! Ah, the ending... in true beginner fashion, I had planned for this game to be three times longer, and while it was always going to end in the way that it did, it would have ideally had a bit more substance and foreshadowing to it. 30 days feels like such a long time until your two weeks into it XD It was kind of the same story with the conversation system - what is in the game now was going to be the base that I built a much more interactive set of conversations on, but I floundered and then had to throw myself into asset creation as the time starting running out. All things to keep in mind for next time! I'm glad you enjoyed it :D

Thankyou! I'm glad you liked it - Fear and Hunger was definitely one of the insperations for this, it's a great game :D

Thankyou! I appreciate that, as you're game had a really great command of atmosphere. I'm glad you enjoyed it ^^

Thankyou, that's very kind of you to say!

Thanks for the feedback! it was really valuable - I have gone through and addressed a lot of it now and look forward to updating the game once the  judging period is over~ The silliest of these was that the Dark or was doing something - but it was targeting the player instead of the opponent! Feels narratively appropriate, perhaps I should have left that one in XD I'm really glad you enjoyed it in spite of its rough edges ^^

Thanks for the feedback! I'm glad you enjoyed it :D It was a very busy month, let me tell you XD The slowness is definitely an issue - I dunno how i'd solve it, because I turned off dash for a reason (immersion) but I dunno what circumstance would be appropriate for giving it back again - it doesn't help that the dialogue for getting the Opportunist to open the barricade for you is not very well sign posted, slowing things down even further! I am sad the battlebacks never made it is, but even the three battlers I managed to get ready were drawn in the last hours of the Jam - time ran out very suddenly! Lesions to learn for next time ^^

Thankyou! I'm glad you liked the visuals - it's where most of the dev time went XD I had grand ideas about the combat system at the start, but as time ran out I decided to focus on the bit I knew I was good at. I'm glad you enjoyed it! I'm already pondering a second project~

This was so polished! Lovely, crisp character busts, cute art style, and an excellent soundtrack. Having the little vocal barks when the characters were talking was a very nice touch too (The Scottish accents notwithstanding!!). This is one I'd definitely love to play more of - great job! My only complaint would be about selecting items at cooking stations - it was a bit of friction that didn't feel like it was part of the intended difficulty - items being in different places on the list, having very similar names and only a few colours to differentiate them lead to a lot of frustrated mis-clicks on a tight schedule!

This was great! The main character and the silliness of it all was very endearing and fun. It took me a hot minute to get the hang of but once the more complicated dodge patterns came into effect it became pretty fun! Only two things I rubbed up against; quite a few times I skipped my movement accidentally, or mis moved, and wasted a turn on account of not being able to undo that. The second is that the first non tutorial fight against the two goblins was maybe a little too difficult, mainly on account of still getting the hang of the mechanics. the slimes afterwards felt considerably easier. The visuals and soundtrack for this were wonderful - great job!

I absolutly loved this! The artwork and sound design pulled me in and kept me engaged for the whole thing. An -incredibly- moody piece. It felt a little short - less cut short and more missing some connective tissue, but thats a game jam time limit for you; what is here felt very focused and polished. The gameplay was a little slow on account of having to pan the cursor around all over the place hunting for interactables, and the two puzzles felt a little slow as well on the same account. (The design of the puzzles felt fine, it was just the means of interacting with it that held them back).

I enjoyed this one a lot!

I really enjoyed this! The art for all the characters and beasts was great and I found the combat quite enjoyable, if a little difficult. I apriciate theintention of having your party regularly cycle through monsters - I was having the most fun while trading blows in a large fight and filling in the gaps in my line as monsters fell and were replaced. However, it took me a while to kind of click that this was the point, and I was always getting attached to creatures, which made loosing them feel extra frustraiting. same with the loosing of spent beast mana and equipment. Some setting up of expectations in that regard would probobly address any hard feelings because the game loop you are going for is a good one. One final thing; more than once I spawned back at town after being defeated with zero monsters on my team and it felt like a real struggle to build back up - I found myself trying to cheese things by grinding on easy to build a party, allowing myself to get knocked out while setting all my monsters to guard, so that I could spawn back at town with a full party, gear them up and go back in on a higher difficulty.

All in all, a very lovel time! The art was the star, for me!

Right? XD All that wierd formatting in my previous post... I never put that there! Good to hear there is a solution in the pipe for the movement bug - loved the game!

This brought me to the verge of tears. There is only one way I can describe this game, and that is beautiful - more than any of the other games I have played in this Jam. This spoke to me and it spoke to the horrid times we live in. I can't heap enough praise on what you've made here.

The music, the hand drawn environments, the characers and battlers, how the gameplay meshes with the writing. It was all incredible, but the highest mark of quality I suppose was not really thinking about any of that, even when I came in to do so. I was just swept up by the game itself. Amazing!

I loved this! The gameplay was fun even when I was losing over and over again, but I eventually figured things out well enough to make it to the end. The character design certainly has my opinion 'stacked' in your favour too *bowtie spin*. Really though, they were all great and very characterful and apealing, as was the presentation more generally. Great job!

I loved this! I had no idea you could push this engine to create 3D effects. This game was very charming, and having it fully voice acted was a big part of that charm (especially with the kids involved!) There were a few instances in the dungeon where obscuring walls made it difficult to see what was going on, including the first interaction with the faeries but all in all this looked great!

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This was wonderful! Your doing things I didn't think RPG maker was capable of, and on a 20+ year old engine!

there was one bug - I had to save, quit and load a few times because the cursor would get jammed traveling to the left during combat. This made combat very challenging, but not impossible, but then it continued once I was walking around again.  Apart from that I found it bug free and clean as a whistle!

I really loved the artwork and presentation - it felt very grounded without being grim. The cut scenes, with thier slow zooms and unhurried pace really stood out for me, I liked them a lot. The writing was very strong in general - the dialogue all felt natural. I was fully invested by the sickbay scene, I gasped with frustration when it ended! Brilliant job.

I was wondering if that was it - I did this myself during testing. Easily done!

Wow! This has been my favorite so far of the Game Jam. It excecutes on its concept flawlessly. Creating files in the game folder to root through is a really nice touch and not something I expected from an rpgMaker game! The artwork was really cute (I love Murou's little button nose) and everything in the game just slotted together really nicely. The game was very well paced, with only the Kick section really outstaying it's welcome. The writing was lovely. An all around hit!

I was excited to see an entry from the creator of one of my favorite rpg maker games, Final Profit, so I checked this out at once! Right away the sense of place, the stakes and the tone are well established - there is a sense that there are things to do, people to talk to and mysteries to uncover from the moment control is handed to the player - the main game loop is interesting as well.

I've scored this game quite highly in my rating so I'm going to piss and shit now for a bit about what annoyed me!! The game has some serious performance issues, with big lag spikes whenever you come in and out of a menu, as well as several other times, such as when you pick up VenDrank (which caused me to over exert several times and spill my oil).

I had to restart my first game because I accidentally button mashed through the tutorial the first time - I'd say that was on me but it happened a second time at a later tutorial section as well! The game loop itself walks a fine line between great satisfaction when you succeed and intense frustration at failure - I failed a lot. It wouldn't be so bad if the sense of progression was a little less gradual, but I reached day 12 (I think) and I was finishing the day on 5 gold. Getting that kind of curve right is a big ask for a game jam project though and I still had fun with it!

I really enjoyed the toony sprites and artwork in this game, and the sportraits and enemy battlers were similarly really impressive; I found the dialogue and interactions fun, but sadly I wasn't able to get very far into it because of crashes when loading animations in battle. Looks promising though!

While this started a little slow, the original music helped set and build the tone right away. The dialogue and events were a little confusing and I wasn't quite sure what was going on exactly; this helped contribute to the tone of the story, in it's own way, but could have been a little tighter.  

The combat was very interesting - I enjoyed the use of dice and the way the different abilities worked together; looking out for high rolls to use Shank with afterwards felt rewarding. The artwork and presentation of the battles was very good as well! The fights did become a little shallow, but I would love to see it expanded upon some day with more abilities and more interactions and strategies. The biggest failing is that the combat didn't explain itself all that well (and the dice roll too slowly!).

The combat and the sense of atmosphere, conveyed by the music and custom art assets, were the strongest aspects of this game. Well done; Death to the Emporor!