Thanks for giving it a go! :3
onamint
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That's very high praise! Thank you very much! ^^
I am working on some smaller things as sort of a cool down right now, but I would like to polish AGOT at some point, yus! There's things I cut for time that would make some of the implied stuff in the game a little less implied and I want to expand the middle and last floor to be a little more interesting. I want to tweak the final few maps too just to increase the drama of the ascent a little bit but the ending parts work pretty much how I want them to, aside from a few embellishments maybe...
Thank you so much for giving it a go! If you make it to the end, I hope you enjoy it! :3
Thank you so much for giving it a go! Polar Seven is probably the most substantial thing I've done to date, and I am happy it still holds up to now! Hard to believe it's been such awhile since I made it even...
A little after I finished it my computer gave up the ghost and I moved half way across the country to get out of my red state, so while I do want to return to it someday I will have to see if my source file of it has survived first XD
However, I have been providing support work (mainly art assets and some conceptual stuff) on another project since then, so some of the things from P7 may show up there? I am also working on a new jam project currently that will hopefully be pretty cool too.
I am at work currently but will check out the video when I can! If I have any cool comments / additions I can pipe up with them (not like, critiques and things, like, dev commentary, you know?)
Thanks again for trying P7 out! :3
I thought this was really fun! As others have mentioned, the progression and exploration works really well, and there's a number of surprises to give some interesting encounters, like the random boss and kappas, very good stuff ^^
I went through all the exits I knew of but didn't find the dragon yet. I beat the reaper boss though, which was pretty tough? Pretty impressive how well this works, I'm sure the randomization was very difficult to implement :O
Monster goo is a good universal healing item name, everyone knows of healing goo XD
Thankies! Yeah, it was really cool to try stuff with the ambience and tone? I need to write more often and someday I hope to really write something of significance, whatever that means XD
I couldn't help but find skeleton sprites pretty whimsical, whether it's RM2K's packed in one or different Zelda-type flavors? It's the smiling and shaking around, I guess :3
I think the coding capability on engines after the 2Ks is definitely a step up? I haven't gotten around learning to make plugins and such for the more modern engines, but I've collected a lot of them and the flexibility and additional functionality is crazy good. I can make simple changes and tweaks, but I gotta get around to learning the language proper one of these days...
I have a lot of nostalgia for the 2K RTP assets, but I've made my own and lots of people prefer to change it? I remember back in the day people would skewer you on forums if your game was using default RTP graphics even XD
14 games is a lot, and I hope your new projects go well too ^^
You know it really is like, pretty amazing how just a little bit of the right ambience and a hint of context can come together to make something like, a whole thing? Even with its constraints you start to get into like, the scenario? I'm sleepy and not articulating ideas well XD
Also, felt kind of like a Castlevania stage, I dunno :3
Also, of the two I've always been partial to the "priest" sprite more, I think just because of the hat. It's a pretty cool hat? The nun sprite is awesome too though ^^
Very good enemy names too, Ressurectoid is great for zombie-likes! Assessing the board at the start I guessed they might be the weaker of the two common enemies and had to recover from there ^^
"Cave Bird" brought me back to like, contextless or botched enemy translations in old RPGs, has a bit of "Y Burn" energy XD
Map duplication woulda worked just as well, the only real benefit I can think of to doing it this way other than like organizational stuff is that like, the browser loader has a limit of 1000 files I think? So using one map like this could help cut down on files, in theory. That use is pretty beyond the scope of this sorta jam though and most 2K projects probably struggle to reach that amount anyway, ah reckon :3
If it's any consolation, my experience playing was emotionally similar to the good points you describe but without the frustration of weighing what could or couldn't be in done in the time limit? The reroute was actually a novel surprise to me since not a lot of RPGs actually make the "get out" a thing, let alone something that hinges with how you play in the "get in". So the gotcha ended up being pretty tense, and with a few unlucky Paralysis misses during the game I just barely managed to get out with no items left and 18ish hit points (and not enough MP to do anything with). Had to leave the chest in the NE behind the minotaur alone since if I went for it I wouldn't have enough HP to reach the stairs.
So just from the outside I found it tight and tense with appropriate resource balance, so was good! And the tension of throwing attacks out and praying the stun doesn't wear off is a clockable feeling, yes XD
Curious to play the other ones and stay tuned for others. Making something in just an hour sounds really hard ^^;
Completed in one swing, but jussssst barely. Honestly a very clever little game I could ramble about for a good while, but I don't want to spoil anything for other players, hehe :3
"Sketch RPGs" sound like a really cool idea honestly, I am kind of inspired ^^
Will have to check out the other one, good job :D
Thankya kindly! I've sorta been wanting to use the like, using-an-incrementing-variable-to-change-event-set-dressing-to-make-different-"rooms"-out-of-one-map trick for a long time, so it worked well for this kinda use case I think ^^
I think skeleton is sleeping well, they seem pretty happy anyway? but I guess skulls kinda just look like that too ~w~
Thanks for checking it out! The writing was mostly just riffed out while I was sitting in the dark listening to dungeon synth, but I tried to give it like a feeling of progression still? And a little bit of "geography" by changing some of the set dressing, even if the actual tilemap doesn't change for the floors ^^







