If I buy the $25 package, would I get the animated sprites for ALL of the static asset?
Or some of the asset static and others animated?
Putera
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When I saw your comment, I was like... this prototype needs refinement. So, I worked on it a bit more and uploaded... a more presentable prototype.
I still remember that RPGMaker game jam. It was just a nameless game jam, yet you put your best effort on it. When I analyse the combat mechanics of that game, It seems that you have a decent mastery over RPGMaker, as if that boss rush game wasn't your first rodeo. Can I ask how much experience you have in your belt when you started that project?
Also, I could no longer run my RPGMaker MV after the latest windows update. When I launch RPGMaker, it just crashes. Thus, I could no longer enter another RPGMaker gamejam with or against you. However, I could make an RPGMaker-like game in Godot. So, in the unlikely scenario that you want to use Godot to participate in another game jam, let me know. We could work on something cool.
Finally, I want to express how flattered I am for you to take the time to write a detailed review of that silly RPGMaker game I made.
I played the test project. Seems that actor1.png is missing when I extracted the zip file. There are no images for the portrait.
Next is that this game engine inherits every good and bad thing about RPGMaker MV. I was hoping that you introduce a way for us to type code instead of relying on the RPGMaker UI to make event happens.
The troop system, the items, they are all familiar remnants of RPGMaker. However, your UI, although structured similar to RPGMaker, looks less friendly with smaller text and boxes. It will take time to get used to but those who are beginners will be intimidated by your engine.
As I go through your engine, I realize that it's RPG Maker but free, and with bugs. I am unsure why you have to follow the footsteps of RPGMaker. I reckon you should invest your effort in making a different system that would be better than how RPGMaker does things.
Edit: Oh, I just realized that you are using AI-assisted coding. May I know in what language this engine is working? Python? C++? Java?
Also, are you able to navigate through the codes that the AI have produced for you? How much is AI involved in coding this game engine?
Such confidence. I have every incentive root for your project.
Came from RPG Maker MV. Lately it crashes on startup, likely due to windows 11 introducing features that caused memory leak. The rpgmaker developer seems indifferent because they want us to buy MZ.
I am your target demographic. I will download your project now.
Hello,
I used 3 of your character sprites for my entry (Spiritual Facade) for the Toxic Yuri Jam 2. I credited you, of course. Let me know what you think of my first published visual novel.
I snagged your sprites because all 3 of them happened to fit my character descriptions. Your art style is very different than the mainstream anime art style, which make your character stand out. That being said, I wish that your characters have more facial expressions or body poses. Also, if you can produce sprites meant for "Layered Image" in the future, that would super neat.
I just noticed that you are willing to add features to the character like additional outfits. Well, maybe next time if we have another opportunity for a game jam.
Nice game. But there is a bug in the black market, where pressing the x button doesn't let me reject the offer.
The pixel art of the cyberpunk city is nice, but having the goal of the drone to fly to a random green square on the 2d map feels a bit... random. Like why at that specific height? Why not drop it on top of a roof, or in front of a dorr?
Due to the creator's detailed review of my game, I feel a duty to respond in kind.
Audio
I never heard of the music that starts at the beginning of the first duel. The theme is quite fitting for a fight to the death. It really gives an impression "You only have one chance and you can do it!"
Visual
The dark coloured world and the pixel art reminds me of LISA. The art not AAA but environment and the simple sprite art give us a good understanding of what happened.
Unfortunately, the environment we get to explore (the prison cells) are quite barren, an empty space devoid of incentive for exploration.
Story
Because the focus of the game is on the combat, the story merely serves as a context on why you should fight. You are a nobody, forced to fight a series of opponents until you face *****.
Gameplay
Again, I would have to reference LISA here because the gameplay is quite similar to that RPGMaker Game. The first fight starts fairly simple. You just use keep on hitting attack until your enemy is a goner. Afterwards, however, you are given plenty of tools to fight while confronting enemies with certain quirks. This compels you not to just use your strongest attack, but to also consider buffing yourself or debuffing the enemy. There is actually a sense of impending danger each time you fight as you soon realize that you can actually lose a fight.
For an RPGMaker game, the combat is unusually exciting. "Unusual" because most RPGMaker game weakest point is the combat. However, I must say, the final enemy at the end is unfair. I pretty much got killed in one turn. There is no hint telling me what should be done to avoid being killed in the first turn.
Conclusion
Overall, this RPGMaker game is strong contender to the game jam that only hosts 3 other games: My RPGMaker game, a surreal game featuring freddy fazbear, and the game with no game. By playing this, I actually learned how to make my RPGMaker game combat less about using strongest attack every time.
Cool game. I played until the end of Day 3. Here is my feedback.
- The gameplay loop seems to revolve around providing as many types of items as possible to ensure that all customers get what they want. In itself, it's not very engaging. I can influence neither the price of commodities, customer preference nor physical location of the commodities. It doesn't make for an engaging experience when the only thing I can do is showcase as many items as possible and hope for the best.
- Comparing your game to another RPG Shopping simulator" Recettear" would be a good start. In recettear, you can negotiate with customers and each customer has different mechanics that you can exploit. Location such as near the cashier or the entrance would allow you increase the price of your selected commodity. Getting the goods also involve hunting the goods in another dungeon as opposed to ordering from a bulk supplier.
- If you didn't tell me I am selling stuff the to the bad guys, I wouldn't know. As far as i know, I am selling potions and gears to adventurers. if you want to make me feel like an evil shopkeeper, make it clearer that I am selling controversial things like Monsters, Slaves, tomes of dark magic or torture devices, not the standard RPG adventurer gears!
Other than that, the description of your project is clear and concise, with clear headlines followed by bullet points.
So... this is more of a unity demo rather than a game. There is a lot of misspellings... i am not sure if this is a feature.
Nice 2D sprites but there is no walking animations. So My character just slides on the floor. No user interface to show me what is going on. There is also no soundtrack.
So yeah... a walking simulator with basic platformer functionality.




