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A member registered Aug 04, 2018

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P.S. Also, it seems like I found the best trading route. I assumed uniform distibution when I calculated expected value of profit. I also prefered absolute size of profit over relative size (i.e. it's better to have huge sum of money as profit, even if rate of profit is small). Turned out that this city in Dorgania is the best route (I ignored the city where you get items in return instead of money. Yes, it's possible to sell them, but in order to be more or less sure how good this trade route is I would need to gather data about prices of bought goods. It would require me to use said trade route many times in order to collect enough statistics and I felt that it would take too much time). I ignored time needed for caravan to arrive because I would be too impatient to wait for arrival of the caravan even on shortest trade routes.

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I have additional options on my mind. 

1."Plot? What plot?". Just missions, without any attempts to explain why dwarves are fightings with such and such enemy.

2.Rebranding. Making dwarves openly imperialist and emracing it.

"But at the cave, the gnomes count as acting under hypnosis."

Wait, what? Who hypnotised them to attack spiders?

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This is not a good excuse. If the territory belongs to other fraction, then it has every right to forbid the dwarves from passing through their territory.

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I think you need two things. A noble goal to justify invasion in areas of other fractions and reason for unification of other fractions, without making dwarves imperialist.

How about something like this?

Dwarves are a peaceful fraction, although they are always ready to protect their homeland and their people. They lived in peace with their neighbours (amazons and wolves). Their only military problem was occasional raids of bandits. But then, the Cataclysm happened. By use of extremely dark magic their world was merged with another world, with the world of the Empire. The Empire exhausted resources and destroyed ecology in its world, so it used magic to merge its homeworld with another world (by the way, it was NOT the first time when it used said ritual, it explains why its races are so diverse), full of life, resources and potential slaves. The Empire used force to unite various races that hate each other (like orcs and spiders), using "divide and rule" strategy. Said races don't hate dwarves, they are just slaves of the Empire. As the only fraction from their world that has  the biggest military potential, the dwarves were forced to defend themselves and the neighbours against the Empire. Against all odds (or maybe because forces of the Empire were overconfident) the dwarves were successufull at defending their homeland. But some of dwarves (including women and children) were caught by the Empire and turned into slaves. In order to free them dwarves gone beyound their borders. They won fight with slavers of the Empire. Then they wanted to make peace with the Empire after that (although trying to make peace with the Empire is just as stupid as trying to make peace with cancer. It's a parasite, it can't live without destruction.), but then their mages noticed something strange: out of sudden grass turned yellow! Many small bugs died. Whole anthills just dropped dead. They concluded that it can mean only one thing: something drinks life energy from their area like crazy. Animals and plants were sacrificing themselves in order to protect the dwarves (the dwarves are very close to nature, almost like elves in other settings) And this "something", according to their research, is located in the heart of the Empire. Instead of conquering them the Empire has decided to drain life energy from the dwarves and their homeland with some kind of dark magic ritual and then get hold on their resources (and possibly enslave survivors, if there will be any). The dwarves must act quickly and reach the heart of the Empire before they become too weak to protect themselves.

Okay, so we have grimdark setting where every side is an imperialist scum that tries to take over the world. Again, it doesn't help. The fact that everyone is an imperialist scum does NOT make dwarves less guilty. Even if there is war of all against all, they could just defend their homeland, instead of invading territory of other fractions (for example, the spiders have nothing to do with invasion of goblins. And place where the spiders live is clearly not homeland of dwarves).

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It would be fun, but I don't see how it resolves this problem. Actually, it makes it even worse: if many forces, that aren't friends with each other and aren't controlled from the same center fight against the same enemy,  then most likely, this enemy is some kind of an imperialist bastard who wants to take over the world. It would imply that the dwarves are agressors, that the dwarves are bad guys. 

My idea was simple: to craft an item from bought ingredients and then sell it for higher price than it cost me to buy ingredients and craft the item. 

I found three such items that can be crafted with positive profit:

1.Flash grenades.


3.Simple coats.

Hats are more profitable than simple coats and made from same raw materials, so you can just ignore simple coats and craft hats instead.

In order for hats to be profitable we need cheap fabric. And we will be able to get endless supply of cheap fabric if we will buy the Bitterroot farm. After that the farmer will sell us 1 unit of fabric for 175 gold.

To produce flash grenades we will need beer. It's sold in the Aldlyn Bar (among other places).

We can buy the grenades recipe from the blacksmith of the elvish village (AKA Ebron). Also, the blacksmith of the elvish village has the lowest alchemy fee that I have ever seen (250 gold).

I think there is potential weak spot for your game from point of view of plot. Dwarves fight against many different enemies: goblins, bandits, witches, spiders, bats, etc (add giant octopus who attacks only dwarves to this list). And I'm sure than in new levels there will be even more diverse enemies. This begs question: why are so different enemies acting against dwarves? It looks like almost the whole world hates dwarves.

Why don't you just adopt the price mechanism that I already proposed? It's not like I have patent over it and will sue you for patent violatation.

"But firstly I should finish core game. I have a deadline to 10 of December to make version 1.0

1.0 is 10 levels. 40-50 guild-mission"

Sounds good. More missions would allow more time for price mechanism to adjust prices.

"I think I can change price each battle. But also I will make sure that there are victories in different locations and modes, so that the player cannot lower prices with the help of a particular easy mission.

So if player won several times in a row one level I will not lower prices."

I see problems with such approach. 

Firstly, there will be no way to lower prices once player won all missions.

Secondly, if you will punish winning several times in row, then players will easily bypass it by letting enemy kill them after each victory.  And if you will use limit like "If you won 3 times, no matter if in row or not, then prices won't be lowered next time", then it would be bad too, because isolated number of wins isn't indicator of difficulty. Maybe a player was able to win this specific mission 3 times (NOT in row), but was able to win other missions 10 times (NOT in row) or even more.  Compared with number of wins of other missions, this mission probably is more difficult.

"What do you think the best method to show time left for active background (wolf, rolling stone)?"

Probably floating text that moves with camera. So a player wouldn't need to have his/her eyes constantly glued to place where wolf/stone/etc should be. Beside, speical audio effect to indicate that wolf/stone/etc became avaiable would be helpfull too.

"Also there is a chance that player can cheat the game."

Of course. By the way, it's why I susggested number of wins, instead of win/lose ratio (otherwise a player would be able to cheat by allowing enemies to kill him). But the same logic is applied to any code. A player with some hacker skills can find a bug and use it to cheat the game. But would you give up? "I can't write perfect code, thus I should just give up". I don't think so, most likely you would just change your code. You can use the same approach in proposed price mechanism. If you will discover (or a player will discover and inform you) way to cheat it, then you can always just change how the price mechanism works. Or even return to static prices, if you decide that you can't fix it.

Another advantage of dynamic prices: As a developer you can include new bonus (or remove/change old one) without need to carefully recalculate static prices. 

P.S. Among with cheating, there is another possible problem with dynamic prices: Price adjustment takes time. Considering relatively small amount of missions (18 missions total. 19 if we count bonus mission with the giant green ogre.) prices must adjust quickly enough (probably giving ability to replay guild missions and make them able to influence the prices will ease this problem a little.).

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My experience. I played RPG Maker MV games under Windows (in virtual machine), tried to use Wine in order to run Windows version under Linux, played native Linux ports and even played Web-based ports. I frequently encountered bugs and glitches that made MV games unplayable (a game just won't start) or extremely uncomfortable (like screen that flicks like crazy) or irritable (game freezes from time to time. Sometimes it can even freeze the whole computer). It's also bloatware because when using fancy effects it becomes painfully slow, besides it consumes memory as crazy (Compared to RPG Maker VX Ace). The nicest MV games that I met were just hopelessly freezing from time to time (without freezing the whole computer), making me constantly save my game.

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0.I can't read tips during loading mission of game because it loads too fast. Consider adding "press any key to continue".

1.Skill for figthers "Ignore frozen enemy", so use of corresponding bonus would allow them to reach enemy base quickly.

2.I noticed that shooters, when there are many of them, tend to overdamage enemies. I.e. when they shoot at the same time they shoot the same target more times than enough to kill it. While other enemies nearby, thanks to their luck, stay alive. Maybe you could fix it (so no enemy would be overdamaged. And consequently, it will lead to enemies receiving more total damage), or make special skill "Coordinated attack" for it.

3.Some missions for guilds are quite fun. Please, consider adding ability to play them again, even without getting reward.

4.Display time left for calling wolf pack leader for help again, rolling stone again, etc.

5.Display time left before a player would be able to call the next wave.

6.Make prices in the shop to adjust automatically (Ideally it will make prices more fair, prevent overreliance on some bonuses, almost non-existent use of other bonuses and motivate player to win missions that are most difficult for him/her). It could work like this: Each time player buys one bonus the price for said bonus goes up . Each time hard battle was won without use of said bonus its price will go down (of course there must be limit, like minimum price equal to 1 crystall. I doubt that you will want zero and negative prices). Of course the trick question is "What to count as hard battle?". Probably you could make your game automatically collect data (personally for each player. So prices in the shop will look differently for each player) about numbers of wins (for each mission type) on maximum level of difficulty.  Then the game would mark top five (or maybe other number, like seven or three) missions with the lowest numbers of wins (zero number of wins for fresh missions would be counted too) and tell the player that if s/he will win any of them, then prices for any unused bonuses will go down. If too many missions have equally low win count (Like maybe this specific player have never played any mission on the hardest difficulty), then top five missions are selected randomly among them. Possible pitfalls: If you will consider implementing this mechanism, then please make sure that the game doesn't count missions that are not playable yet on hardest difficulty (either because their levels are not implemented yet or player didn't reach them yet or player have never played on said level even once, so the highest level of difficulty is not avaiable yet).

About reward from the guild of thieves. My fault, I just needed to steal gems from the orc. I wasn't paying much attention when I was reading their mission text.

How can I get rid of the obelisk? 

"I don't implement good old timer because I want to add visual explanation of why a player loses."

This explanation looks silly, to be honest. "Oh, no, piece of junk that we call base was destroyed! Guess it's too late to steamroll these dwarves with hordes of ogres that we have."

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1.On the second thought, endless wave of strong enemies doesn't look as good as I thought. If you want to kill player for sure, then why don't you just implement good old timer and make the game say "you lost" when time is up? (Of course you also would need to show the time left during the game). Besides, some players will be upset/angry when in vain attempt to stop the unstoppable wave they will spend their bonuses, especially expensive ones.

2.Related note: for such missions currently the game says that a player must reach the base of enemy in order to win. But it's only half of truth. Player can win just by destroying all enemies, without reaching the enemy base. Probably you could either add this additional winning condition into description or change code to prevent winning when all enemies are exterminated, but the base is not yet reached.

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What if I kill said "unkillable enemies" with meteor bonus(es)?

"Overlaping would fix in future, it is problem for all units"

What do you mean by overlapping?

P.S. Okay, I tried to kill the ogres with two meteor bonuses. It worked, I won! Probably you should make endless flow of strong enemies if you want it to work as timer.

In the guild of mages I can't get mages as my reward. As for guild of thieves, I can't get money bonus as my reward.

Just use Wine, Luke. Forget about port, it will be buggy.

There is bug where you can't punish only "the freak control" girl (she is in the lower left conner). As far as I remember, you get punishment for the drugdealer instead.

P.S. RPG Maker MV is a buggy piece of bloatware. I suggest you to use RPG Maker VX Ace next time instead.

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My jaw dropped on the floor when I saw THIS. (7 ogres, part of them overlap)

For crying out loud, it's THE FIRST LEVEL (although on maximum difficulty. The objective is to reach the base of the enemy)!!! And I clearly don't remember these guys when I played the same scenario on maximum difficulty

I was able to complete the first mission of guild of thieves (seems like the bug doesn't happen constantly). This being said, I can't collect its reward. I'm in the same situation with guild of mages, by the way. I completed their mission, yet can't get the reward.      

The game freezes when I try to play the seventh level.

I confirm, the level works now. (Although considering problems that it created you probably should rename it into "The lake of the Absolute Evil" =) ).

But I catched bug when I was playing the first mission of the thief guild. The game shown me message full of programmer mumbo-jumbo and then froze.

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Visit Calbridge Stronghold, then find Hiroku. He will suggest you to buy special "Gambling coins" from him and play his game. Buy said coins without any hesitation and gamble! Don't forget that in order to get your reward you must talk to him. Also, no matter if you win or lose your gambling coin is wasted, so you need to buy another one. Also, just to speed things up always select "cup A" (it doesn't matter if you constantly pick the same cup or different cup, but "cup A" is selected by default, so you just need to press Enter). Mathematically speaking odds are in your favor, so on average you will get richer by gambling: -250+(1/3)*0+(1/3)*0+(1/3)*1500=250 (this is the expected value). 

Here is map:

Exact place where you will find him:

Complete garbage. The plot doesn't make sense and is completely dull. I regret every minute, not, EVERY SECOND, of my life, that I spent on this shit.

P.S. You forgot to fix description of the Armor spell, it still mentions duration.

By default our chest capacity is 200 units of gold. But if money bonus is used OR if next wave is started early we can get more than 200 units of gold stored. Is it a bug or a feature?

Alas, but the lake of the good and evil still doesn't work in Firefox. Have you considered possibility that it has something to do with graphics? Like maybe Chromium is able to use hardware acceleration, while for some reasons Firefox uses software rendering here and here. Probably something graphically fancy happens on said level, something that was NOT used on the first and the second level. 

To players: Spend all 500 euro on Sugar Cola, it can be used to restore health of party members during battles. Sugar Cola is all you need to buy in order to for win battles.

I discovered that this game is funnier when played in most absurd way possible, with "hero" completely neglecting his duties and shame. This being said, the part of the game that I enjoyed the most is ... the racing. Yes. the racing. You should consider to make standalone game like this racing game in RPG Maker VX Ace.

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In "Emerland forest" I spent money bonuses before starting the first wave in order to get rid of the debt even before the battle started. The game displayed positive number of money, yet after the first wave started I was in debt again =( I think it's a bug.

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I had other scenarios in my head. Namely, "You're your own teacher" and "You're your own technical support". I imagined that the character would need to handle complex bugs in software and manage to repair broken hardware, while having very limited knoweledge of the whole system. Finding what exactly is broken would also be part of problem. And some of your experiments would be risky if your hypothesis about the source of problem is wrong or if you forgot to take something into account. Plus you would need to figure out how to fix the problem with your limited recources (like choice between different crude fixes, each one with its own negative side-effects and risks). Plus the whole system can be entangled functionally. So if you f*cked up royally in one place be ready for severe consequences for other parts of the system.

Theoretically your game should work fine on any OS with Wine. Personally I use Linux and RPG Maker VX Ace games work under Wine without any problems. Such games also work well in virtual machine with Windows guest. Unlike games made under RPG Maker MV. They glitch and malfunction both under Wine and in virtual machine. Even native Linux ports and Web ports suffer from occazional freezing.

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Upgrade of "Armor Spell" does not work. I checked duration of the spell with stopwatch, it turned out to be 10 seconds even if I upgraded it to last 45 seconds.

By any chance, do you have Intel videocard?

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To developers: Making your controls screwed doesn't make game fun.

To gamers:

I found simple winning strategy. Forget about other ships. You're not in shape to fight. Instead, hunt giant crabs. They go by the same route, don't fire back and drop loot. After death a crab respawns at the same location (unique for each crab, of course). If you kill a crab at the same (or about the same) spot, then it will drop loot nearby (it can even completely overlap with already dropped loot), making it possible to collect many chest at once. Because controls are screwed find such crab respawn point that is as close to the town as possible, while also away from hostile ships. Then kill your crab ALWAYS at the same point, making chests accumulate in one spot (they WON'T disappear. Good alternative to a bank when there is no a bank). You must position your ship in such way that you WOULD NOT need to turn it around to get to the town. Your path from the chests to the town must be a staight line, with NO obstacles in between that will make you to turn around. Also, this path must be as short as possible. I don't know if I was just lucky, but I found a crab respawn point just little south to the town. After you found good crab respawn spot and positioned your ship accordingly, just keep killing your crab at the same spot. The game turns into a clicker at this point.

When there are enough chests you can collect them in order to
1)Upgrade your weapons in order to kill crabs faster

2)Upgrade your pump in order to make your ship to sink slower when it has lots of gold on it

3)Buy new ship. It can be risky if your pump is too weak and the path back to the town isn't short enough.

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Suggestion: give the shooters some common sense. Namely, make them smart enough that they would try to hide behind backs of fighters, instead of bravely marching to their doom. For example, if fighters are ahead of them, then they could run to support them. If fighters are BEHIND them, then they could slow down (or even stand for while) in order to let the fighters to catch up.

"I am very pleased that you did not abandon the game and solved the problem. Have a nice game"

Who said that I will use Chromium to play the game? I used it just for test. It would be overkill to keep separate browser for just being able to play one specific game.