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rodrigocapitelli

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A member registered Mar 02, 2019 · View creator page →

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I beat the game yesterday and was hoping the comment section would be open here to talk about it, but I guess I'll post here instead (if you'd rather not have this type of discussion on your game page feel free to delete it).

I basically spent a little under 3 hours yesterday going through this, and if nothing else, I'd just like to leave my thoughts here, from someone that kinda grew up on RPG  Maker.

As a first RPGM game, this is good, it's always fun seeing people customizing enough of the game to make it look original, and the art here really is fun. The worst thing I can think of, considering this is a first attempt, is certainly the guide book item in the inventory. It's quite confusing, and should honestly just have been a bit better explained, I forgot what every status ailment was in the exact moment I closed that window =P.

But the ideas are there and the drive to make something original as well, you clearly thought about the battle system, and how to make it distinctive, and all the form stuff is fun too (that changing animation is way too long though, lol).

The general narrative has a real "first RPGM game" vibe to it lol. It's hard to describe, but things like the first scene being a pretty shallow philosophical moment, one of the first NPCs breaking the forth wall by recognising the dialogue box, the odd dry humor, collecting the four two elemental crystals, etc. That might come off as a bit mean, but take it almost as a rite of passage, we've all been there. Also, being inspired by the first Dragon Quest, this feels almost intentional, like the quintessencial RPGM narrative told in its simplest forms. I would also disagree with your assessment of DQI not being super influential, and that DQII is the one that really inspired people, but I digress, let's go back to your game.

A couple of tips is that the sense of pacing in cutscenes is a bit off, and you close the dialogue box to wait for a few seconds before showing the next dialogue, which always makes it uncomfortable because I kept thinking it was over, only to have my character still stuck in place. There's a command you can type in the dialogue box to have it hang there for a couple of seconds without closing it, and that helps inform the player the cutscene is not over yet. But I really enjoy how you never have a text dump in the game, like every dialogue was thought out, and edited to be shorter, and it works really well. I don't think I was ever at a loss with the narrative either.

Battle animations look like you had fun making them (A+ on that healing animation), but some of them go on for too long (the "thousand little punches" or however it was called was pain everytime an enemy used it).

That being said, allow me to turn heel a bit, and say that, if I was to criticize this just as a game (instead of someone's first RPGM game), I would be way way harsher.

The graphics are not very legible, not only from the sprite work (collage work? idk what you'd call this technique) but from contrast as well. An NPC told me about a robot at the abandoned factory, and I crossed that entire place twice, and never saw something that looked like a robot there. If there wasn't a dialogue prompt telling me the little icon on the left of the first island was a crossbow, I would have never found it, etc etc. The world map is also really boring, its literally a bunch of rectangles connected by some lines.

The game is about 3 hours long and it still had me grinding, which is never fun. First NPC I talk to? Grind 3 hard to drop items from a common enemy or 3 common drop items from a rare enemy... Awesome. I think I was level 12 by the time I left the first island, just trying to grind out the 3 carrots. Second town, same thing, after all that grind I barely had enough money for the two cheapest items there.

Halfway through the game I bought the berserker item and the muscle ring, I equipped them on the strongman form and for the rest of the game the battles became just literally holding down the enter key, I couldn't even be creative if I wanted, since the berserker item locks my skills, it's like the game gave me an overpowered build at the expense of fun. No enemy could deal with this either. You clearly thought about the skills and equipment in the game, but then put an item that just undermines it all, it feels a little weird. Maybe if items played a bigger role in combat, the berseker would make more sense? idk.

The towns are really basic, with pretty much nothing interesting going on, and the level design on the towns and oveworld is really uninteresting. And still, they are a step above the dungeons, which are all completely flat, and are clearly just a few halways connecting rooms that will, sometimes, try something different, but never something interesting. It feels like you have in your mind a couple of things you think a dungeon shouldn't do (don't be a corridor, don't make every enemy walk the same, don't limit the dungeon to just fighting and opening chests, etc), but it never feels like you have a grasp on what a dungeon SHOULD do. You never "cooked" anything here, you just avoided the pitfalls.  You should have spent more time designing things, questioning why something is the way it is... Hell, maybe you can find an idea to make a hallway dungeon be interesting, who knows? That would probably end up with you getting a game with memorable dungeons (even if they turn out bad) instead of the unremarkable ones you have here.

My last (and maybe harsher) comment is that it looked like you spent most of that 3 months making the game not look like standard RPGM project, instead of being a fun, well paced adventure, with fun level design and fun combat. IMO, that's fine, but I'd prefer a game that looks like standard RPGM and focuses on design over presentation.

Sorry for the heel turn and subsequent downer comments. If you take anything from them is that you have an ocean of possibility in front of you, and whatever comes next can be so much more inspired and creative. And hey, if you had fun making this, and would like to make another one just like it, go for it! At the end of the day, I'm just a guy who stumbled here and decided to spend way too long writing out his personal opinions on your work. More than making an amazing game, you should have fun making your game. Everything else comes with time! Cheers

This was really fun, congrats!

I tried playing for a bit, though I never got close to having full upgrades. I loved the rate of progression, and how the "more money at startup" offset the pain of having to start over. I love how a single point in damage already makes me feel considerably more powerful. The progression is really satisfying.

The one problem that is stopping me from actually spending more time with the game is how the bullets become almost impossible to see, as they have the same color as the blue enemies (which also happen to have the hardest patterns to me), and how the enemies bits just linger there forever. It's a nice touch, but it makes new enemies indistinguishable, and the bullets even more so >.>, maybe if the dead enemy bits become a darker color and part of the backgorund it would help, idk, just an idea.

imo, I'd also change the button for the shop for something closer to WASD (and put the music/sfx sliders with the shop. I kept turning the music on and off all the time by accident lol).

At the end though, I'd say these are all minor complaints, you're getting really good at making these, it's fun to see. Keep it up!

13m58s

That was pretty fun. If I had to say, I'd say the concept is pretty cool, it works super well, and is a great idea for a single-screen platformer. IMO, the only thing I'd advise would be to not make the levels so dependent on making lines of blocks, as dragging one by one gets a little tedious, but also I can imagine how hard it is to design levels around such an op mechanic lol

Good job, congrats!

4:34 with 41 gems.

It's been pretty cool. I love how simple it all is, and I loved the graphics too. I feel like legibility was a bit of a problem, imo, and I kept thinking those spiky things on the ceilings would kill me lol

But congrats on the game, it's pretty polished, and everything flows well.

This feels like a good Atari game (hopefully that sounds like a compliment, lol).

It feels surprisingly good, and I like the idea of healing the tree. Good job!

This was surprisingly addictive, and I'm not much for either football or strategy lol. Good job! A few of the levels were quite tough, and the last one was really cool. Congrats on the game.

I spent way too much time on this game lol

It was pretty fun, I was surprised at how addicted I was at such a simple mechanic, it's basically a clicker with a few extra things. Unfortunately the game glitched out once I finally decided to upgrade "Sweet Riff" to level 3 and it crashed.

There was a glitch with the first three cards you can buy (the percentage ones) where if you upgrade it twice the percentage drops to 0. That created a very unintended, but funy playthrough where my "Guitar Riff" card reached that point, and I decided to no longer play musical cards and only focus on money. I basically became a complete sellout, making over 9k each show, but having 0 musical talent and very little crowd pleasing. I loved it lol, but probably not intended.

I feel like this could be a pretty great game with just a little more structure and content (and an endgame I guess, not sure if there is one right now).

Overall it was pretty fun.

Thank you for playing! I thought it was a pretty neat concept. I had to cut some extra mechanics, but I'm happy the main gameplay came out well.

You're welcome! I had a lot of fun making it, so it's great that you liked it. Merry Christmas!

The game's pretty fun. I guess my feedback is more about my observations than anything else, as they're not exactly negatives, just things that I've noted. I've played the browser version using an Xbox One controller.

- Walking under the umbrellas makes the camera skip close to the player. This is a type of object that doesn't really matter whether or not it's occluding the player.

- The movement felt pretty good, but the actual walking felt kinda slow, I found myself sliding and jumping more than actually walking. Which is something I don't mind actually.

- Most of the time I spent on the bike I was sideways on the floor lol, maybe I'm just not really used to the controls yet.

- Are you manually defining ledges? I found a few that I feel I should have been able to climb on, but the character just wouldn't.

- I never quite understood what I had to do to pick up weapons, I was pressing the pickup button but it wasn't working, then I thought I had to aim at the gun before pressing the pickup button, and that worked sometimes, but sometimes it still didn't.

- And a last and even more personal observation, but I feel like the jump should be higher, maybe just high enough for me to reach the umbrellas from ground level.

Overall though, congrats on the game, it's shaping up quite well, and I'm excited to see where you go from here.