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AI Sin

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A member registered Sep 27, 2016 · View creator page →

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(3 edits)

I am wondering what the game has in terms of time. I see a year in the calendar in addition to the month and date? How does the year affect things? Can you play for over a thousand years and be fine except it looks bad cosmetically, for example?


I really hope that they improve on a few things:

  • The tutorials (like it can be kind of hard to find tutorials that you forgot about after stopping for a while unless they just happen to be part of the tips).
  • Controls. The touch controls are honestly pretty bad here, especially with widescreen devices. It can be very hard to interact with objects sometimes since my controls are in one section of the screen. A relative point movement system might be helpful for the time being (Basically where you press is the 'center', then you move in a direction from there instead of having a fixed control area). Or a tap move (where you tap on something to interact/move). Not as a replacement to the current system, but as alternatives.
  • Widescreen support. The game looks really bad on some devices to the point of being near unplayable. (Like unreadable text. Can still play aside from that.)
  • Local Map. Currently local map could be improved. I haven't found a way to expand it yet so that you can better see what is going on.
  • Inventory control. I would very much like to remove my gear from my hotbar and place my slingshot on the hotbar without unequipping them, but the game won't let me move equipped gear. Game also won't let me put the book in the bottom row. I was able to before, but after I did, the book swapped with my top right item and since then I haven't been able to put anything there again. At least not manually.
  • Related: Tried to harvest a dew leaf and it told me there was no space with a stack of 5. Moved the dew leaf in my inventory to another slot and I was able to harvest. Might actually have been related to pathing and the game being unable to find a path.
  • I really hope that they add bundle options so that we can buy all the DLC at a discounted price instead of buying them one by one, but that is just me balking at the idea of spending almost 20 USD before cosmetics on a mobile game. (Unless those backpack upgrades are just early unlocks)
  • Wonder if they have any way to reset points if we messed up our build without having to restart. Nothing in the game so far tells me.
  • Take all button is in an awkward position for me. Hope they give us alternative positions for that button such as swapping exp to the top and the buttons to the bottom or have buttons closer to where your fingers would be.
  • I do hope they let us customize the UI a bit so that we can more easily reach hotbar items and such.
  • At one point while farming, the attack button stopped working and only auto worked.
  • Would like for a way to turn towards the nearest valid interactable given the control issues.
  • Hope this game will have a pc version or at least join the google play beta program for pc.
  • Controller support please.

Nice, short cute game. Lots of minor bugs though.

I explained a bit at the end of my stream, but the fire spirit thing feels a bit unintuitive to me, though I do kind of understand why you wouldn't want to have that ability at the start from a balance/progression perspective.

A few areas are just kind of confusing due to the coloration and design.

Probably would be a good idea if you suggested players to save before the boss since otherwise the player could theoretically get stuck. (Since the hints for the first part of the boss fight are in the previous room).

Initial load takes a long time, not sure if you can fix that given how the game is packed, but something to consider.

The orb in the lake part was kind of confusing until the boss hit me after, but I can imagine it being confusing to most players.

The boss flames thing was kind of confusing since it looked like that is what your ability was for, but it isn't.

I did notice a few spots with potentials for bugs, but I wasn't particularly trying to go out of my way to find bugs.

Definitely feels a bit too RNG focused. Some grammar issues and at least one minor bug was found when I played.

It feels like the game really forces you to almost always raise because the pros and cons of raising outweigh the pros and cons of erasing. Some balancing would be nice and perhaps some more definite information on certain penalties since some of it is very much vague.

Definitely a lot of the same events reoccur, so you want to add some variety.

I assume this game is intended to be a mobile game eventually, so good luck with that.

So ended up streaming the game. Your battle system is really quite annoying. Non-standard keys, strange key positioning. Normally you'd do something like X and C or X and Z or Z and C, not D and Q. You'd normally do Q and E or D and A, not Q and D. It gets worse because there really is no feedback of "hey this is what you are supposed to do". "You should dodge!" With what key?!

Bugs in every map. I couldn't even get one minute into the game without a bug. Invisible walls everywhere too, including one that blocks the way you are supposed to go. (Potential hard block depending on how you do the puzzle).

The penguin is badly coded, especially in the grove and when returning home.

The battles really aren't fun. I ended up just cheesing the later fight because it wasn't fun to do normally. First battle I ended up skipping it because it just wasn't even fun.

The dialogues are extremely slow and repetitive, especially at the end. When you do a "return to before" type ending, you need some sort of warning for the player of "that is the end, but you can keep exploring".

It got bad enough that I skipped most of the side dialogue and just rushed the ending about halfway through. The dialogue is really just painfully slow for someone who reads at a decent speed since you can't skip it due to the waits. Like, every single dialogue has a wait it seems.

Lots of questionable word choices (words that don't mean what they are used for, possible typos, etc.

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Setting things up now. I think none of you set your downloads to be a windows build, so had to manually install. With any luck, I'll be streaming in about an hour.


Above is the windows checkbox.


Streamed one game today. I'll be doing Vitas tomorrow and e-Raiser if I have time. Planning to stream earlier tomorrow.
Expecting to start on Sunday at around 2000 Pacific.

Stream done. That is all the games requested for now. I've rated all the games I played.

Okay, I have a day off this Saturday, so I plan to stream either Friday afternoon or Saturday.

You should be able to force it through with the automate function. (Poison will also work, but you need to poison yourself multiple times).

I'll be reworking the backend to make it easier to update and debug, so I'm trying to decide if I want to push the fixed version right away or if I want to wait for the backend rework to be finished.

Note: once the backend rework is done, anyone on the current version will need to use the version updater in order to fix their save file; otherwise there may be some serious instability.

Yes, basically one of my lores is that there are multiple worlds. Each god controls one or more worlds and if they run out of worlds, they stop gaining divinity and when they run out of divinity, they die. To prevent that, they call upon champions to defend their worlds and attack other worlds, but there are certain gods that are so powerful that they don't need to worry about such things.

Thank you, I intend to work on the final version, so I'm just trying to decide if I should first upload the fixed, semi-complete version or if I should wait on the full overhaul of the backend and the completed game.

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Yes, unfortunately, the version uploaded is a buggier beta version and not the version that was supposed to be uploaded. I had to deal with family unfortunately (They were acting as if a non-emergency was an emergency and wasted hours of my time because they didn't call/plan ahead) and wasn't able to upload the actual version in time for the contest (it is finished, I just didn't have time to deploy and upload). Once the contest is over, I intend to post the semi-complete version. (Though I'm also going to be reworking the backend to be more expandable and trying to complete the last few levels after that, so I might end up posting the complete version once it is ready instead).


As a note, if you are ever stuck, in theory, the semi-hidden automate function should force a reset and act as an emergency method of getting through, though it will skip the puzzle. You'd lose your ability to get the hidden dialogue for that run, but depending on your run, you can get bonuses for your next run that reduce the penalty. (There is a hidden secret you can unlock that can remove that run penalty, but at the cost of making it slightly harder to obtain certain endings).


I hope you'll be willing to try it again for the proper version after the contest. I have more things in that version and a lot of bugs are fixed (the intended bugs are still there).

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Well, I still have the old version up, it is just that by the time I was able to upload, it was already past the deadline, so now I have a version uploaded that I don't know what bugs are in there and doesn't have all the latest mechanics since that was the version I put up to pre-upload my game. (Too late now to switch to the stable version).


Basically, I won't be able to put up the completed game on itch until after the contest unless I decide to pull my entry entirely.

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Man, that is really kind of upsetting. I finished the game (the last 3 slides), but couldn't upload it in time because of family. (Medical stuff, but not an emergency, they just wanted me to prioritize their stuff even though it could have waited).

Almost done with all the mechanics and ending scenes. Just 3 slides left to set up. I have some pretty absurd events in place, though I'm using way more switches and variables than I should need because I'm running so many things. I'll have to sort them out later.  If anyone wants me to stream a specific mechanic, let me know.

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You know that you probably aren't the only person in a rush, right? You can easily find one with a search engine.  BenderWaffles' Deployment Video was my first result when I typed in "RPGM Deployment" in google. That video isn't bad.

You can probably find one for what version of the game you are using with the search "RPGM Deployment [Your version of RPGM here]"
You could also try RPG Maker instead of RPGM. You might have a harder time looking for a Mac specific tutorial though since I was told that only MZ works on modern Mac devices.


If you hate video tutorials, I've made a brief tutorial (Since I'm not making a serious entry, it really doesn't matter to me if I make it on time or not. I already streamed my video of the development process to show that you can make a game in less than 32 hours of work).:



Do not pick the folder that you are developing in. That is a quick way to break things because you are telling RPGM to overwrite your game files with the deployment version while it is reading from the same file. So it is like a tug of war. You probably have no idea what will happen. It could be fine, it could break something.



Use parenthesis (" ") if you have a space in your file structures. ie. "C:/Program Files" instead of C:/Program Files (Otherwise butler could read it as C:/Program and then get confused as to what is the Files command.)

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Considering that it doesn't look like your game calls the battle function (as tint does affect the battle function. I actually had a game where one of the battle mechanics was related to your tint), it actually shouldn't take too much work to implement the basic portion of it. 


If you don't use tint in your game, some relatively easy ways to implement (just the tint portion, not any related mechanics) is have some events in your starting area that allow you to change the tint, add an item to your inventory that lets you change the tint, or a skill that lets you change the tint.


It is definitely true though that you might not have time to implement it depending on how your system is set up.

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So there are a few ways to do this, but which method is best depends on what is in your game.

As an example of a way of doing it without plugins (plugins can make it nicer):

If your game ever uses the tint change options, then it is more complicated, but you can add an item/skill/menu item that sets a flag on top of changing the tint. For each tint, you'd have an option (if you have plugins for it, you can have more flexibility) and selecting that option would set up a different flag (such as a variable). 

The reason for setting a flag is so that when you do any tinting in the game, it will override the tint. Having a flag will allow the tint to be reset back.

You then put the tint changing as a common event to be called whenever the tint should be returned to normal (so instead of always returning it to 0,0,0,0; it can return it to a value based on the tint flag).

As a bonus with this, you can do things like having the tint change temporarily (You can even make that temporary tint be based on the selected tint) and have it change back later or even have puzzles and other elements change based on the selected tint. (For example, you could have it where water evaporates with a red tint; a blue tint washes away fire, yellow lets you sneak past enemies, green could switch to 'retro' mode with changed mechanics, etc.)


The reason I mentioned it is that your setup seems like it would work well. (Note: Screen tint and image tint are different things).

Orz. Was working on a long list of stuff... Right before I could save, RPG Maker Crashed.

Some things like the hook animation and the fire breath seem a bit off. I assume those will eventually be fixed.

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As a note, you can look at my game/stream of my game to see how I work around the issue of flashing effects.

(Spoiler alert: I make a toggle that the players can access, which allows for players to disable flashing effects).

Are you going to add a tint system for the players to choose what tint they want? If you need, I can show you how to set up such a system.

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Incredulously Grotesque Maze Cells

Can you save an innocent soul from the horrors of hell? After Carla is killed on the battlefield, her soul is kidnapped by a cruel god. Can you save Carla from a fate of torment?

Features:

  • 4 main endings (One main ending includes 3 sub endings with up to 3 variations of each sub ending). The best ending is extremely hard to find and the true end requires a certain action. Note: Some sub endings may become unobtainable depending on your actions. These sub endings only offer minor changes in text.
  • Automatic puzzle completion. Fail enough times and your character may attempt to solve the puzzle themselves!
  • Gallery and Music Box. After completing the game, you may access the music box and the gallery.
  • Partially voiced. Certain key lines are voiced!
  • Struggle system. If you lose your MC's trust, they may attempt to wrest control from you!
  • Lore. Many parts of the game include pieces of lore that you may find. Can you figure out the truth before the game reveals it?
  • Some accessibility features. For colorblindness, we have added additional elements to puzzles. For those sensitive to flashing lights, we have a toggle that allows you to disable most flashing lights.
  • No rpg battles.
  • Made in RPGM MZ without plugins.
  • Buggy. We have added certain bugs to the game. On purpose.
  • Definitely not secretly a portal to another world that will cause your very soul to be captured by a malevolent entity of eternal torment. You are definitely playing a game and not a remotely controlled person through an interface that just looks like a game.
  • Hidden character. Can you find the cameo appearance? That is definitely not canon since she is from an entirely different worldset and wouldn't be able to appear in this world?


When your game needs a disclaimer:

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Don't worry, I have a few endings in my game that take... let me see... about 10 seconds each time... 4444 times... 44440 seconds at best.... 740 minutes... about 12-13 hours to obtain. I mean, those endings are in every one of my games pretty much and really are just a sort of easter egg for those that know me. (I added a speed up mode that makes it so that you can obtain those endings faster).

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  • Try doing so much copy and pasting because you didn't have enough extra space between database entries and ended up forgetting to change one of the links (so now an item calls the wrong event, another event adds the wrong item and skill, etc.)
  • Forgetting that you changed one of your custom asset's name and not linking the new asset (so now you have to go to every instance that calls that asset and change them all (easier for me since I know how to edit the json files even if I am rusty))
  • To top it off, while doing a bunch of database updates, you accidentally overwrite some of your database entries without realizing it until later.


...And then you realize later that you forgot to turn off debug mode in your game, so your game now skips your OP completely.

HMC is also a huge inspiration for the combat system I am working on, so even if your game doesn't sell well, it can inspire others.

https://itch.io/jam/igmc-rebirth/topic/2203141/igmc-rebirth-rules


4. Games MUST be created using a Maker series Engine: RPG Maker 2k, RPG Maker 2k3, RPG Maker XP, RPG Maker VX, RPG Maker VX Ace, RPG Maker MV, RPG Maker MZ, Visual Novel Maker, Pixel Game Maker MV.

That does make me wonder though. If a plugin/script changes how the core engine works to the point that it has the same effect as some of these mods/patches, are they allowed? In fact, are plugins and scripts allowed at all since often do change how the engine works?

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Expecting to stream from around 1900 to 2300 each day.

I will be basically going over a quick, short game to show that you can complete a game within a week (4 days is the goal, but it will probably end up at 6 days because I have to work and I am learning how to use new tools)). Then I will either stream making a second game or how you can then improve on the game (I'll be explaining about building the game with the intent of expansion).

Hopefully this will be a good way to show people how to make a decent length entry without needing a large amount of time. (basically, goal is to finish in 32 hours of work).

Disclaimer: This only counts the game itself, not assets. Assets may take longer. I will also be doing a stream where I add in the assets.

Remember: My goal here is to show how I make an entry so that everyone here can be confident that they can make a game as long as they take the appropriate steps.

Warning: My stream may be extremely verbose given the content, so I may take lots of water breaks that I wouldn't take if I wasn't talking.

Would be nice to just have a thread for streamers that want to either stream their development or stream playing contest games.

Link: https://twitch.tv/sinnoaria
Content: Game Creation Process for the Contest
Goal: To show how to plan a game, discuss ways to make use of time, and show that you can make a game within a week.
Expected time: 32 hours of development work plus additional time to discuss.
Planned Schedule:
2022-07-08: From 1930 to 2230 (3 hours of work) (Had a lot of hiccups, this was about making a game design document. Didn't do project management as there were too many issues.)
2022-07-09: From 1830 to 2230 (Start delayed due to conflict) (2.5 hours of work + 3.5 offline) (Project Management, and some eventing and map discussion).
2022-07-13: From 2000 to 2330 (3.5 hours of work) (Working on floors) (Delayed due to injury (injured leg, hopefully not broken) and poisoning (work area was still toxic)).
2022-07-22: (Working on endings transfers and control loss system) (about 4 hours online, 4 offline)
2022-07-23: Endings work. (about 3 hours of work online and 2 offline)
2022-07-24: Designing automation system and gas system, a few bug fixes. (about 4 hours of work)

Expected total of work above: 27.5 hours of work + 7.5(?) hours of discussion/breaks

So we have reached about 10 minutes of gameplay in about 26 to 29 hours of work. Tomorrow will be doing some work to increase that gameplay time to be a more solid 10 minutes+.

Note: This was with me injured and unable to work for several days (arm and leg still partially injured as of the time I hit the 10 minute of gameplay mark), using relatively new tools, having all sorts of issues with my internet (bad ISP), and adding a bunch of extra stuff to my game that has nothing to do with the contest (ie. stuff meant for post-contest release because they are post 1 hour content).

Oh, as a side note, if anyone needs me to show them how to do some sort of mechanic and it can be done without plugins, I can show how

Is it okay if we post a link in this forum about our stream if we stream our game dev process?

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Just to be certain, would art for another game that I've released for public usage be prohibited or does that only apply to non-public?

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Similar question here. I'm assuming that reincarnation should count as rebirth or resurrection since I'm going to be making a demo project based on that.
In my case, the question would be more akin to "Does swampman count as resurrection?" (Basically swampman is, if a person dies and another person with the exact same features (including memory and personality and form) is created/born at the exact same time, does that person count as the same person?)
Edit: Also see Plueschkatze's question below.

I won't wish anyone good luck because I only wish people good luck if I don't like them or I don't want them to succeed. (See: Break a Leg for actors).

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So I think I gave some suggestions for the last IGMC (the less official one), but I'll repeat a few here:

  • Uploads: Make plenty of backups, upload early, use butler if you can (so that you only have to upload updated files), and have multiple uploads: Contest Entry, Beta Entry, Dev Entry, First Entry.
    • Your Contest Entry is what you are submitting. This is fully tested, has no major bugs, and you know the player can get to the end.
    • Beta Entry is basically your 'testing' version. People can play it, but it might not be fully tested yet. Once it is fully tested, you can replace the Contest Entry with this. (Note: You might make a new upload for each Contest Entry so that you have a "last working version"). (Note: If you are approaching the deadline, you should usually make a new upload (you can preload as needed) of your previous Contest Entry upload because if you overwrite, you could potentially end up with a situation where the contest ends and you end up with a broken project that you now can't fix).
    • Dev Entry is basically your 'nightly build' version. This is basically just for yourself, but people can play it. It might be extremely buggy, you might be testing all your new mechanics, additions, etc.
    • First Entry is your first contest entry. Don't touch this once it is made. This is your last resort. If your beta entry was pushed to your contest entry and you discover some major bugs, this is your emergency "At least I have something I can submit".
    • If you are using butler, pre-upload your game. All your assets can go up first as it is easier to remove unneeded assets than to add them. This way, when you are hitting that time crunch, you are only uploading say 5mb instead of 500mb.
  • Time: Plan out your time. This has to do with Time/Project Management.  Prioritize KEY elements of your game and then add additional elements as time allows (but make sure you plan things out so that you can expand easily). I'd check out the Eisenhower Matrix if you aren't used to time management.
    • Make your project complete at about the halfway mark of the contest (compared to your start time). This gives you time to test your project, upload a working version, and thus at least have a finished entry. You can expand if you have extra time. 
    • Use any time you can. Even a few minutes here and there can make a difference. Keep a notepad on your to jot down any ideas that pop up, do some pseudocode, etc. I often hear people saying that they didn't have enough time, but often people don't use all the time they have. You'd be surprised what even a few seconds can add up to. When you shower, when you are taking care of your needs, such as eating, when you are walking to a location (if safe), etc. are all examples of times where you might be able to think and plan things out. (Unless you have some issue that actually stops you from thinking during these times, consider using such downtimes).
    • Project Management can help a lot, but if you don't know how to do it already, don't try to learn the more complicated methods now. There are some simpler methods though, such as tracking. For those that don't know project management, here are some questions to ask: "Who will do what tasks of the project?" "When will each person be doing each task?" "How does the time look? Are multiple people doing nothing for a certain amount of time? Is one person doing 10 tasks at once?" "Which tasks depend on another task to be finished and are there any workarounds to work on these tasks early?" "Where are our potential bottlenecks?"
    • Remember to overestimate the time needed instead of underestimating the time needed. If you plan to use 3 weeks to do a task and end up only needing 2, great!  If you plan to use 3 weeks and end up using 4, you might not complete the project on time.
  • Find a source of motivation that will keep you going when you start to lose steam. If you don't lose steam, great, but if you start losing steam, have that source of motivation to help push through. It can be multiple sources. This can also be a source of positivity for if you start feeling depressed or burnt out.
  • Pace yourself. This has a bit to do with time and planning, but pace yourself at a manageable rate. This can be different for everyone, but you don't want to burn out if you can avoid it.
  • Breaks: Every hour or two, take a 15 minute break from the computer. Every 3 hours, let your mind just wander and relax. The exact time might differ from person to person, but let your body (eyes, wrists, etc.) rest and let your mind rest. In fact, you should let your eyes rest whenever you don't need to be looking at your screen(s).
  • Warm ups. Do some dynamic stretches/warm ups before you start working on your computer if you can. This can help with wrist fatigue.
  • Save often, backup often. If you have a cloud service (such as itch.io, google drive, etc.), use it at least once a week to backup your game. Every day, try to make a backup onto your computer, an external, or a flash drive. Every 30-60 minutes, save. Every time you finish something important, complex, tedious, or w/e, save! This way, you minimize work/progress loss if something goes wrong.  If you can, save multiple iterations of your game so that you can go back to a previous iteration as needed.
  • Don't upload every version of your game. I've seen this. Someone exports their game to their development folder (don't do this, export to a separate folder, not inside the project's folder/subfolders). Then the next time they export, it exports their game, with that previous version, into their development folder. Suddenly, you have a 50 GB upload that is actually only 400mb of content because there are like 60+ iterations of the game in the upload. And then they wonder why their project is taking hours to upload... (dev: "itch servers are really bad today, it is taking me 23 hours to upload my game!" /me looks at upload the next day me: "I wonder why...")
    • Note: I say subfolders because exporting your project to your faces folder does not help with filesize.
    • Note: If you upload every version of your game in your project, expect the judges to grab a random version of the game. They have no reason not to and believe me, if they should decide to do so, they will probably somehow manage to pick the worst version.
  • Test your game after it is uploaded. That means download the game and test to make sure the downloaded version works.
  • I recommend writing out a project proposal/game design document. Like pseudocode for programmers, this can help with organizing your thoughts. This doesn't necessarily have to be physical, but physical can make it easier to work on than a mental document.
  • Keep a healthy schedule. Don't start sleep depriving yourself, malnourishing yourself, etc. for this project. You want to remain healthy as a healthy body and mind will be more efficient in the long run. 
  • If you need to crunch at the end, it usually means you didn't plan well enough or your project was larger than you could handle. For this reason, I heavily stress planning. Aim big where you can, but also know what you can handle. It is okay to aim a bit larger than you feel you can manage, but also know what you can cut out if time becomes an issue. For this reason, I suggest what I mentioned before: Plan for a finished project at the halfway mark, THEN upgrade your project from there. This way, you already have a foundation to work from and you can aim for the stars with the time you have left.
  • Test your game. If you can, have friends play and give you their thoughts. You know your game very well, so your experience with your game can differ greatly from someone else. What might seem obvious to you might seem completely obscure to someone else. Unless you have multiple selves, you generally won't do well testing your own game. Even if you do have multiple selves, it is still worth having an outside perspective since testing takes time. Time that you can be using to fine tune things.
  • Take my advice with a grain of salt. I have never won an IGMC. In seriousness, note that every person/project/team is different and while these general advice may be a good starting point, your specific needs may mean that these advice won't apply to you or may not apply as is.
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I'll be up to play a few games this round, maybe do some testing, but I (probably) won't be making anything this round. Unfortunately, busy this year. (If I do make an entry, it would be a participation entry rather than a serious entry).  If I make an entry, I'll be doing a stream of how I do the design document, a bit of the project management, etc. In my "IGMC 2022 entry in 4 days" series. (We all know by now that my entries are all done in like 4 days (excluding additions later on)).

(I do have an idea of a project that I could use that wouldn't take very long to make, but it would be a bit violent and probably not a good game to have people playing right now (basically, it is about a reincarnator trying to stop reincarnating)).

If anyone wants me to stream their game, let me know which game it is. I'll be happy to break your game on stream! (I think only a few games last round got through without me finding any easily noticeable bugs).


VictiVolunteers.

Stream Link: https://www.twitch.tv/sinnoaria

Congrats to the winners, not really surprised at the top 3 though. 

I plan to move my games to unity or godot as those are much better for my style of game. I'd be able to spend less time trying to figure out how to manipulate the engine into doing something and focus more on making the other game elements.

Instead of a bunch of workarounds, I'll be able to implements what I want more directly (For example, Nol's potions are supposed to actually be much more flexible and allow the player to customize them to a much greater degree. This wasn't possible for the base engine without hardcoding each variation and the engine only allows up to 999 variations assuming every slot is used (there is also the fact that she can use the potions directly as well). Just the healing potion alone would have been more than the limit (HP 1, HP 2, ... HP 9999 would be 9999 potions alone). Tulu was supposed to be able to buy custom skills that allowed you to mess with them with points for each skill with effects learned from enemies. Nara was supposed to be able to fill her toys with potions in each slot so that the player could customize how she played. With the limitations of the game engine, these just weren't realistically possible.

Another benefit of Unity is that it will be much easier to apply certain effects and make them obvious. For example, instead of having to set up complicated formulas to figure out damage based on relative states for each attack, I could just have that as part of the attack system. It would also make having the different sides a lot more fluid.

Definitely plan to expand the game as well. Currently, my game has too much cut out (mostly stuff that was too complicated to do within the engine without some serious workarounds, which would end up just being relatively unintuitive for the player - even more so than my game already is).

I want to show off that Nol's real goal is to research and she sells potions she makes (either directly herself or through hired shopkeepers). I want to show off exactly how the world was made (in the post game) as a collaboration between the girls and Nara Torr (Goddess) for the purpose of messing around and training Nara (they basically made an actual world with real people, but then decided to treat the game as a VR RPG, which is why Nara (young) is basically using it as a farming sim and actually the only one that really considers in the world's citizens as she is the only one that just wants to go home and do normal girl things instead of being some crazy training junkie). I want to show off how Tulu's goal is just to not be bored, so she does all sorts of antics just to stave off her boredom.

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Thanks for playing, I'll be making a lot of changes when I switch to Unity. I definitely skipped too much of the introduction period. As i mentioned in other comments, the intro period was supposed to be much longer. There was actually supposed to be a lot of other content like Nara building a farm, Tulu trying to copy Nol's potion generation ability and learning how to craft items instead, and Nol messing around in her shop before sealing the entrances.

Just as clarification, none of the Ultimates are actually random (once you figure out their activation requirement, you can reliably activate them). If you used the Ultimate, it secretly adds a tutorial to your inventory. 
(Nara charges her ult by using her switch effect, which you can do out of battle, which is why you have to wait when she changes cubes in battle as otherwise the player could just ult without preparation in battle, Nol requires 44 of each attack item, Voyd requires using tentacle void skills as either Voyd or Nol, and Tulu requires autoreviving in battle (4 turns after she dies, which is long, but her ult kills anything in the game) (which is what concentrated antidote is for, it lets you kill her with two of them)). (A trick is to sacrifice Nara, switch Nol to the void side and have Nol craft items while Tulu charges her ult). 
The game gives you little hints about their ults, though the biggest ones are after you use the ult at least once (it gives a major hint) and the long battle tutorial, which mentions that Tulu auto-revives, Nol is about preparation, Nara can switch between weapons, and Voyd is about tentacles.)

The return to field is a bug in the game engine because common events can only work in field view (auto/parallel/manual) or battle view. The only way to fix it is to use a plugin or use a script in a way like a plugin.

Looks like I messed up that event. Wonder why it didn't seem to trigger twice when I tested it.

You did make me realize a few issues. The ores, spices, etc. only show the quantity when you actually go to sell them. This was due to them being key items instead of common items (which I had reserved for craftables). I also didn't explain that every skill has some sort of use as I figured players would either go the lazy route of autoattacking (which makes Nara useless) or come up with their own playstyle. Again, part of this was due to cutting out the intro due to the the time limitation.

Basically, cutting down what is supposed to be a 20 (main story)-40+ (extra content) hour game into something doable in less than an hour meant cutting out and condensing a lot of content. I might have overdone it a bit. Definitely something I intend to fix later on.

Side note: The house is actually the version upgrader for if your save is from a previous version. Talking to the pile of wood will fix your game to be the same version as the game.

I did 3 against her, but honestly, it might have been easier to just not revive the fallen characters and stuck with the tank. I don't think I failed against her though. It was just abnormally difficult.

Thanks for playing the game. If you have any questions, I covered some things on my streams, but anything that you might want to do, let me know. If it is simple, I can probably just type it up. If it is more complicated, while I am sick right now and taking a break as a result, I expect that I'll be streaming again in September, so I can go over more complicated stuff then.

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My version tips was a bit more geared for contests/jams since this is a jam that I'm posting this for, but you definitely made it more clear for how to do it properly beyond contests.

(Note, the 'you's I use below here are generic and not directed at anyone in particular).

So some further emphasis on things that I think are especially important:

Testing is a very important thing that usually gets skipped or gets a lot less attention than it really needs. People like me who usually become more aware of bugs over time instead of less aware are rare (though things like time and hardware still limit my ability to test. That and bugs are only one aspect of testing). You can call people like me exceptions, really. For most people, you need a variety of testers that can test various problems. You might have your primary testers that will do the preliminary testing, but once they are done, you might want to hire a new tester because someone coming in with a fresh perspective might be able to see bugs that someone too familiar with the product might miss. Beyond just testing for bugs though, you also want people that can test for issues unrelated to bugs. Balance, pacing, and other elements of UX are all important to test for. One thing I highly recommend is that whenever you think you have a stable build, have someone test from the start to the end. A lot of companies rely on level specific testing. This is fine for most things, but sometimes a bug can occur because of something that happens between stages/levels. Maybe the item you picked up from 10 hours ago ends up triggering an event it isn't supposed to in a later stage, for example.

And yes, testing your changes and any possible side effects your changes might have is extremely important. If you don't have time to do a full test, at least do that much!

Yes, project management is extremely important, especially as a project grows. Good project management can really make or break a game project, especially when deadlines are involved! Time management is, in some senses, a small part of project management. I focused on time because a lot of people seem to have issues with that, but project management is very important. Definitely saw a lot of projects where project management could have made a huge difference to the resulting project. 

One tip I have related to project management for jams is to set two goals: One goal is your minimum level. Plan your project to meet that level. This is going to be based on what you are almost certain you can do. Next is your expansion goal. If you have remaining time, what do you want to do? Now, Look at what is common between both versions and these are what you want to work on first, if possible. For example, if battles aren't necessary for you to finish your game (fighters and arcade shooters are examples of when you need battles), you might want a complicated battle system, but are willing to settle for a less complicated system if necessary for time reasons. In that case, you might want to not work on the battle system until later (so you don't have to redo balancing later on). Then, once you've reached the point where you have to work on your battle system to continue, you can look at how much time you have left and set your goals for the battle system there.

This sort of management can be especially important if you are still learning the engine. As you work on your game, you might understand the engine better and this can make the harder parts of the project easier. Think of it like you might want to learn how to kneed clay before you make a bowl. You might want to make a ceramic bowl before you make a ceramic ocarina. Building off easier steps makes it easier for most people to do harder steps. Exceptions apply, but don't plan on being an exception unless you already know you are one. Even if you are an exception, you still might want to start off with the easier tasks because it is motivating to get more stuff done. 

Believe it or not, motivation, morale, and rest are extremely important and are things that I believe should be a vital part of project management.

To go further on attacking your critics, not only will you potentially anger reviewers, let's players, critics, etc., but you might also end up with a bad reputation from other developers, publishers, and even players. It can go further than that as well, so definitely never attack your critics. 

This is really more a rule than a guideline. Let me put it this way, I know people who won't buy certain things because the creator was shown to be very disrespectful/discriminatory to certain groups of people. You also don't want to later on end up not hired because you pissed off some recruiter's brother and that brother told the recruiter all about the incident. Or just as bad, your supervisor goes on youtube and sees you blasting off personal attacks on someone. Even if unlikely, don't think it can't be traced back to you just because you don't use your real name. These are all possible outcomes that are just not worth it over a comment you don't like and caused you to lose your cool.

Also, be aware that a simple difference in perspective can anger someone. Like, I tend to say phrases like 'you want', 'you don't want', 'you should', and 'you need', but there are people that will grow angry with such word choice. For those people, I have to be extra careful that say "I recommend'. Even if I mean the same thing with both word choices, the other party might not see it that way. Even a casual phrase like, "You are beautiful", can be considered sexual harassment (people have lost their jobs due to saying someone was beautiful. One woman adamantly demanded a guy to be fired for basically saying she looked nice).

Basically, this advice goes beyond just reviews, but in interactions with others in general.

I definitely want to, but I'm also not very popular, hahaha. I average 2 viewers a stream. Though I do get some people that watch my VODs later (since they can't watch live due to times). I do offer debugging though and that includes potentially streaming the debugging if the dev wants/allows, but I rarely get such requests anymore.