Would’ve been better if the UIs that don’t fit on the screen (options and menu) had just been removed entirely. Similarly, if continue is not supported, it shouldn’t be there in the title menu.
SolarflareSoft
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Hmm, that’s interesting. Maybe the browser was interfering somehow, then. If I try playing again I suppose I’ll use the desktop version and see if keybinding works as you say. It’d probably be a little bit easier with less awkward controls than the ones I settled on (putting attack and movement in the same hand was definitely a mistake).
It was a bit frustrating that I had no way to tell how much stamina I have left (unless I missed something?) - this led to quite a few wasted days. (Another thing that wasted a few days was accidentally returning to the room I just came from.) Other than that though, it seemed pretty good.
I got stuck when I couldn’t find enough stamina to go to the next room after obtaining the superfood and passing the icy chamber on the right path. There’s mention of a power to make “better fruits” but I have no idea how that would be unlocked, if it’s even a mechanic.
There isn’t anything like an “intended strategy”, but there are a lot of missable pieces that could potentially make it harder.
What I usually did in my test playthroughs is: Marge uses Willpower, then Strong Attack over and over; while Motrax alternates between Fire Breath and Ice Breath.
If you don’t have a weapon, or if you don’t even pick up Marge, or if you don’t grab the Tail Ring that gives Motrax an extra action, then it could become quite challenging. I did test that it’s beatable with no equipment and without fighting the extra monsters out on the mountain and the bonus monster in the innermost cave, but I didn’t check if it’s beatable without Marge.
The combat confused me. I don’t remember seeing any explanation for the timed attack thing – it just popped out and took me by surprise, and even then I couldn’t really tell when I was actually supposed to push the button (this was worse for guarding than attacking).
Another thing that I realized just as I was giving up is that there was a random note in the beginning about certain things taking more oxygen, and I think one of those things was “dash”? I had enabled auto dash out of habit, and didn’t really make the connection initially. If dash is going to have such a negative side-effect, I’d personally recommend removing the auto-dash option entirely (and probably make mouse movement not auto-dash too).
Anyway, I didn’t get very far, but what I saw seemed pretty decent. It just needs a bit more polish to be really good.
It’s a nice concept. I found the combat a bit awkward at times though. I could be literally right on top of a monster (and taking damage) but miss because I happened to be facing the wrong direction, and with only 4-dir combat but free movement, there might not even be a right direction.
Also didn’t like that the key binding UI randomly doesn’t let me choose keys like Ctrl or Alt or Shift for no discernible reason. I wanted to use those for sword, bow, and jump, but it wouldn’t let me.
So I’ve finally finished my first game in RPGMaker.
It’s a relatively short open world game with 4 main quests that can be done in any order, 4 optional side quests, and 1 final quest. I tried hard to make the world feel “real” and “lived in”, with a variety of little historical comments sprinkled throughout the game and careful attention paid to how the minor NPCs relate to each other and how they live their lives. There are puzzles to solve, secret areas to discover, a diverse cast of characters to recruit, unusual skills to unlock, and optional bonus bosses to defeat.
The core quest could probably be completed in around 8 hours, but I think there’s enough content to spend close to 30 hours on the game if you’re the completionist type.











