Yes it is! I really need to make a blog, real life’s just been a mess, but I’m still hard at work at this game :D Thanks so much!
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Yeah, though I understand completely with your thought process, I think I would have also second-guessed the more obvious name. It’s very hard to get all the little pieces right, but I really like how they came together for this game.
I also relate heavily to the discussion about running. Even with a big RPG, if you let the player just run from every encounter, does that not mess with, say, a carefully balanced battle of attrition of resources, etc? I have been tempted to just remove the option, but that also feels bad, haha, so its something I think a lot.
Also props for such dedication to the hour time limit. I don’t think I could do it, I’m way too picky, but you’ve really got some interesting stuff out of the time limit. I like games that make me think about how to go about making games, and these sketches are exactly that :D
Really enjoyed this one, am playing through your sketches and I really like how they boil down gameplay to the essentials and throw the player into things pretty blind.
At first I was fighting everything, it was only a few screens in when I noticed my resources dwindling that I started running, haha! Probably why I haven’t been able to beat Butterfly yet, I refused to run from anything and that didn’t end well for me, haha!
“the enemy whose item you’re least likely to find is also suggestively named (an anxiety-born compromise which I regret).”
I am glad you did this to be honest, it was a pretty great EUREKA moment when I arrived at the door, realized I didn’t have the key, thought back, and remembered I had run from the monster you spoke of.
Had you given it a more obscure name, I would probably still be playing, frustratingly poking every tree, looking for that key XD Still got real unlucky with drop rates for the key, but on the other hand the final boss didn’t use silence on me until it was almost dead, so (and all that grinding meant I had the meat/blood I needed).
Great work, I’m gonna play more of these :DDD
Wow, super cool! :DDD Struggled a little early on, but once I got the hang of it, I really enjoyed collecting items and cool stuff for the party and all the characters have very neat skillsets that work well together :DDDDD
As for the gimmick, I had no idea you could even do that in 2k3! Amazing! Made for some fun surprises as well!
Thumbs up!
Which dungeon doesn’t respawn the monsters? Just checking the very first dungeon and aside from the very first one that blocks the way and introduces encounters, the rest respawn just fine.
In testing, I never needed to grind so much even on the hardest difficulty, so I could have missed a dungeon. Which one didn’t work for you?
Thanks very much! :D I'm working on a semi-sequel, Izrand Allure, now, and I considered remaking Luxaren in that engine, but honestly, I'm not sure I would be able to go through with it. Part of what keeps me moving forward is making new stuff, so redoing an old game like that might actually be difficult for me to get done when I've got a lot of ideas for new games.
Thanks again!
They're working on it! In the past few days, it's been up for short periods and down again, so, progress, I hope! And I think they're planning to rebuild it from the ground up if they have to! They have also made archives of the old RMN in case anything goes wrong, which is super cool! I'll link those below for anyone looking for 'em :D
Hey Marrend, so glad you found this page :D
Yeah, in about this much time Luxaren would be almost done. Weird and Unfortunate took me 5 years, so I'm not quite at that length of time yet XD
But yeah, losing RMN as a home does feel weird. Things seemed to be winding down over the years with less and less people, but that core group of people would always stop by and it feels really weird to be missing that for sure XD Gotta keep myself going despite that somehow, tho!
Hey, first off I wanted to just offer a sincere and whole-hearted thank you to the developers, this plugin is absolutely amazing, I would never have in my wildest thought I'd be able to make a card game with RPG Maker and being able to do so feels amazing! I had some small questions and got swift and helpful response from the devs as well, which is so cool!
I recently made a jam game for pride month with the plugin (https://unity.itch.io/gemcard) and for the most part, things worked great. There were some bugs I encountered so I wanted to list them here.
- The "End of Turn" label in Passives seems to activate twice. (For example, making the user take damage if they have a card in their hand at the end of turn means they will take that damage twice)
- The lethal tag, to make the actor gain MP or whatever when killing an enemy seemed to work at first but very inconsistently. By the second battle with it, it was triggering the MP effect on non-lethal hits and then not working on lethal hits. I have no idea what's wrong with it.
- When using a card or item to gain MP after you have none, usable cards won't be highlighted even tho you now have the energy to play them. I think making a tag available that would re-check if you had the MP that you could put in Card Actions would help, like recheck MP or something.
- If you choose to turn off the party menu, if the player presses up while a card is highlighted, the game will lock up. This wasn't a huge deal as I could fix it just by re-enabling the party menu, but might be worth looking in to for people making one-party-member games
Thanks again, and all things considered, I'm very happy with my purchase here and will more than likely be making more projects with this plugin, it's just so much fun and has so much potential! Cheers, you all are amazing! :DDD
Looks like I found them, if anyone else is interested :D
https://megatiles.itch.io/tiny-tales-dungeons-vol2-2d-tileset-asset-pack













