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THIS IS NoT A RpG GAmE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #9 | 3.000 | 3.000 |
Visuals | #10 | 2.800 | 2.800 |
Overall | #12 | 2.733 | 2.733 |
Enjoyment | #13 | 2.400 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
[The answers to this question will be public]
This is my first time playing a game, so I chose the simple RMVA, which is fun.
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This is really nostalgic! I used to play RPG maker games back when I was younger, the ones that would be hosted on forum sites and made by random people, so this is all familiar, and I admittedly even tried to make a similar game like this once, an RPG game that would go against common RPG patterns. I know that some of the limitations of the engine mean that things have to happen like random encounters and the UI being limited to what RPG maker gives you out of the box. If you had more time you could explore with different plugins, since those allow quite a bit of customization. Some parts of the game remind me of Undertale, with the whole subverting RPG conventions especially regarding combat, so I wonder if you've tried or played that before, as it might be a good look into game design for games like these, if you ever want to continue it.
Absolutely! RPG Maker actually offers a lot of ways to enhance the graphics, but unfortunately, I hadn't learned them by the time I finished the game:((((( I've been a fan of RPG games since I was a kid, like Tower of the Sorcerer and The Witch's House. So, I've always had this desire to create this type of game. And you guessed it right! I'm a big fan of Undertale. I adore its music and the way it handles multiple endings. Although, my skills about bullet hell games were so terrible that I couldn't reach the end:( But I did watch a ton of videos related to it on the internet. Undertale really influenced my perspective on RPG games. In my opinion, the concept of avoiding battles is inspired by Undertale and some other meta games, and puzzle-solving is a classic element of Japanese RPG horror games. Although I don't have much talent for creating scary scenes yet... I'm really thrilled to meet a fellow Undertale fan like you:)))
Congrats on your first game! I got ending 1 - I was really intrigued by the lore and I hope you build on that more if you continue to work on this. I like your take on a subversion of the RPG genre - I ended up fighting the green demons (or whatever they were) and lost pretty badly, then I tried again but just ran away and I was surprised that it worked. I think I understand what you're going for with this game but I definitely would want to see more of the unconventional aspect of the game.
Thanks for playing! I'm so glad someone noticed what I was trying to do. This is my first attempt at making a game, and I didn't have much time (my Steam shows that I've only been using RPG Maker for about 12 hours), so there are a lot of things that aren't really well thought out. I'm really happy that some of the little details are being noticed though XD! In the future, I'll have more time to work on improving the game's playability and making my intentions less obscure.
Pretty good job! I was pretty confused by the random encounters all over the place, and with most of the enemies (at least in the early game) dealing no damage it felt kinda pointless to have the encounters at all. The story seemed interesting, although it was hard to figure out where to go at times, but that might just be me.
Thank you for your suggestion! Because the main part of the game is not entirely based on defeating monsters, upgrading, and finally saving the princess, I lowered the difficulty of the monsters and made it easier for the adventurers to escape. But now it seems that maybe improving the quality of the monsters and lowering the difficulty of escaping may be a good idea. Better choices can give players who want to play in different directions a different experience;)
The map guidance does need to be improved, because it doesn’t seem to be very complicated according to my idea. It’s only now that I know that everyone has given me feedback that the route is very complicated :((((
This seems well put-together! Good job making this in 3 days, even with the help of template assets and systems. The random encounters were a bit repetetive, but it looked like the level design was well thought-out.
Thank you for your suggestion! In order to simplify the process, I reduced the types of monsters, because adjusting monster values is also a hassleXP. I just started RPG Gamer three days ago. If there is no deadline requirement, it may be more interesting.