B I B L I C A L L Y A C C U R A T E M O B S T E R S
Made it to the space cat at end of the demo. I quite like the base gameplay and how much agency it gives you over how well you're doing in fights. Like I didn't feel I had to grind levels to progress. My greatest feat was defeating the skeleton wizard it was I think, the one that casts darkness and has a custom warning to not attempt him before level 20, but I got him done in at level 15 with shield tactics. That sort of thing is very fun, and makes me think that the whole shields/shieldbreaking/judgement mechanic setup is a good base to build on.
I'm also a huge fan of first-person maze navigation games since playing Phantasy Star, I feel it's a very underrated and underused visual style, especially since it really lends itself to maze exploration like here while also aiding to keep a sense of direction thanks to its 90 degree rotations (if it makes sense what I mean here). I thought the 2D sprites in the 3D environment worked well too, I liked the little touch of them stopping to bop up and down when they were near death. All in all what looks like it will be a fun RPG!
I enjoyed the 3D dungeon crawling, though the forward facing sprites looked a bit weird, especially the doorways.
The visuals overall aren't that bad, I like the different take on what Heaven looks like. Main issue that comes to mind is the text, hard to read at times.
Gameplay was pretty good, haven't played a game like it. A little weird feeling in the balancing department, but otherwise fun.
>I enjoyed the 3D dungeon crawling, though the forward facing sprites looked a bit weird, especially the doorways.
It's how MV3D handles sprites in first person mode. It doesn't have any options to change it.
>The visuals overall aren't that bad, I like the different take on what Heaven looks like. Main issue that comes to mind is the text, hard to read at times.
I heard this a bit and I'm sure not to use it in the future in any other projects, it's mostly for aesthetics and visual style.
>Gameplay was pretty good, haven't played a game like it. A little weird feeling in the balancing department, but otherwise fun.
Thanks for the compliment. Yeah, some of the enemies are made to be training tools. One enemy is something that won't be able to do any damage once you get to level 5, zombies are made to enforce the guarding/praying mechanic even more to negate most of the damage their bites do and to make sure you can get an anti-physical shield up, dark summoners with the imp minions teach trying to figure out what utilities to use (The Dark summoner does more damage, so blocking it's magic attacks is more important than blocking the imp's basic attacks along with using the guarding/praying mechanic to keep TP up.). The only basic enemy made to be harder than the rest is the Oni who are rarer but give more EXP. The demo can become easy after a while and some level ups since most of the basic enemies were made to be fought and beatable right at the start once you know how the mechanics work. I couldn't make it way too hard or else people would be curve stomped without any way to fight back.
Heaven is not only saturated with angels, but also red, yellow, and black. It wasn't really my kind of game I don't think, and the tutorial was very front loaded.
Cool to see a rpgmaker game first person. Its my first time playing something that uses the engine for that
Using X to open the menu in the opening scene causes the intro dialog to replay upon closing it. Also I don't get the point of the animals in the intro room when you can use the menu to save/change settings
I really couldn't get used to the controls. A/D to rotate 90 degrees makes it annoying to enter a door that I am facing that is a single square to my right. I think I would've enjoyed the game much more if it had standard first-person controls, or at least if wasd just performed movement and rotating was mapped to different hotkeys altogether.
I wish the tutorial was skippable or at least partially skippable up to the point that it introduces mechanics unique to the game.
I liked the rpg combat. Mostly pretty standard, but I liked the additions that were there. Starting with 3 actions was nice for getting to the good part quicker and making the counters and utility moves better options.
Outside of some placeholder menu sprites, visuals overall were nice for creating that surreal atmosphere that rpgmaker games seem to often aim for
Some typos in the intro ("The demon you conquored (conquered) ...", ...to resue (rescue) Sarah...", "Please continute (continue) on.")
>Using X to open the menu in the opening scene causes the intro dialog to replay upon closing it. Also I don't get the point of the animals in the intro room when you can use the menu to save/change settings
I used a plugin to skip the normal title screen and with auto run events, it makes it run again. There isn't a fix and not using auto run wouldn't make it first person. Even when variables are used with common events, it will always run through everything again. It's a problem with the plugin I can't do anything about. The animals are there to fill up space and to be more aesthetic, to also allow people to easily get stuff at the title area insted of having to deal with the menu right at the start of the game.
>I really couldn't get used to the controls. A/D to rotate 90 degrees makes it annoying to enter a door that I am facing that is a single square to my right. I think I would've enjoyed the game much more if it had standard first-person controls, or at least if wasd just performed movement and rotating was mapped to different hotkeys altogether.
MV3D has movement like that, nothing I can really do as trying to alter how the movement works crashes MV3D. If you have sprint-auto turned on or are sprinting, you can move without it fully turning 90 degrees which makes it feel so much smoother. I highly recommended you use auto-sprint as that is what I used most of the time while playing and developing it.
>I liked the rpg combat. Mostly pretty standard, but I liked the additions that were there. Starting with 3 actions was nice for getting to the good part quicker and making the counters and utility moves better options.
Thank you, I tried a lot to change things up to be faster.
The first thing I made was the Tutorial and getting that all set up. I don't see why there would be a need to skip the tiny intro part that lasts 30 seconds max on a new playthrough, but if more people want it, then I can add it.
>Outside of some placeholder menu sprites, visuals overall were nice for creating that surreal atmosphere that rpgmaker games seem to often aim for
I put a lot of effort into trying to make better tile sets and graphics. I know I do use one or two placeholders, but it's something meant only as a placeholder for the demo and isn't in the full game.
>Some typos in the intro ("The demon you conquored (conquered) ...", ...to resue (rescue) Sarah...", "Please continute (continue) on."
I actually missed some of those while proof reading, thank you for telling me about this, I'll have to edit my project and check everything just in case there is any more.
>Had some trouble reading the fonts
I mainly used this font for the medieval type of feel as part of the presentation. When using caps, it is harder to read, but it's readable enough for me. I know I won't use it in any future games, but I liked how it look aesthetically.
Comments
B I B L I C A L L Y
A C C U R A T E
M O B S T E R S
Made it to the space cat at end of the demo. I quite like the base gameplay and how much agency it gives you over how well you're doing in fights. Like I didn't feel I had to grind levels to progress. My greatest feat was defeating the skeleton wizard it was I think, the one that casts darkness and has a custom warning to not attempt him before level 20, but I got him done in at level 15 with shield tactics. That sort of thing is very fun, and makes me think that the whole shields/shieldbreaking/judgement mechanic setup is a good base to build on.
I'm also a huge fan of first-person maze navigation games since playing Phantasy Star, I feel it's a very underrated and underused visual style, especially since it really lends itself to maze exploration like here while also aiding to keep a sense of direction thanks to its 90 degree rotations (if it makes sense what I mean here). I thought the 2D sprites in the 3D environment worked well too, I liked the little touch of them stopping to bop up and down when they were near death. All in all what looks like it will be a fun RPG!
I enjoyed the 3D dungeon crawling, though the forward facing sprites looked a bit weird, especially the doorways.
The visuals overall aren't that bad, I like the different take on what Heaven looks like. Main issue that comes to mind is the text, hard to read at times.
Gameplay was pretty good, haven't played a game like it. A little weird feeling in the balancing department, but otherwise fun.
>I enjoyed the 3D dungeon crawling, though the forward facing sprites looked a bit weird, especially the doorways.
It's how MV3D handles sprites in first person mode. It doesn't have any options to change it.
>The visuals overall aren't that bad, I like the different take on what Heaven looks like. Main issue that comes to mind is the text, hard to read at times.
I heard this a bit and I'm sure not to use it in the future in any other projects, it's mostly for aesthetics and visual style.
>Gameplay was pretty good, haven't played a game like it. A little weird feeling in the balancing department, but otherwise fun.
Thanks for the compliment. Yeah, some of the enemies are made to be training tools. One enemy is something that won't be able to do any damage once you get to level 5, zombies are made to enforce the guarding/praying mechanic even more to negate most of the damage their bites do and to make sure you can get an anti-physical shield up, dark summoners with the imp minions teach trying to figure out what utilities to use (The Dark summoner does more damage, so blocking it's magic attacks is more important than blocking the imp's basic attacks along with using the guarding/praying mechanic to keep TP up.). The only basic enemy made to be harder than the rest is the Oni who are rarer but give more EXP. The demo can become easy after a while and some level ups since most of the basic enemies were made to be fought and beatable right at the start once you know how the mechanics work. I couldn't make it way too hard or else people would be curve stomped without any way to fight back.
But I'm happy you enjoyed the demo.
Heaven is not only saturated with angels, but also red, yellow, and black. It wasn't really my kind of game I don't think, and the tutorial was very front loaded.
Sorry you weren't able to enjoy it. I'll make sure any future games have a less front loaded Tutorial.
Cool to see a rpgmaker game first person. Its my first time playing something that uses the engine for that
>Using X to open the menu in the opening scene causes the intro dialog to replay upon closing it. Also I don't get the point of the animals in the intro room when you can use the menu to save/change settings
I used a plugin to skip the normal title screen and with auto run events, it makes it run again. There isn't a fix and not using auto run wouldn't make it first person. Even when variables are used with common events, it will always run through everything again. It's a problem with the plugin I can't do anything about. The animals are there to fill up space and to be more aesthetic, to also allow people to easily get stuff at the title area insted of having to deal with the menu right at the start of the game.
>I really couldn't get used to the controls. A/D to rotate 90 degrees makes it annoying to enter a door that I am facing that is a single square to my right. I think I would've enjoyed the game much more if it had standard first-person controls, or at least if wasd just performed movement and rotating was mapped to different hotkeys altogether.
MV3D has movement like that, nothing I can really do as trying to alter how the movement works crashes MV3D. If you have sprint-auto turned on or are sprinting, you can move without it fully turning 90 degrees which makes it feel so much smoother. I highly recommended you use auto-sprint as that is what I used most of the time while playing and developing it.
>I liked the rpg combat. Mostly pretty standard, but I liked the additions that were there. Starting with 3 actions was nice for getting to the good part quicker and making the counters and utility moves better options.
Thank you, I tried a lot to change things up to be faster.
The first thing I made was the Tutorial and getting that all set up. I don't see why there would be a need to skip the tiny intro part that lasts 30 seconds max on a new playthrough, but if more people want it, then I can add it.
>Outside of some placeholder menu sprites, visuals overall were nice for creating that surreal atmosphere that rpgmaker games seem to often aim for
I put a lot of effort into trying to make better tile sets and graphics. I know I do use one or two placeholders, but it's something meant only as a placeholder for the demo and isn't in the full game.
>Some typos in the intro ("The demon you conquored (conquered) ...", ...to resue (rescue) Sarah...", "Please continute (continue) on."
I actually missed some of those while proof reading, thank you for telling me about this, I'll have to edit my project and check everything just in case there is any more.
>Had some trouble reading the fonts
I mainly used this font for the medieval type of feel as part of the presentation. When using caps, it is harder to read, but it's readable enough for me. I know I won't use it in any future games, but I liked how it look aesthetically.