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How did you choose to implement the Theme: Emperor's Tyranny in your game?
Defeat Empire Rebels - Everyone is an Empire Rebel!
Did you implement any of the optional Bonus Challenges, and if so, which ones?
The Empire is not very 'good', so to speak.
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Conceptually, I haven't seen anything like this before (especially in RPG Maker) and it really pushes the boundaries of what you can achieve in said engine. I found the space navigation a very immersive and enjoyable experience and you executed what I would have called a difficult to implement concept pretty flawlessly and the end result is fantastic.
In a way though the amount of innovative mechanics is almost a double edged sword as your gameplay style is so different that to get fully invested one would have to sit through a whole raft of tutorials just to get an idea of what they are supposed to be doing at any one time. Given this is a game made for a game jam that can be played in browser, I don't think I would really have enough time to invest in that myself, but I am of course only speaking from a personal standpoint.
It is easily apparent that you put many, many hours into this game and anyone with half a brain could see it is a very faithful love letter to 'ye olde PC games before the internet was a thing. I have to admit I did not spend a very long time in Mothership as the these types of games are generally not my cup of tea. What I was interested was witnessing the different game mechanics and other concepts the game had to offer. I was thoroughly impressed with what you managed to achieve here in RPG Maker in the time allotted and the wow factor was through the roof.
Congratulations on your project and thanks so much for making this game. I think the effort here was 'Stellar'. I don't know if that counts as a space pun by the way - probably not ;P
Thanks for your feedback and for taking the time to share your thoughts! I’m glad you liked the concept and execution. It’s great to see RPG Maker being used in new ways.
You’re right about the style being too diverse for its own good. The game was actually supposed to be a group project, but the group disbanded very early on, so I ended up handling everything myself, which explains why there’s such a wild difference in gameplay, haha. Turned out okay, all things considered! I know the slower pace might not be for everyone, but I’m working on improving it and getting more comfortable with faster-paced gameplay for future projects.
I’m glad the old-school vibe came through, I absolutely love the retro vibe!
Thanks again for your input. It’s very helpful for making the game better!
I found it impressive how MOTHERSHIP is so atmospheric, and I was surprised it was made in RPG Maker. This really shows how far the tool can go in the hands of someone who knows what they're doing. The idea of the map as an infinite spatial continuum mesmerized me, and I found the navigation mechanics very clever. The way special elements stand out on the HUD looks both beautiful and natural, and the transition to the planetary map is satisfying. Although I found the crafting system frustrating—the rewards feel too small and scarce for something endless—the combat is charming and makes every moment of squad preparation and building worth it.
Now, one thing that made me curious was how well the drone logic captured the original concept. The flow of landing, sending out a drone, waiting for the wheel to fill, seeing the little figure appear, and bringing it back to process the collection is efficient, but I didn’t find it fun. Having to pick up drones manually and being stuck within the action triangle felt more like an inconvenience than an engaging mechanic. If the action radius were larger and the collection relied more on strategic commands, it could be more interesting. But in my case, out of the eight available drones, I’d use at most three or four if I was lucky, and I preferred exploring the map to entertain myself while the collection happened because I just didn’t want to stand there waiting. However, I was forced to do so because drones break too quickly, so while crafting weapons to enter the combat module, I spent a lot of time doing nothing—which I can imagine being enough to make someone quit before going further.
I also couldn’t quite grasp how the game connects to the jam's theme. Maybe there’s a deeper reflection on the Machine as a humanitarian element in a hyper-utilitarian setting, but honestly, I didn’t catch that point.
I’d love to see more of this universe! I don’t know if there are plans to expand it, but what’s been done here is incredible and has huge potential. The foundations are solid enough to support truly addictive gameplay loops, no matter which direction it takes.
Thanks for your detailed review. I’m glad you enjoyed the atmosphere. I put a lot of effort into making it feel right, and it’s always great to see RPG Maker still surprising people. There’s a lot more I want to explore with it, and I feel like I’m just scratching the surface.
The drone gathering was a big milestone and one of the few features that really captures my original vision. The game was always designed around a boss rush style, where each combat marks a step forward, and the drone system was meant to simplify grinding while rewarding efficiency. That said, I think the travel and gathering mechanics ended up being the more impressive part. I’m not sure if expanding the drone mechanics would improve the experience, but it might just highlight that other areas need more work.
As for the theme, I agree it might be too subtle. The idea was always that you’re an autonomous ship fighting empire forces, with hints in the dialogue that the war has long been over. In reality, you’re just defending a graveyard. The problem is that most players seem to miss these details since the dialogue only appears briefly and during combat. I plan to add more narrative depth in future updates to make the story clearer and flesh it out more.
I really appreciate your honest feedback. It’s really useful to help me refine the game, and I’m excited to keep improving it!
Maybe, within this theme, it's important to be subtle in this way. I can't speak for others, but in my case, it was pure incompetence on my part not to notice this subtlety, because combat brings this notion of an 'eternal war.'
By the way! Seeing the game as a boss rush rather than an endless game actually improved my perception of it a lot. As I mentioned, once we have the resources, organizing the squad to fight is a lot of fun.
Thank you so much for taking the time to expand on your work for me! ˗ˏˋ ★ ˎˊ˗
I thought I had lost for a moment.
Ofcourse I agree with there is a no absolute win or lose, but "lost" poped into my head, temporary.
I like this atomosphere the space world, the feeling of screen transition and more, as much as I am amazed at how this works.
You will know RPG Maker series can make this!
(I just played in 30min because It is hard for me to play and read in English, BUT It was good experience!)
Thank you for playing! I get what you mean. I wanted losses to feel like a setback rather than a full stop, so the game keeps flowing while still giving players a reason to aim for victory. Escape is always guaranteed too, so there’s room to experiment without frustration.
Glad the atmosphere and transitions stood out to you! RPG Maker has a lot of potential, and I love pushing its limits.
I really appreciate you taking the time to play, especially with the language barrier. Your comment means a lot!
☺️👍❤️
I'm going to be honest - I had no idea you could do stuff like this in modern RPG Maker. This is so cool and reminds me of playing old MS-DOS games in a very good way. I'm not the world's best at feedback but just wow. Keep up the good work ^^ I'm super impressed.
Glad you liked it! I try to capture the feel of old DOS games, so I’m happy to hear that it comes across.
RPG Maker’s JS structure has a lot of potential, and JavaScript is more approachable than it seems, so it’s definitely worth exploring!
Thanks for your comment! I still need to check out your project - been meaning to find time to go through all the downloadable ones.
I'll have to consider it once RPG Maker 2000/2003 is out of my system ahah. It's just so awesome that you can do things like what you've created. And no worries or hurries ^^ I understand that entirely.