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played for about an hour so far, im liking the combat, the timing wheel thing makes it at least more engaging than default rpg maker battles, ive also used an identical Timed Attack Wheel plugin in MV made by SumRndmDde.

a big thing i think to avoid for any future rpg maker projects is very big maps, condense their content down a bit so its less of a walk to get anywhere. The world map didn't seem too bad, but the castle, town, and wilderness trail could've been a bit smaller i feel. I didn't mind the random encounters at first but eventually they became distractions where i need to press Escape every half a minute. this isnt an issue apparent only for this game, many rpgs have these issues with too frequent random encounters, and my advice would be to avoid the inclusion of random encounters in general - instead have enemies be events that the player touches to trigger a fight, the events could chase the player or respawn or have random spawns etc, point is that it makes each encounter more personal and gives players more agency. It might not be the kind of game where this works, so i think if random encounters are your preferred way, you could make them happen in specific regions like tall grass, like in pokemon maybe, just so they aren't unavoidable.

big maps and random encounters are my only issues right now, the rest is good, i like the inclusion of a bestiary, and the world does feel big, you just gotta make sure to not stretch it out too thin, it might just be a personal thing where i prefer more compactness 🐈

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Thank you for the input. Looking back I agree that the towns and some areas should be more condensed. This was my first game I made some years ago so its been a good learning experience. 

The random encounters could also be tweaked too. I was going for an old-school jrpg format, but maybe I took it too far.  Your idea for touch entity encounters sounds good. 

I'm currently working on another project but I might pull up this old project again and make some of these changes.