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We are working hard to produce a unique and quality RPG that we hope will shape the industry. and set it back on track. We do feel that saying that now is much too early to say for sure but it will be different than other RPGs on the market. It'll be cleverly written and we'll try to make it very enjoyable - although short - there'll be quite a few things that people will notice right away. If you want to share thoughts on the product then keep in touch with us. The community matters and all feedback will be respected.

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I tend to support indie devs quite a bit (Proleteriat Studios NDA'd game and the devs of a game called LifeBlood) especially if they have a Discord server.  I wouldn't mind providing feedback, but that depends on what kind of game it is.  RPG is something I enjoy quite a bit :)

That said, as professional game devs you should know the basics.

-Proofread the script

-Gauge your use of humour and whether you're going to use UK or US spellings for such words

-Try to keep text in separate files that are read on game launch so that it makes future translating much easier; you never know how many languages you'll get!  http://kupogames.com/2018/08/14/translating-games/ 

-Random encounters are frequently done wrong/poorly but the mechanic itself is not inherently bad.  Honestly though I'd prefer visible enemies without random encounters and I'm sure a majority of others would feel the same way.  There are plenty of RPG Maker articles on random encounter design but essentially: variety is the spice of combat.  If there is no variety or no NEED for variety (spam attack) then that encounter is a waste of time and shouldn't be there (or should be bypassed with auto-completion & auto-rewards like Earthbound).

Our plans include: visible enemies,  no random encounters, boss battles, optional story segments, support for speedrunners, and over 20 beasts to befriend.