Well I had to get Harold in somehow :D
Aesica
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The RPG Maker shooter idea is cool, but it definitely has that RPG maker jank to its controls that doesn’t work well with a genre that’s generally all about precise and careful movement. Luckily, this was a basic shmup instead of a bullet hell and none of the foes were overly complicated, so the controls didn’t impede the enjoyment all that much.
Each character having different shots was a cool concept, but never actually felt necessary to utilize so I just chucked fireballs the whole time.
Awesome! Making an AI-assisted game for laughs was something I’ve wanted to do for awhile, but never got around to it.
The game’s strong point was definitely the exploration, like seeing all the weird crap lying around the world. Unfortunately, the constant random encounters made this really tedious, even with the instant-kill superweapon. In fact, they were so annoying that I actually went into the game code and disabled them after awhile so I could explore freely. That said, the AI-generated enemy sprites were pretty cool. (Yes, I’m one of the rare people who doesn’t freak out over AI created assets)
Now, I’m not sure if it’s a player error or a bug, but I’m stuck at 80% on the decryption and there’s nothing left to interact with. Trying to find this missing 20% was what actually prompted me to delete the random encounters–and even then I never found the last part. Oh well, was cool while it lasted.
So good job overall, but if you decide to touch it up, please reconsider the use or at least frequency of the random encounters. :)
Thanks! When I first came up with the TP mechanic, it was meant as more of a failsafe for the magic users, so they wouldn’t end up out of juice with no way to recover when the boss appeared. I could’ve just stuck a recover all on the sparkly save/tutorial point, and in retrospect, maybe that would’ve been better. And yeah I suppose the encounter rate does force a lot of back-and-forth running to make them appear. The “battle every step” approach would’ve worked here.
Anyway glad you didn’t find it completely terrible!
Finished the whole thing just to see how the story played out. Therese as both a character and as an opponent was the only one that really required any strategy–the rest were just same-rotation kills. Also, not sure if you meant for Reid to be able to single-turn kill literally everybody, but he can! :D
The final boss also bugged out and kept going when I one-turn killed it–it healed itself for 2 hp, then when I killed it again the second turn, then the scripty bits took over as expected.
Was fun overall, nice job!
Thanks for playing it. Regarding the enemies, one thing I’ve learned from my past jam entries is that people don’t like being thrown in against hardmode ballbuster enemies right at the start, before they’re even used to the battle system, skills, etc. I always felt like FF4 did “hard” really well, so I tried to follow that model.
Wish I’d caught this one, too. Still was very informative and showed me another bug I missed–the compass orb (upper-right display) breaks on floor 2. Also regarding somebody’s comment, it’s not FF7 music. It’s by YouFulca, who I apparently forgot to credit. D: This game had so many bugs/oversights, so thank you for bearing with it for as long as you did.
Aw man, I missed it–by like 7 days. :D I like how you found an (unintended) way to navigate the options menu, as the original intent was to just tease players with settings like the movement type setting (Right Only, 4-Dir, 8-Dir) which they can’t change (and if they could, it does nothing). The social status one affects which “chapter” plays though. Anyhow, was a fun watch, thanks for playing it!
Yeah feel free to play around with it in the editor. It’s so horribly broken and the more I look at it, the more I see other things I forgot to do. Marsha’s Fire spell has a broken action sequence tag, the north wall in the cat’s area isn’t supposed to be open, it’s using the wrong icon set (the “good” icon set is in the img/system folder but not set) and…who knows what else. Yeah I intend to clean up and expand this entry by a lot after the jam. Not sure why I thought I could put out something even remotely good like this in only 2 days, but thanks for trying it anyway!
Edit: Also, the cat explains that some enemies (based on their in-dungeon appearance) will be stronger than others. The dragon (and the dark elf who isn’t accessible) are meant to be pretty dangerous foes. Same with Haimonster and Baimonster.
Definitely agree about the battles. Michelle and Kasey/Eliot in particular should’ve probably had half the HP they did. Now when you say “ran like trash” were there any particular parts? And do MZ games generally run worse for you than MV games? Trying to isolate any bottlenecks, but I suspect effekseer animations.
Thanks, and yeah the original maze floors were going to be 50x50, but I quickly realized that was too massive, so I opted for 30x30 per floor. I hope the compass helped a bit with the sense of direction. I wanted to include a map that filled in as you went along as well, but…yeah time happened.
Edit: The horror comment reminded me, I forgot all about the yellow-walled SF tiles which would’ve been perfect for some backrooms action. Maybe next year!
Here’s a list of “known” bugs, just to save people the trouble of reporting them. :)
- The blue crystal teleporter in B2 takes you to the wrong location, making the game unwinnable :(
- The gold coin doesn’t convert into the correct item and has incorrect text
- Lucius doesn’t learn any additional spells as he levels up
- Not a bug, but I didn’t have time to place chests with gear upgrades besides the 3 locked chests.
- Front view battles resolve correctly, but the presentation is borked AF
- Enemy strength is horribly imbalanced (in the player’s favor)
- Marsha’s Fire spell has a broken action sequence tag and thus doesn’t work
- The north wall of the cat’s “room” isn’t supposed to be open.
- The wrong icon set is being loaded.
Not sure if it’s intentional, but you can view the map and still move around, making it a lot easier to see/avoid the enemies and find the objective chests. Also kind of wish I could do more with movement though, like beat up the baddies. Didn’t make it past level 2 since half of the map seems inaccessible unless there’s some switch I’m supposed to find or something. Enjoyed the weird environments (yay giant cat statues!)
This game actually reminds me of the old days of flash games, as the “arena shooter” type games were pretty popular/common back then. The good old “orbit the room and shoot toward the middle” trick still works quite well. My only real complaint is that it’s wasd movement without any other options, and I’m terrible at wasd movement.
Like a few others, I got hit by a lockup bug with the wastebasket since I interacted with it from below rather than the side. Kinda wish the game had a few autosave checkpoints since you can get insta-gameovered if you touch certain bad things, and having to start all over is kinda…annoying. That said, great atmosphere and use of lighting (even if a little dark in some spots)
This is the one I definitely had the most fun with (it’s better than mine, imo) despite the fact I had to play as Reid. :D Got 2 endings when I played (slept in until the final day the first time, then actually tried on the second) and am curious to see what other endings this has. Good job, only bits of advice I’d offer were already mentioned (quicker access to the stat hud, fixing some atk/mat/etc references with the intended stat names, etc)
So now that the jam is over, I want to give this game a full play since the jam version had some weird bug where the graphics were flickering and shaking about so badly I couldn’t tell what was going on. Probably some weird issue with Bakin since it’s still pretty new as an engine. Does the gamejolt version fix that?