I was just wondering what the turret and drone upgrades do. In my opinion, for the upgrades, side or rear-developing projectiles from the spaceship could be interesting.
Ischenderun
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Graphics and setting are really beautiful. The story is interesting, but I would have preferred to have more choices in the dialogues. Backgrounds and portraits become pixelated long before loading, is this an intended effect or a bug in the engine? Nonetheless, a very interesting project. Very immersive. Congratulations!
Incredible! The atmosphere you've created is absolutely perfect. I didn't find much explanation in the menu about the available weapons, like the turret or how the shield protects you. The onboard computer voice could be more present, for example, it could warn you when you're low on energy, just like it does with upgrades. In any case, it's a great project. A very beautiful and immersive game. Congratulations!
Light and relaxing game. I really liked the graphics. An interesting puzzle to spend a few minutes of fun. I enjoyed it.
I think the empty space below could be used for possible bonuses like health recovery or free moves. Better optimization for mobile could take the game to the next level. Congratulations on the project.
You can call up the gold window without needing to enter the menu. In the message box, you need to write the command:
\$
This will open the gold window when the message appears.
With rpg maker you can create a management game with custom GUI and HUD. My game for the jam is made with rpg maker MZ but it is possible to do the same thing with the Mv version. ;)
I know, my friend. It's not easy to find beta testers and get feedback. Fortunately, I'm in a great community where we support each other, and creating in RPG Maker becomes more exciting. Don't give up; RPG Maker is a nice game engine. Anyway, to disable the menu, go to the third page of the event command and turn off the 'Change Menu Access' command.
As an RPG Maker developer, I can tell you that I understand the hard work involved in managing and programming the game—it's truly a massive effort. It's a pity that the lack of information doesn't allow you to clearly understand what needs to be done. From a design perspective, I would have definitely disabled the menu, as it isn't very useful for a game of this type. By the way, if I remove the weapon from the equip, an error appears saying it can't load the sound file SE equip1. To better understand the management aspect, I might have displayed some variables on the screen. Nonetheless, it's a great prototype to build on
The game tells the story of two very charming characters, Winter and Summer, who initially seem to be just an introduction to the game, but then you discover that they are actually the main characters. The initial impression that makes you think they're simply cute is gradually replaced by the short but intense story of the two protagonists. There are also very deep scenes that, in the end, make you see the game from a different perspective.
So no, this isn't a game with technical mechanics or a traditional story—it's a game with deeper content where anyone might see themselves in Summer or Winter (or perhaps both).
Very beautiful and profound, it definitely deserves further development on the story side to better convey what it wants to communicate, and the two protagonists still have a lot to say.
Congratulations, great project 👏👏👏
Thank you for trying out the game. Yes, the events are completely random and non-repeatable; each of them can only occur once (except for the 'period of calm' events, of which there are 5). Currently, there are 31 events in total, and a maximum of 25 can occur. For the future update, I plan to expand the events to 50 and distribute them on a scale from easy, to medium (mid-game), to difficult (end-game). Thanks again for your feedback :)
Thank you so much for trying it out! Yes, unfortunately, at the moment there's no option for mass-buying peasants and troops (for food and materials, you can do it through the shop). Originally, there was a challenging mission planned that would have either ended the game or offered a big reward, but I couldn’t include it in time due to the deadline. On the 12th turn, the king was supposed to appear and assign you a special mission: collect all the resources for him and deliver them by the 18th turn. If you failed, you would have lost the game, but if you succeeded, you would have earned a title. For the post-jam update, I have a lot of new things to add. Thanks again for playing :)
Here is the translation in English: The game features an original and engaging gameplay that captures the player’s attention from the very first moment. All elements, from game mechanics to graphics, are skillfully blended to create a smooth and always interesting gaming experience. The main characters are adorable and well-developed, with distinct personalities that make them easily recognizable and memorable. Their interaction with the game environment and other characters is well-written and contributes to creating an engaging atmosphere.
Theia is an indie game that has raised the bar of the genre to a higher level. It is surprising to think that behind such a large, detailed and engaging realization there is only one person. Every aspect of the game is taken care of in the smallest details, from the captivating plot to the well-developed characters, up to the twists that never fail to surprise the player. Missing Seven, the creator of Theia, has confirmed his ability to create high-quality games that can give emotions. Theia is a fantastic indie game that deserves to be played by all fans of the genre.
Thank you so much for playing the game! I'm glad you liked it . I imagined Oldhar too cowardly and bungling to have a final showdown with him. I'm sorry I wasn't able to use more and expand your beautiful action sequences and the splendid Low's battlers, I will fix it for the next expansion. Thank you for your feedback, I will include it with other feedback received to improve this project in the future. For the final scenes I was too scared of not being able to fit into the maximum duration limit, for the future version I foresee improvements and remodeling thanks to the feedback received
When I first tried this game, my mind immediately went to Dis(connect). But, thinking back to that first appearance, I appreciated the evolution of the character much more. Everything is measured and well-blended. The humor here is very subtle and refined, even regarding the audio. I have to say that the game caught me and immersed me in the magical world of Umlaut, and in a short amount of time, which isn't an easy feat. But, in my opinion, this game also marks something else. Michael's games are like a rising line on a graph, and B.U.G marks the turning point for Michael's minimal style. In short, it must be played, as it is difficult to describe the sensations it provides.
I've raised my ratings for your game on gameplay and story based on the latest updates you've made. It's not easy to condense such a deep story in a short time. I remain of the thought that this game deserves the right amount of time to tell the stories of the characters. I think that without the time limitation it would be a very nice game to play and experience.
Thank you so much. The game pace is something I'm working on for a possible future expansion. I'm glad you found it improved compared to the first version. I tried to combine the feedback received with my story idea. Unfortunately, many things that I intend to add are not suitable for a short game, which is why I'm waiting for the end of the Jam to expand and deepen some aspects. Thanks again 🙂