For what it's worth, I was so mentally drained from simply making all the systems work together and trying to make sure I was submitting it properly. I wasn't worried about the UI at the time.
KTSpeedruns
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Missed the first checkpoint not knowing it was a checkpoint and it's easily ignorable so I got sent back to the beginning which was frustrating. I don't like that you can't just let go of a wall and fall. The mice scurrying around stopped me in my tracks because it looked like an enemy that would reset my progress. But then the spiders actually are enemies, so I don't know what moving sprites I can and cannot trust. And it needs to drop the intro screen's gimmick of dragging a word into place as it does not fit with the theme.
Thanks for the words of appreciation regarding how much of a chore RPG Maker is. I really dropped the ball in conveying what is happening and the effects everything has. I looked for how to disable the menu and could only ever find scripts for alternative menus. And I knew every minute trying to find a way to disable/alter the menu was a minute not spent on building and testing the core systems. My biggest regret so far isn't even starting more than 24 hours after it started, it was the lack of external playtesters.
Let my blunders be a lesson to everyone how important it is to not be your own sole playtester.
Not sure if I'll continue doing this in RPGM or redo it all in Godot.
Well, I didn't know what I was doing, so I only survived 6 seconds. Then I read "you were absorbed" so I thought I was supposed to escape, but that led to a void of nothing. So I thought maybe there was something I'm supposed to touch. Found out some things decrease growth and some increased it. Tried decreasing. I was absorbed. Tried increasing, and I was absorbed. Nothing makes sense.
The biggest disappointment is that it ended. Put together a tutorial and a few dozen levels and it would easily be worth $5-$10 on steam. When I beat the first level and saw 1/4 notes filled in, I thought it was a ranking system so I was trying to get a better score by using fewer notes or holding keys down for the least time possible. Only to realize it meant it was level 1 of 4 completed. Might be harder but a ranking system based on the total amount of time notes were held or total number of notes placed would be great for replay value.
The blue circles need better tutorial/explanation. And better consistency, too. I feel like they all act differently.
On the most positive possible note: it's really cool that scaling wasn't just the gameplay's main them, but also its resource, which is something none of the other games I've played have done. That was seriously cool.