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Starline Arts

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A member registered Jul 19, 2021 · View creator page →

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I have already drawn the assets, I just need someone to fix it in an animation via effekseer. It's about 5 or so animations. I don't have enough time to learn it to get it done properly. I'd rather someone else who knows the program better.

Please reach out to me if you think you have experience with Effekseer. We can discuss payment and further details there.

Sent! My discord is BlueRiser#0724

Feel free to hit me up! Here's my instagram: https://www.instagram.com/starline_artz/

Thanks for the feedback! I've tackled the battles in a rework of the game coming out in 2 weeks or so. I've rewrote some of the language as well, since it was catered to my testing of battles. I didn't take into recognition of other's playstyles  so hopefully the new version addresses some players qualms with the battles. Alongside this there's a new difficulty select, art and battles. If you like, I'd love to get your feedback on the revised version. 

Congrats to all the winners! I hope there will be another RPG Maker Game Jam in the future, I'll gladly join that one as well to test my progress! 

Maybe puzzles should've been the way to go in place of battles but anyway best of luck in your future projects!

Got around to playing your game! Thanks for rating and playing mine and also for your comments on my channel!

I couldn't make a video on this game but I had to at least leave a comment on how much I liked this game. It reminds me of the old days I played similar games on the GBA! 

I do feel RPG maker isn't a good mix with this gameplay style but I adore the effort to make it work! There's a kinks to work out but I think you can find work arounds! 

Just a few remarks:

  • Add a journal or something to help with progression, or even something that pops up to remind the player what they should do next
  • All enemies feel similar to each other, most are dispatched with average attacks
  • Bosses are even more victim to being damage sponges with me just putting them in a corner and wailing on them
  • The characters aren't very deep and the bond between the protagonists is shallow and their relationship is on the nose(but this is subjective by all means, so take it with a grain of salt)
  • The protagonist are probably some of the best RPG Maker generator designs I've ever seen in recent memory (I might do fan art of them, it would be on Instagram if you want to see it)
  • With a bit more a dynamic story telling I think this game could stand out from the rest. I like the aspect of fighting the constellations
  • A teleporter would be nice, backtracking isn't very fun (unless there was one and I missed it, if so disregard)

With all that said, I loved it! Keep it up!

I've played as many games on here as possible and some have great potential! 

Under the pressure of a month's time span, it's difficult to put out a product that works 100%(heck even 80%) right off the bat. As always congrats to those who were able to submit theirs to the Jam! But now where does it go from here for you? Will you finish the game? Start a new one? Are you done with development? New engine? For those projects that were so close to being finished, I hope you complete it and put it out there as it's "perfect" version! 

Just for myself, I'll be rereleasing my game as a "+ Edition" next week. The feedback I obtained during this was invaluable to my growth. I was already working on another RPG maker game prior to this one. Everything I learned here will help that project get realized. Shameless plug but follow me for updates on that!

Also I'm willing to team up with other's to help their RPG maker games get realized as well just hit me up!
linktree: https://linktr.ee/Starline_Arts  Discord: BlueRiser#0724

Wanted to make sure I at least made a video for your game before the Jam ends, since you gave me such valuable feedback that'll help for my game's re-release! 

So I believe most of the valid criticism has been said in previous comments so this should be brief. 

Story
The story itself lacks a dynamic feel to it, it's generic to a fault. The scenes playout like one would believe without taking the tropes to the extreme or flipping them on their heads. I thank you for not starting with a flashback or monologue about the world. 

  • The intro is too slow and lack any strong character motivation
    • My suggestion is to show more of the goal of the father and his flight device as it's far more interesting than what was offered. 

Gameplay
Balancing of course but I'll explain what was missing from your balancing. 

  • Enemies have too much health. If they were bosses this would be fine
  • They all have 1 too many skills or said skills are too powerful
  • The party doesn't have enough MP or TP to operate properly in battles. Should increase TP gain when doing damage and taking damage. 

Overall you should vigorously playtest the game and lower your scope. Just a heads up for any game you plan on making, on any engine, playtest and fix out bugs as soon as they come. The game should've just been about finding parts to fix the flying machine. No towns were needed. Just a short story about the father and daughter achieving one or both of their dreams. 

Feel free to reach out to me if you want assistance in this or future projects. 
Find all my socials in this linktree: https://linktr.ee/Starline_Arts
Or reach me on Discord: BlueRiser#0724

If you ever need advice or direction with a game let me know and I can help you out. Feel free to reach out to me on any of my socials. 

Find all my socials in this linktree: https://linktr.ee/Starline_Arts
Or reach me on Discord: BlueRiser#0724

Thanks Drifty! 

Just one quick question did you finish the game?

Also sent you a dm on discord about playing the updated version, just let me know if I should reach out a different way. Thank you again for judging my game!

Thanks man!

I see, also I tried it out and I defeated the boss in one hit, without doing any other attacks, just like it said which wasn't exactly what I expected but it's cool to know it's possible. The issue is now that I didn't clarify how it's possible to do so in one hit. I say this in hindsight after doing it myself. The freedom to explore options in battle is what I like and I don't want to dictate but just imply the player can do something one way or another.

I think your talking about the canister right? I did it on purpose but I can see how that is jarring. 

I'll check the stream out then. 

Did it? Nothing game breaking was in there. Unless grammar/wording and battle balancing are counted but I call those mistakes. The game itself is 100% functional outside of my general design mistakes/choices.

There's a few things for sure. 

- Normalizing audio
- Different modes of play (easy or hard), as I want it to be challenging but I should've thought about those who want to experience the story as well
- On top of that I should've gone with my first battle balancing, it was easier for sure
- I didn't have any bugs, I'm quite thorough with testing stuff like that
- Grammar and spelling for sure, I'm a bit dumb so that stuff goes past me a lot

Otherwise I'm actually happy with what I finished as my first game. I'm going to release  a + edition after the Jam, to fix out everything I think I need to do.  

Firstly thank you for the great feedback! Sorry I didn't get to this earlier! 
-I'm glad the game is very "anime", I've heard this a few times and I think I'll move towards that direction. 
-I want to do illuminated items but ran out of time so went with something more formulaic. I hope to make them more dynamic in the next game. 
-You can break the door :)
-I'm glad you enjoyed the battles, most say they last a little too long so I'll continue working on them to make them far more dynamic and interesting.
-Yes I will develop my art past my Atlus influence. I'll make it my own as soon as I can!
-Thanks the music was fun to make.
-About Morgan: All I knew was he needed to be important to the plot and not get carried by it. 
-About Maju: She will get her time to shine! I'm glad you weren't put off by her.
-About Lachlan: He will be in the next game! And some of his mysteries will be revealed!
-About Wilma: What was her outcome in your playthrough?
-About Haast: Haast would like to thank you for your words. She herself is the blood of the story. FUN FACT: Her name is from the famous snake researcher Bill Haast, who by injecting venom lived a very long life. I wish Haast could have more time as well but the story is better this way, I believe. 

Again thank you for your comment it brings a huge smile on my face to see you enjoyed it and Haast. Stay tuned for the next game! 

I was curious about this as well. The game had the highest rating and was picking up a lot of traffic. So I can only wonder what happened.

My socials if you want to reach out about tuning your game. 

https://linktr.ee/Starline_Arts 
Discord: BlueRiser#0724


Hey there played your game! Here's my video on it! Here's my socials for the thing I mention at the end of the video. Thanks again for rating and playing my game!

https://linktr.ee/Starline_Arts

Discord: BlueRiser#0724


Hey there played your game! Here's my video on it! Here's my socials for the thing I mention at the end of the video. Thanks again for rating and playing my game!

https://linktr.ee/Starline_Arts

Discord: BlueRiser#0724

Thanks for playing my game! I've found time to play yours tomorrow! I'll be leaving a video in the coming days after I edit it.

- I'm glad you liked Maju! I was worried people would hate her.

- Having less battles allows me to make the characters more unique in their moveset. Did the any of the fights feel particularly long to you?

- The music and art were my favorite parts of creating, I'm not a good developer but I like to think I'm an OK creative.

- I was inspired by the shortcut methods that Atlus does in the SMT series. I think the minimalistic design helps reduce dev time and stand out from the average RPG Maker stuff, which was the most important. 

Again THANK YOU for playing my game! This feedback will go into fixing this one and improving my other game as well. 

Sure I'll update the language! 

Thanks for playing, I'll be sure to get to your game as soon as I can! 

- I can see how the relationship could be seen as undercooked, obviously as the writer I have more attachment. Maju's character archetype is the tsundere, most commonly known in anime. I can understand this is either a hit or a miss, especially for those who might not consume content with those types of characters. 

- I didn't plan on the villain to be a huge twist, I wanted maybe just a slight bit of misdirection but also leaving it perfectly clear from the start as well with observation skills of the player (EX; one of the items found in the forest). As I personally didn't think the it needed to be a great twist at all as my hopes were the lead up to the fights felt nice.

- Yes I'll work on rebalancing the fights! I wanted to keep small numbers but than can be difficult so I have a lot to learn. 

- So the knife attack has a larger variable such as being (9 lowest, 15 the highest) while the punch was 25 or so minimum. But I'll rebalance it more so that the player can recognize the knife is cheaper but has the possibility of doing more damage. 

- Pure attacks build BURST. I didn't want players spamming attacks like I see in a lot of RPG maker games. 

They'll be cameos in my next game Phantom Punk Demo coming out in the next few months. Everything I learn here will be used to improve that one! Thanks for the valuable feedback!

You should at least wait till voting is done since being published on steam is part of rewards. I'd recommend putting an updated version on a google drive or the like if you really wanted to share it.

That might be a rough ask, but if the world is interesting then they might feel more inspired to look around more often. 
I'll check your game out when I get the chance!

Hello all! 

I'm looking for voice actors for promotional content for my media(games/comics/etc) I have possibly 2 female voices already so I'm in need of some male voices as well. I'd obviously prefer volunteer, but we can discuss payment as well. You can reach out to me on any of the various platforms in this linktree or my discord  BlueRiser#0724. 

Thanks look forward to some replies!

1) https://www.youtube.com/channel/UC9aCeci4X_DCcdH6cjknFGw

I'll be doing either long videos with multiple games or singular shorter edited videos.
If I do stream it'll be on that youtube account and it'll be sometime after 9PM EST time!

I went with smaller numbers as well and it's definitely harder to balance but big numbers aren't my thing at all. All of my favorite RPGs use smaller numbers that barely break 1000 at most.

Despite all that you have a good looking product, from what I can see from the screenshots. It is disappointing when you have some assets that you never end up using.

To get a base game down in 3 days is a feat I hope to accomplish sooner or later! I definitely have to check your game out!

I only have 1 plugin but it's a custom one to skip the fight/escape in the battles.

Mapping is definetly my weak spot as well. So what I did was have 1 map and used images from unsplash(a free image site) as backgrounds for the other areas. This way I  only need to focus on 1 map and the rest are just scenes that playout over a parallax(shameless plug but check my game to see what I mean.) But looking at your game's page maybe that wouldn't work too well with it's visual style.

Why not try parallaxing? I find that's the best way to construct maps alongside an image editor. Personally paralaxing gives me a better feeling of control. 

As a native speaker I still had grammar and spelling issues as well. They're easy to miss when you're on a deadline!

(1 edit)

Yup that's one of the reasons I tried my best not to use plugins, only used one to skip the battle/escape menu.  
I always found it easier to work on it when I wanted to. There were nights where I would go for hours and get nothing done and then there were times I completed more work in an hour.

I'll check your game when I have time!

YESSS! The crashes took away so much time from me... And making a unique battle system is difficult in the span of a month. 
I'll be sure to check out your game later, it looks beautiful!

Woah! I didn't realize that! Thanks a bunch man!