That song was also the Chinese dub of the Bill Nye theme.
thegesticulator
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I did the protag later on in the process after finding the general shape of a car that wouldn't get stuck after flipping over.
He's a possum on a log, or something like that.
Most of the textures were from Kirby and the Crystal Shards, but with shading and excessive normal mapping.
Thanks for your time.
I really like the prospect of utilizing coercion and emotional manipulation tactics to sell enemy bosses chocolate bars as a pacifist parallel to the tic-tac-toe of take-turn combat.
The smorgasbord or music, art assets, and mechanics sometimes leaves me lost, but still gripped enough to figure things out.
Admittedly, I might've accidentally clipped past a wall or two with the diagonal movement.
Also, congrats on utilizing FPLE without crashes, especially when switching from 2d-to-3d maps.
Begging part:
I keep getting pwnt by the dad boss, along with major creatures in SOYEN. I'm at the point where the only creatures I can grind (for newer party members only, I usually never grind) are the nerds behind Ethan Ralph. I've gotten close to winning Zeke's dad with scare abilities, but he eventually molests everyone with capitalist magic.
I understand this editor has been out for a while now. It works amazingly.
Is there was a way to have multiple menu backgrounds? I've been trying to call an event that randomly chooses from several backgrounds to load when bringing up the menu for the sake of variety. I've tried several solutions, but to no avail.
Thank you for your time, regardless.
As long as a game is designed within consistent boundaries, it can be a 'good' game.
I didn't think I could enjoy games with random encounters and older design sensibilities in mind, but TJ kept bringing me back until I grapsed the proper risk assessment and item management skills to warily press through areas. The twisting mazes, limited save points, and EXCELLENT battle encounter variety granted a sense of tension and immersion I didn't realize was missing.
The jokes grant great reprieves, too. TJ is a grueling, but rewarding run. Excellent shit.
A delightful time with good enemy designs and pacing (between mazes, breaks for cutscenes, and upgrading at the town). The encounter rate was a bit high for my liking, but the option to run away was useful. I ended up running away from many battles due to overleveling a bit and saving time, but there were still enemies in each area that challenged me, and the health drops were sparse enough to engage in risk management.
The premise was well-executed and it was fun getting those side-conversations in the restaurant.
Dragon girls are cute.
There's a ton of content in what I expected to be a short demo. The events are paced very well; with platforming, a wide variety of combat mechanics (bolstered by equip-able abilities that can utterly transform your party's play style), and fast-but-fun story beats that still manage a twist on the formula.
It's not often you find a holiday-oriented RPG. It's even less common to find one with a world so lived-in and mischievous. The party members rib their enemies and each other plenty, sometimes to the point where they wonder if they're still on Santa's good list. I'm a great fan of how it all worked out.
I've already touched on this with the variety of abilities, but the range of items (full party heals, lesser heals, full heals, and un-buyable MP items) shows how much was put into mechanically fleshing out the game. This applies to the equipment as well. All these items are laid about in perspective-tricked nooks, crannies, and challenge jumps.
The combat was also very fun. The bullet hell enemy patterns can be countered with z-attacks, which you can freely aim while dodging. This, along with the variety of abilities and other party members, can make combat very quick once you get a groove going. This being said, the game doesn't feel too easy, and the bosses pull you for the long haul. If one doesn't want to fight constantly, no worries. Enemies appear in the overworld and lesser ones can be bucked into dust, which is a very considerate option to give to players.
My few gripes with this game so far are likely due to being a demo, but some of the animation transitions glitch, occasionally, especially when doing those spinning jumps. They're adorable, but rarely play when moving vertically (up or down), which made it difficult to understand that it was a feature on the first few minutes of play.
I also ran into a few crashes when talking to NPCs, namely Bob's Sleds. This may be due to the nature of my old laptop. Also, I couldn't purchase a sled from him at all, and his dialogue wouldn't reload even after re-entering the area and rebooting the game. Again, this may be just part of the demo that's unfinished. Regardless, I was blown away by what I've seen, heard, and played thus far.
I'm unsure of what this device is called, and maybe it doesn't apply due to my hopping into this entree first (in what may be a longer series I will definitely check out), but I adore how organically concepts are introduced. There was a good variety of minigames, too. Most enjoyable were the simple bits of anguish and how they were placed visually: the looming, mausoleum-like apartments, garbage, chairs, and hookahs(?). As someone who simpered for druggies a lot in my younger years, it worked very well along with how the story unfolded around its premise.
This game is easy to pick up and play. The music is catchy and the controls are surprisingly tight. Even on the keyboard one can execute minute commands that change the directions of your bullets with great accuracy. The mechanics of dashing and spooking (a cloak that negates damage temporarily) helps a lot to diversify the gameplay and keep matches tense, yet forgiving.
Pretty cool for an alpha. Keep on truckin'.