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Toa McDohl

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A member registered Jun 06, 2020 · View creator page →

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Everything seems to be in its right place and working as intended now, yes! :) Thank you for making a cool thingymajig like this available! \o|

Very cool! I don't know much about how this stuff works, but the screenshot I tested out kept lookin' good even when I blew it up to a very large size, so it seems like a solid, useful tool.

Just a heads up: The only thing contained in the windows.zip file is the linux.zip file. :P

Thank you! \o/

Unless I find an easier-to-read 70s font I dig within the next couple of days, I suspect the current font will be stayin' alive for at least the first post-jam upgrade. I agree it's not ideal in terms of readability, so I'll for sure either be changing it or adding the option to switch to another font in the future! The top left sofa in the opening cutscene has been replaced with a for-that-cutscene-only graphic of those characters sitting on the couch (closer to one another, and with both heads intact!). And the skill name cut-off, which was driving me nuts all month, has finally been taken care off, too. :) The table stack was intentional but inarguably stupid--in general, interiors now have a bit more going on, both visually and in terms of stuff to interact with. 

Greatly appreciate ya givin' it a whirl and leaving some feedback!

Wow, thank you so much. Appreciate you giving it a whirl, and I'm really happy you found stuff here that you liked. Because of the "first draft"iness of the script and dialogue, I was wondered if people might get the impression I was either peddling genuine disdain for disco or that I had a bone to pick with all things alt-culture -- both of which couldn't be further from the truth! -- so it's reassuring that you felt both the old and new Ultraviolet patrons' POVs were represented. I hope to flesh out the characters more in the future. 

Real sorry about the botched save system and the bug! Can you remember what the technical issue was/where in the game it happened? I have patch notes about a mile long at the ready, but I've yet to find an actual game-breaker other than the soul-crushing "fadeout, but no fade-in" deal. One of the rarer animations--seemingly no matter which set of graphics I chose for it, so I must've tied it into a plugin's settings or something--resulted in a weird error I've never seen before, but I was thinking me tinkering with animations post-jam was the issue there, and that it wasn't in the deployed version. If everything messed up in the middle of a late-game battle, I doubly apologize!

No worries! It was a breeze to get there, and the random event rolls lends itself to more playthroughs, anyway. I posted a "please don't do this so as to avoid bugs!" section on my jam page, so I totally get how it is. :D   

Not sure if this'll help you isolate the issue I ran into, but my route went like this (and was backtracking-free!): On map #1, I went to the southernmost area, then the three top ones from right to left; on map #2, I went up, then down, and then left, where the cutscene/boat-napping happened.

I dig the board game/Mario Partyesque approach to piratin' you got going here! 

I'll give it another go trying different choices later on, but my first run ended prematurely: When entering the south-west town on the southern map, the "we've got the next part of the treasure map" cutscene I saw after buying the map in the town on the first map happens again. When I left the town, I came to find my ship nowhere in sight! I might've missed a "robbed by pirates" side quest, but I'm guessing the ship got transported back to map #1. :D Cool, cozy pirate project from what I've seen so far, though!

"The worst pirate adventure ever" is a massively misleading tagline -- you handled all the pirate-y tropes with aplomb, and did so in a fun, breezy adventure. 

Strangely enough, we both incorporated a chicken-that's-not-really-a-chicken in our games, complete with "bo(r)k!"s and "cluck" puns. O_O I must bow down to your pun mastery, though. It's just hit after hit! The "scarrybean" and the esteemed Dr. Jungle were my personal favorites.

Speaking of hit after hit: That soundtrack bangs! I'd be right at home with the murmurmaids, 'cuz that boss music was a solid slab of metal, but your whole project makes great use of cool, location-appropriate tunes, which I appreciate a lot.

I don't have the brain power to crack the code and finish the game, but the 4 islands I visited were really fun. Really good job on this!

Hey! Thanks a bunch!

Did the game freeze when talking to the chicken or the guy, Octavia's brother (a rare, optional event!), standing close to it? I tried to replicate the bug just now, but I could still waltz right back into The Old Ultraviolet after talking to both him and the chicken. ö 

As for the drummer, he'll (after you look at his drum kit) be inside the Ultra Blitz band house on the lower right of the east side map. I think the original party members might only specify that that's where he lives if you look at the drums before going down the other path and triggering the introduction to the teleporter. Both him and the next character are optional--and could conceivably be recruited out of order--but I definitely meant to make the drummer a painless pick-up; I'll improve the signposting on that part for sure.

Anyways, you're the first person to ever play and comment on any of my RPG Maker-ing--I'm sorry for sending you on a wild drummer chase, but I really appreciate you givin' my game a whirl + the kind words. Can't wait for post-jam season to kick in so I can upload the oopsie-free version! :D

Hey! I'm having a bit of trouble progressing in the game, regardless of which path I choose when leaving the first screen:

- On the news station path, talking to either the shop owner or the news station NPC have game-breaking results: the face for "people3" is missing in the former, while "Jason" is missing in the latter. Can I progress the story if I push on through the sewers, or is that path closed if those conversations are inaccessible?

- On the "upload" path, I'm unsure whether the dialogue is suggesting I try to do my best Pacman impersonation to keep the zombies away for a certain amount of time, or if I need to beat a certain amount of encounters despite being level 1 and down one character. I beat the enemies spawned from the on-screen purple zombie, but when I saved the game, it said "zombies killed: 0," so I'm not sure trying to take everyone on is the path I want to (or am able to) take.

Just a heads up: I think there's a game-breaking bug if you enter the burning city (I went there directly after leaving the first area; it might be safe to enter later in the game, or if you enter it without the (full?) set of recruits I had with me). Arnalze ran toward the burning building, stopped moving at the entrance tile, and then I never regained control. 

I'll continue my playthrough later, but I can say this much already: This is shaping up to be nothing short of an exceptional project. Heck of a well-directed opening scene, and more freedom of choice (both in terms of making important decisions on where to go (and not to go), character recruitment, and "build"/equipment) than you see from most projects, whether Jam-based or long-in-the-making ones. Great writing, too! You should definitely be proud of this.

(2 edits)

!! PLEASE READ THE FIRST ITEM HERE TO AVOID SABOTAGING YOUR PLAYTHROUGH (sorry :<) !!

- "I tried going to sleep in G-Bee's room, and--"
-- That's your first mistake. A whole entire RPG party going to bed in a single-bed apartment? How's that supposed to work? (Seriously, please click "no" when asked if you want to heal up in G-Bee or Ramon's place; if you go to sleep, you currently don't wake back up! In the post-game jam update, there will be light after taking a nap.) 

- "Why is there a save menu when you can't actually save in this game?"
-- This is to add a sadistic "one run to the finish"-type roguelike aspect to the proceedings. It's definitely not because I messed up how saves work in the last-minute "upgrade" of the project. The game will be thoroughly unroguelikeified in the post-game jam update. (Edit: Though it does have certain rogue-y aspects in it that will remain. No two trips to The Old Ultraviolet will be the same in terms of what treasure you pick up, and where you find it. The post-jam update will have noticeably more variety in this area, though.)

- "What exactly does the Shield Upgrade do?"
-- Placebo effect. Chi shields aren't real. They will be in the post-game jam update, though.

- "Where do I take the Mood Ring?"
-- Don't worry 'bout it 'til the post-jam update.

- "Why is that one NPC floating overhead?"
-- He's high on life. If you remain standing underneath him, you can talk to him like you would any other NPC. He'll be back down to earth in the post-game jam update.

- "Why can't I see the entire name of the attacks used in battle?"
-- Because I couldn't figure out how to lower that text in any of the plugins I used; even SRD's Hudmaker was unwilling to grab'n'drag that line of text. 

- "Who's Johnny, and what's Johnny's & Johnny's Neighbors Place?"
-- It's the guy who used to live in Ramon's crib before Ramon moved there about halfway through the game jam. His nameplates will be removed from the apartment door in the post-jam update.

Eek! Sorry 'bout that. I'd turned it from a draft into a "restricted" release. Hopefully everyone can access it now.