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werzaque

28
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A member registered Aug 12, 2023 · View creator page →

Creator of

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Have to plead guilty to sloppy design/priming. Both the PDC and railgun are operated from a console, but the reactor is operated from the machine itself, so I can imagine it throws people off. Hint has been added in version 1.3!

That's quite a compliment! Thanks! 

I had to fit it within 30 minutes of play time because of the jam rules, but the original plan was that the "back-and-forth" go on for 4~5 times. The choices young Lydia made would influence what events occurred on the ghost ship, and the choices made during those events would in turn influence the choices available to young Lydia. After finishing the intro scene I realized it's never gonna fit (like, duh!), so changed it to the linear, story-driven format that it is now. Might revisit the concept in the future though. 

There is a short bonus cutscene if you win the battle, yes... so if you happen to have a save just before that, please do give it a go. I don't think it's particularly hard as long as Lydia stays alive long enough to do her part (which, admittedly, requires some luck).

Thanks for playing through to the end! Many had given up at the reactor fight, not realizing that you can just ignore the ghasts and power it down (both reactor fight and cyborg fight are winnable, but you need to know what to do). 

And also very happy you enjoyed it! Writing emotional stories always makes me nervous if I won't overdo it lol. 

Thanks for playing!

It's not bugged, it's just poorly primed because there is only one jumping spot in the entire game... there's a part of the river that's only one tile wide with the earth being bare on both sides. 


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It mostly works! But for some reason the HELP of the top most skill is empty until you move the cursor down and up once. 
Also, it overwrites any settings made to the menu layout VisuMZ_0_CoreEngine. As there is no way to set these in your plugin, I'm afraid that in its current state I cannot use this.

Thanks! Just for my benefit because I'm still a novice with JavaScript... why are the parts :

const action = BattleManager.inputtingAction();
const actor = action && action.subject();

...omitted in the patch in your last post? Asking because I genuinely don't understand what these do but just included them to be on the "safe" side. 

FYI, I solved this with the help of a friend by adding the following in the getActorCommandHelp(commandData) function:

case 'singleSkill': {
const action = BattleManager.inputtingAction();
const actor = action && action.subject();
const acWindow = SceneManager._scene._actorCommandWindow
const object = actor && $dataSkills[acWindow._list[acWindow._index].ext];
const help = object.description;
if (typeof help === 'string') return help;
} break;
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Hi, I have a setup in which all the skills are shown in the actor command window (so no SKILLS or MAGIC option). I tried your plugin, but it does not show the description for these skills aside from ATTACK and GUARD. Could you improve the plugin so that it shows the skill description of other skills as well? From your plugin description I assumed that it would do just that... but now I have empty windows. 

Ah I see, that makes sense. I actually enjoy being pounded to the ground in turn-based RPGs, so will try it again after having finished my mandatory queue!

Yes! Music is set to low volume by default! Thank the lords!

Weird glitches happening whenever characters appear... you see the sprite sheet flashing on screen. The story is fun with lots of cringe humor that I could definitely appreciate. Gameplay... was maybe a little lacking to be honest. Music was quite catchy!

All in all had a good laugh.

A 3 for Comedy and a 2 for Story, but I cannot in good conscience give Gameplay, Music, and Story higher than a 1, sorry... still, had a laugh! Also theme 6 is loud as always which sucks lol. 

"Of course the player doesn't need to be in any danger when fighting the first boss."

What's the point, then? I just think it's suboptimal design to have a boss that has zero ability to defeat you. But if you disagree, hey it's your project! 

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The portraits and enemy graphics are nice, and the selection of skills allows for some nice strategic choices. As always the sound is EXTREMELY loud... 

I gave myself 30 minutes, and time was up after defeating the first boss... this boss was extremely tanky and I was never, even remotely, in any danger of dying yet it took ages to chip away the HP. As such, I never got to appreciate the "heroic return". 

Nice set! Will probably need to enlarge them by 1.5 times, but it still is extremely valuable because the animations are super. 

It may have been nice if this was structured the same as Ghost Warrior (single Aseprite file) though.  

Thanks! Is this update itch only? I shy to say I have bought on steam...

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Any thoughts on if this can be fixed?

Thanks for the reply! Had intended on posting a screenshot with the comment but it didn’t get through, hmmm. What I see is, a tile in the second place first row of the interface. This is not present in the A1 png yet showing up in the interface. Any way I can send you a screenshot? RMMZ by the way. Not at all a big issue and I can’t imagine that the png itself would be the cause of this, just… weird…

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Just got this on steam and wanted to say this set is absolutely fantastic. Someone in your team must truly and absolutely love Sci-Fi, because the whole set is oozing with love. A quick question, when I load the A1 into MZ I see tiles showing in the interface that I could swear are not present in the A1 sheet... they don't seem to do anything, either. Is this a bug in MZ? 


Sounds good, thanks!

Are the ground tiles of these the same as the previous desert tile sets? IOW are they compatible?

Hello, kind of a nitpick I suppose but scifi-C.png has some dots overflowing into neighboring tiles at (395, 240) through (397, 240)!

Thanks for the reply! In any case good stuff

Hey this looks good. Is it possible to change collapse effects through a plugin command so that you can have different collapse effects for different bosses?

Working on a project in which a six-feet-high human sprite is 96px, so big sprites such as these are much, much appreciated!

What's the average sprite height in pixels? Thanks!

Hi there, 

Enjoying this set very much, but just wanted to say that the below tile causes for some weird river banks. when the water goes in a vertical straight. Tried to upload a picture but itch won't let me so... check the following coordinates of the bitmap:

(402,504) to (406,505)

If you have a straight section of water, it will cause horizontal perturbations. It's not too hard to patch up, but perhaps you may want to look into this because it obviously happens with all the color variations hereof. 

Echoing Cosmix but any thoughts on a steam version? Or a demo perhaps?

Hi there, bought this on Steam and was kind of disappointed that the B tiles are the exact same as those of "Untamed Desert". I can understand why this is, but would have been nice if it was stated in the product description. Thanks.