Miss Sassy1
2nd Level Orange Feather
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- Jul 11, 2010
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Ooh, I like the edited verison. 🙂 *snuggles* I hope the game is finished soon. xD I like it.
Right now, I'm only using music built into the game. I can't find any other music suitable for certain scenes. Though any suggestions are welcome.
I do enjoy feedback. It's just it does feel nitpicky at times. Like "Why does this person not have a character image" I have my reasons okay.
The main character is built so they use normal weapons and so they will. But if they so desire, they can fight fire with fire against the monster girls. It will give a different result and if done enough times, a different ending.
Even though it's a short game, I am making this non-linear.
EDIT: Alright i've updated the game and the file is attached to this thread at the top.
Wow, now that sounds interesting? By non-linear do you mean we'll be zipping back and forth from the past, to the future, to the present and etc? Cos that sounds it'll be really interesting. And the different endings sounds intriguing as well.
But I don't want to stab a slime girl to death, I want to tickle her ):
I chose rogue because, in ToG, the rogue's belly is her weakness. I figured that would maximize my chances with getting bellybutton scenes and skills.
Please don't. Tying scenes/weakness to class is a worse solution than letting players choose weakness (flavor) and class (mechanics) independently.Not what i intended to do but I will keep that in mind.
I really hope this project doesn't get strangled by feedback.
Please don't. Tying scenes/weakness to class is a worse solution than letting players choose weakness (flavor) and class (mechanics) independently.
Okay. I want to try to give feedback in both a general sense and a personal sense and hopefully be constructive and not offend you.
You are extending the opening bit so i need not say anything more there.
The music is varied. Oddly my favorite is the siren chase music.
While not wholey appropriate. I really enjoyed it. Nothing else really stood out good or bad for me.
Now i know you wanted to get out a demo. But it does seem very rushed.
Applying a little more time to wandering a bit and giving a forboding sense before throwing into the first battle might help.
I played all 3 classes. I assume you intend for most opponents to react when you do certain things. I tried various moves and got reactions from basic attacks and tickling the slime girl's sides. The fighter seemed the best in this regard. Ofcourse i hope there will be chances to tickle girls in the village. Fun as the monsters are. Playful tickles with the populous is a must if possible.
Overall i find it enjoyable and look forward to more.
Thank you for allowing us to play.
I dunno what some are nitpicking about. It's a short demo to give an idea of what's to come and to generate interest. As he creates more of the game, he'll probably make changes to other stuff. So please.....relax, dammit!
Having said that, I liked it. Nice premise and very intrigued to see the eventual finished project. Just a question for you, Xtreme: will you be doing end scenes for the battles, whether victor or loser?
Great job on the demo. I loved the brief intro. You really have a knack for making it feel like a classic rpg. Even tho it was short, I see great potential. Keep going, and don't rush anything else, just to pump it out. Quality over speed.
Again, the music is limited so I work with what I got. Want to find me better music? Be my guest, suggestions are welcome.
Fyi, it may seem small and rushed but this demo took me quite a while.
I had to program the mechanics for everything you saw in the battle and it was very hard to get it done correctly. Took me hours to finish the slime battle and work hard to try and balance things with the classes.
Other scenes were a pain to program too. I don't lie when I say this took me a few days. Even late into the night.
I planned this demo to show an introduction and a battle. That's better than just starting out a thread with screenshots isn't it?
There is no plan to tickle girls in the village.
Now...Go forth and create!
Congratulations! You've now got an unlimited library of music you can use for anything! 🙂
This is something we all come to quickly realize once we're making a game. Game companies normally have a whole cast of workers for each job. We're doing EVERY job with one person (or a small handful if you try making a group one). It's a little hard to see yourself spending weeks, months, sometimes even years making a game and it only amounts to a few hours of gameplay. Just keep doing what you're doing 🙂
Of course you are. This will be M/F and F/M. F/F if you chose female gender.CURSES!...I think... We are tickling other women though, right? Other than the Slime girl I mean; yes?
And btw, just because it's the tower and the village only doesn't make it any less of a game. In fact, it lets you focus a LOT more then spreading yourself thin with so many locations. One of my FAVORITE games of all time is Azure Dreams on the PSOne. All it had was a very tall tower and a village you could expand/improve upon and do stuff in. That was it. And it is quite complex and challenging! 🙂 Every level in the tower is completely randomized, from the items to the monsters and the eggs you can snag. You never know what you're gonna face, and since you have no save points inside - you could face instant death at any time and lose it all. Awesome game.
JonesyJones said:But yeah, I agree with everything you said about criticism. If we go "What's up with the opening" or etc, it's not because we hate you, it's just because we want this game to be good, and you want that too, don't you, Xtreme?
You always have the best gifs, AW XD
I repeat. Suggestions are welcome.
Much like the demo you're working on right now? 😛
Of course you are. This will be M/F and F/M. F/F if you chose female gender.
It sounds better when you put it like that. It's still a short game that has a lot of focus on the tower. Unlike ToG where on paper, the premise sounded like that but you actually go to other places too.
Speaking of randomized, that's exactly what this game is doing. You see, the tower is your typical dungeon crawler. It will have random rooms each floor with exceptions. All randomizations have the same items in it so there's no missing out on hidden skill books that would be in other versions of a floor. The reason I did this is because once you go to the next floor, the game picks out the rooms and sticks with it. That floor level's rooms never change throughout the game.
Which is good too if you decide in the middle of it all to return to town to stock up and come back and find yourself lost in an unknown map. It can get pretty tedious that way. That said, there are still obstacles. You start a new game and the game will pick out new random floors to stick with.
I'm planning on 3 floors each part (the higher the floor, the larger it is), 4th room boss battle and 5th room being a teleportation room. If any one has played Persona 3, you'll know what I mean by this. Every 5 floors, you'll find a teleportation crystal. Activate it and you'll be able to come to that floor again from the ground floor.
You have to save the men and return them to the village. You will find them in boss battle rooms and where mini-bosses are located. Minibosses are located before a boss battle somewhere within the 3 floor tower sections. Defeat a miniboss to rescue a villager.