Blues

I'm you, you are me, nothing is everything and eve
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... Can i speak spanish for a while? xD. He talks spanish.

Tío, te ha quedado muy bien. Tu técnica de dibujo ha evolucionado mucho desde The Observer pasando por Dhux's Scar llegando hasta ahora: Androgynous. Espero que pronto saques demo, ¡saludos!.

English:

Dude, it looks very well. Your draw technique has been evolved since "The Observer" passing trough "Dhux's Scar" coming to now: Androgynous. I hope that you make a demo soon.
 
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dude original art makes such a huge difference and this **** looks so great. seriously that art style not only takes away from the RTP but it's great in it's own right. it makes me so happy to see projects like this ;_;
 

A-Moonless-Night

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This is looking swell! I'll be keeping my eye on this. :)
 

Mouser

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looks pretty interesting, but I have a question about the characters. if your main female character is going to be mostly a staff-wielding healer chick, and your main dude mage is going to be a destructo-guy........then what's the point of having the lore of your world saying that ladies are better at explosion-y magic and dudes are better at healing? why not swap the characters' genders, which would be a fun inversion of the stereotypical magical roles for each gender in an rpg party, or have the lore be the other way around? I guess you're going for humour through contradiction, but imo it doesn't really work in this instance, it's just going to confuse/annoy the player.
I don't know.

With a game title like Androgynous, I expect a lot of blurring of the gender roles...
 

Erilex

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Looks like this thread has experienced a sudden resurgence! Which is good, because the demo will be out soon(ish)! Look forward to it.
 

Erilex

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Demo is up. Link is near the bottom of the first post.
 

Shake0615

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You see, this is what we need to see more of in the RPG Maker community! Completely custom art with a totally unique style for this platform. This game will have no problem distinguishing itself visually from everything else that is out there. Can't wait to try it!
 
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Indinera

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Got the chance to see this because of the podcast. Great original stuff you've got here, congrats! :)
 
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I love the custom art! It looks really professional, and I would probably buy this if I saw it as a full blown indie game on steam! Very well done. ^_^
 

HalcyanStudio

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Loving the screenshots!
 

Erilex

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Those who have played the demo will know that the game uses *GASP* random encounters. I'd try to rationalize that decision but it actually came down to me just being really, REALLY lazy and not wanting to draw more character sets. I'm going to replace those with on-touch battles. There will be a few non respawning monsters located at choke points (think FF Mystic Quest) and a bunch of wandering respawning ones in-between. You'll be able to use items to put them to sleep, allowing you to avoid them easily or get a free extra turn if you decide to engage them. I think I might also make them drop extra rewards if you finish the battle in as few turns as possible. 

AIscreen07_zps8eea0cd0.jpg


Bipedal eyeballs. I'm 99.98% sure I've subconsciously lifted this design from somewhere else. Whatever. 
 

Zadorain

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This looks great! I can't wait for a finished version. I'll be playing the demo soon.
 

Milennin

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Playing the demo. Writing down comments as I go.

-The choice to create more worlds or not for the little girl in the intro is completely pointless.

-I think using just faces for the characters in the status menu would look better, since the pictures are pretty small and lose a lot of detail with the full body shots you use there.

-Few battles in now, and notice Ethel being really weak. Her normal attacks barely do any damage at all, and with her low HP, even a single monster attack can force her into self healing. I can even see her getting downed in a single turn from like 3/4HP if she's unlucky to be targeted by 2 monsters in the same turn. Maybe this changes later on, but just thought I'd mention it here.

-I like the secret passage near the sign that mentions them, that's pretty neat.

-A chest in the second map just gave me 1k gold, effectively almost doubling my wealth. Seems like a little overkill for such easy treasure?

-I like the option to return to the entrance after the cutscene at the end of tutorial forest.

-Deborah seems to have a lot... of scars. #______o -- little more into the scene: Well, that explains the scars, I guess. That's a pretty cool story.

-Got 8k gold after talking to Deborah, that seems like way overkill, considering I was able to upgrade all my gear to steel just earlier with the money I found during the tutorial. Well, unless you expect players to stock up on a bunch of consumables as well?

-The ambient sound effects in Stratas Cave are too loud, making them obnoxious.

-Gonna take a break here.

Major issues I have so far:

-Ethel is just way too weak in the tutorial area. Her attacks barely do any damage at all, and she's the most vulnerable defence-wise. Makes me wonder why they even bother bringing her into battle, because she's nothing more than a burden. I want her to be more than a healbot. I'd like to see her do more than to throw around the occasional heal.

I noticed her attacks being a lot more effective after I got her a new wand, and fought some of those sword bats in Stratas Cave. She did around 1/5 or 1/6 of the damage that Arran does, which is much more acceptable.

-Without having a real world to explore, I feel it's a bit lacking. It looks like the game is designed to bring the player from dungeon to dungeon, using the towns merely as a heal+save spot and to progress the story forward.

The level design is actually not bad, but I think it could offer more interaction with the environment to make the dungeons feel more like actual locations. Of course I'm just basing this on my initial impression with the game, so if you have this further on in the game, then ignore this. What I'm getting at is that if you want the dungeons to be the main focus of your game, I'd like to see more than a straight path from entrance to exit with a bunch of random battles in between. Give me environmental interaction, or some puzzles. Maybe some events within dungeons with NPC's that tell more of the story.

Things that I like:

-The overall presentation of the game. It looks unique, with custom made everything. The character art work is nice. The tilesets give a cool cell-shaded look to it. I like the monster designs, and the fact that I get to fight cool stuff right from the start instead of rats and slimes that most other RPGs have.

-The writing is nice. It tells the story pretty well. The dialogue between characters is fun to read.

-The pacing is handled well. I like how the tutorial forest introduces me to new things one step at a time. The intro scene was pretty interesting, a lot more engaging than what most other RPG Maker games have. Only dislike there is the pointless choice to help the girl or not. I like how the story is being told in parts at a time, instead of everything at once.

Overall the game felt like a good experience, but could do with a bit more depth in level design. Art-wise it's really awesome. :rock-left: :D
 
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Erilex

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Yesssss delicious feedback.

The choice in the intro is pointless, yes (Actually you get a Dragon Warrior reference if you choose to ignore her enough times, but it's pretty silly having the question there just for the sake of an easter egg, so I'll probably remove it)

I'll be sure to beef Ethel up to make her more useful. I'm also considering lowering the level requirement to learn her heal-all spell since single-target heal spells aren't that great. Her skill repertoire will eventually become more varied than just healing spells, too. 

I don't think the amount of gold you get is that excessive. Item shops sell some prohibitively expensive stuff. Battles get harder, so consumables are nice to have around as well.

Level design is probably my weakest area of game design (Ok, other than my total inability to code. Or compose music. Or -you know what, let's just quit while we are ahead-). I have some ideas to make dungeon delving a bit more exciting, though. Just a little bit. 

Thanks a lot for playing and taking the time to post about your experience!
 

Merryjest

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I have to say, I applaud your choice of original art. If I had time, or a dedicated team outside of myself, I would have gone with this path of redrawing the tilesets in a hand-drawn style. Very interested in taking a look at the demo when I have some time.
 

Milennin

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Level design is probably my weakest area of game design (Ok, other than my total inability to code. Or compose music. Or -you know what, let's just quit while we are ahead-). I have some ideas to make dungeon delving a bit more exciting, though. Just a little bit. 
Maybe add some height differences in your dungeons too. So far everything's been completely flat. You can do nice things with height. Also has potential for added environmental interaction or different puzzles.
 

d_a_renoir

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I like the tilesets. They're adorable. I really like the cartoony look. I like the sprite too. It's cute. The attack/magic animations are cool! I love them. And I seriously love how there's secret areas in the forest. The battlers/portraits aren't my cup of tea, though. Not sure if it's just me or anything. Not fond of the random battles either. I think it might be better if you make the enemies visible on screen.
 

amicable

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when trying to download your game, i got a warning that it was a malicious file. d'you have any idea why that might be? i've never had this before with any other rpgmaker game
 

d_a_renoir

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@amicable: That happens a lot, actually. It's nothing, so don't worry.
 

amicable

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still it isn't a good thing to have associated with your game, especially since some people will take it as = THERE'S A VIRUS IN THIS GAAAME AHHHHH 
 

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