Black Cat's Story

Emberstorm

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Check out our site for the official development blog! Updating regularly with new screenshots and release builds!

www.thebestgameintheuniverse.com

Also, looking for more feedback from you guys! So if you give it a go, let me know what you think!

 
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Zevia

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Had some time to give your a game a look-see. Was stopped by what I think is a bug - after the lake battle and Ruffus showing up, I flew to an old location and was unable to get back to the mountain because I was blocked from accessing it through Yellow Duck's house.

You can see the LP of it over here: http://forums.rpgmakerweb.com/index.php?/topic/25194-zevias-lets-play/?p=338358

Review (spoilers)

I'm not really sure what I should consider "good" and "bad" in itzkreator's Black Cat's Story. Even the fact that I can't tell what's clever and what's just poor design? I don't know if THAT'S good or bad. It's sort of like watching Snakes On A Plane - you know they knew it was going to be ridiculous, and it ends up being kind of shoddy, but it's so tongue-in-cheek about it that you don't know if you should be laughing along with them or just shaking your head.

For example, there's a lot of spelling and grammar issues, but it's hard to tell if they're intentional or not. The main character refers to himself in the third person, and often characters give a pretty nonchalant "Ok" as a response to people telling them things. "My name is Black Cat." "Ok." It's funny because it pokes fun at characters just walking around talking to random people in video games, like that really would be the answer you'd get in real life - "That's nice. Why do I care?" So you think, "Alright, they're intentionally making the dialogue sort of awkward and stilted." But then you see them using "your" instead of "you're," and you think, "... I mean, was THAT on purpose?"

The art style is in the same vein - on the one hand, the fact that everything is produced from scratch and still tiles well and functions correctly is kind of impressive. I didn't recognize a single bit of RTP in the game, and I'm sure custom-creating all the graphics, tiles, animations, etc. was quite pain-staking and arduous. On the other hand, it... You know, looks like it was made in Paint. A lot of the characters have a weird sort of "sickly undead ragdoll" kind of vibe to them - it almost looks like they're creepy stuffed animals at times.

The thread for the game suggests that all the "shoddy" qualities are very much done with a nudge and a wink to them. I don't have any doubts that the creator was maybe aiming for a sort of, "It's so bad, it's good" sense to the game, and I will admit, I found it humorous to play through. It feels like a joke that the player's in on, but you have to be sort of willing to be on board with it.

I think a good example of what sort of game you should expect when you sit to play is that one of the bosses is a gigantic water-dwelling dick tentacle. I mean, it's not straight-up CALLED "the gigantic dick tentacle," but... I mean, that's what it is. Its special move is to "spew forth vile sludge." And just... I don't know, look at it. Tell me you see something different.

One thing that's a bit easier to talk about is the actual mechanics of the game, because they play like a pretty standard RPG Maker game. You spam attack through most of the battles, you start with no special skills or equipment or interesting items or anything like that. While I will give it good marks for not throwing absurdly difficult enemies at you from the get-go - which seems to be a more and more prevalent thing the more I play RPG Maker games - I can't say the combat's particularly engaging, either. In fact, by the time I did gain a few levels and put on some equipment, the battles were more of an annoying interruption than any kind of challenge or thought-provoking process. The battle system is about as simplistic as a game gets, so if you're looking for something that will challenge you or appeal to you more strategically-minded folks, this probably isn't for you.

However, the look and feel of the battles is not to be understated. The music is all very 8-bit, but to my knowledge, is also original (or, at least, not ripped from something commercial). The enemies look surprisingly good, considering the Paint-style graphics of the rest of the game, as do the battle animations. If the mechanics were more engaging or involved than "spam attack 99% of the time," I think it would be a good surprise twist for the game.

My playthrough of the version 0.5 demo was unfortunately cut short by what I believe is a bug - at one point in the game, you discover your character can fly. For no apparent reason, mind you, it's literally, "We're in a dangerous situation. What are we gonna' do? Oh, yeah, by the way, I can fly," and then your whole party rockets away. You can use this flying mechanic to visit old areas, but once I did, I found myself trapped and unable to get back to where I was supposed to be. I don't 100% know for sure if I just couldn't find the path again, but I was pretty well stuck and decided to give it a rest there.

I'm not exactly sure what to think of the game - I mean, it's... Bad. But it knows it's bad, and that makes it funny and entertaining. I think it's worth a look, at the very least - you just might find yourself laughing along with itzkreator at the absurdity of it all.
 

XPhater

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I'm gonna have to play this when I hit a breakpoint in my project.  That trailer cracked me up
 

Emberstorm

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First off, just wanted to give a huge thanks for testing my game. Your feedback was valuable and entertaining. It also helped me to find and fix a few bugs and make a few tweaks to things I missed. While some of the issues you encountered were already fixed in the version im working on now, some weren't, including the game-breaking one you discovered at the end. Here's a list to some of the changes I made while watching through your videos-

  • Loud Bark was unreliable, and gave no notification when it was successful, so I've both made it more successful, and also given it a typical status effect interaction. When Brown Dog uses it, he increases his defence and takes aggro from the enemies, becoming a support tank role in the player's party.
  • The levers in the river weren't supposed to be there. Not sure where they came from, I think I put blank tiles over the water or something by accident, and then when i drew a future tile it overwrote.
  • I've added a lot more interactions, to both monsters and also added new characters, quests and secrets.
  • Since your playthrough was very standard to what I'd imagine most players doing, I've tweaked spawn rates, monsters stats, and skills to be a bit more balanced.
  • The mushroom cap was supposed to be a head slot item, that has now been fixed.
  • Weather changing with flying was also fixed in the current version im working on. It also makes sure you no longer can fly from indoors.
  • And finally, the flying bug. The idea was that you can't return to the lake until the next map, because a cutscene plays showing Ruffus in the lake. The quick fix is you now can't fly until you enter the next map and watch the cutscene.
As for the graphics, I won't say whether or not they were intentional, but I will reveal that they were made in MS Paint... but so was my OTHER game's graphics. ;) -



I understand that the biggest flaw to the game was combat, mostly because it's dull and not very challenging. The difference between a boss battle being hard and easy mostly depends on how many random encounters you sat through. Although I've realised this, I'll take the lesson learnt and apply it to a new game I'll be working on soon, where simply said encounters won't be random. They will all be predesigned and moving on the map. My goal to make Black Cat's Story enjoyable, is to have a lot of interaction. I'm trying to break up most 'combat areas' with social areas, and especially in my newer version I'm working on, you'll note there is a lot more secrets, interactions, and characters inside these areas.

If your interested in playing again, keep your save game because I will incorperate a fix so that you can return to where you left of. I hope this interests you because I'd love to see more of the lets play, and you also still had a lot to see and do, including the city which I think you may have a lot of fun visiting.

Thanks again for the feedback
 

Emberstorm

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Huge update guys, we've jumped from V5 to V7 and its ready for you guys to play!

www.thebestgameintheuniverse.com

Get it on the download page. You can copy save files over and they should work completely fine!

Tons of new content and fixes. Shouldn't be long til a final version now! Only got the end-game to work on, and then go through the game once more with a comb to find any remaining bugs, make final optimisations and tweaks, and maybe add a few new things.


 



Thanks!
 

Emberstorm

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Hurrah! Another new version! This one includes some nifty new content such as random in-combat text, and also health bars for the enemies. Black Cat also finds himself on the brink of the ultimate showdown with Ruffus, as he passes through the disastrous remains of the castle town, leading straight to the doors of Ruffus's Castle!

You can access the latest version from the downloads page on the website!

www.thebestgameintheuniverse.com



 

Zevia

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I continued my Let's Play of Black Cat's Story version 0.8 over at this thread here: http://forums.rpgmakerweb.com/index.php?/topic/25194-zevias-lets-play/page-4#entry335911

Additional review remarks below:

So I had another go of the game, after itzkreator released a new version that fixed the fly bug I encountered on my first go-around. I decided to start again from the beginning and catch up to where I had left off, and I noticed a few changes here and there - the combat had some more messages included, Brown Dog's Loud Bark ability was improved and more useful, and the enemies had health bars displayed above them, which I liked.

I got to see more of the game and ultimately played for about 2 hours or so, picking up what I assume is the last party member. I don't know how close I got to the end of the game before deciding to set it down, but I have somewhat conflicting feelings about it.

The humor of the game continued along at a nice pace - no more giant waving dick tentacles, but Black Cat's homicidal sociopathy was still plenty entertaining. His solution of, "Shoot first, shoot some more, shoot again, then try to ask questions when everyone's dead" never gets old. Yellow Duck's enabling was also a good contrast to Brown Dog's role of being the straight man amongst it all. Truly, I enjoyed seeing most of the scenes play out in their bizarre way.

I must admit, however, that the combat is a bit too bland for me to really drive to finish the game. I'm not sure how the ability damage is calculated, but it seemed like most abilities were no better to use than the basic attack command. The usual status effect trope common to many RPGs was present with a lot of Yellow Duck's abilities - no need to confuse or sleep most enemies except bosses, who would probably be immune to it anyway. Even the damage abilities seemed to do less than just a standard attack, such that I found the best option much of the time to just spam attack and occasionally heal. This is alright for a short period of time, but as I'm reaching what appears to be the higher levels of the game and as I'm broaching the 2 hour mark, it just makes me go, "OK, I'm ready for the game to be over." Or, at least, to start just escaping from every single battle I get into.

I thought the idea of the last party member was interesting, as well - he has a permanent poison effect that you have to frequently counteract, but he also seems to have some of the best abilities in the game. It seems like you have to work to keep him alive, but it will be worth the effort - unfortunately, the actual effects and damage of his skills seemed to very much not be worth the trouble and I just felt annoyed trying to keep him going.

So while I did play the game for awhile and would be curious to see how it ends, ultimately the actual battle mechanics left me wanting more to be able to make it that last stretch. Which is too bad, really, since the oddball "so bad it's good" humor feels like it could almost be worth it.
 

Emberstorm

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Thanks for the playing again, once again watching you play was exceptionally helpful. I was able to make tweaks and write down things to-do while following your video. In response to your review, here's some thoughts!

I agree that the biggest flaw in the game is bland combat. Unfortunately the root of this problem is that whether a battle is difficult depends on how many random encounters you sat through. As my first RPG Maker game, I learnt a lot. For a future game I'd like to make, I've already planned on scrapping random encounters, and having every battle scripted on the map, walking around in overworld areas with different behaviors as to how they are approached. There will also be a proper element system, and more informative and interesting items and skills. I decided upon not reworking Black Cat's Story's combat, but I will try and add a few extra skills and such, as well as most importantly, tweaking current skills and items to make it a bit more favorable.

One of the big things I left out of this build was a better and more informative item and shop menu. There was no indication of whether skills are affected by physical attack or magic attack. For example, Black Cat's laser beam was mentioned in the description to be a magical attack, but it was no way near informative enough to realize that if you build Black Cat as a mage, then it does huge damage. It's actually a hidden build idea I had. Most of Yellow Duck's moves, and even Brown Dogs heal was based on magical attack, so if you gave them wands, staves and robes they would do killer damage. Unfortunately the default shop interface only shows the difference between defense, and doesn't even show their other stats. In the next version I'll make sure this is fixed and more informative.

Blue Fish was supposed to be a torturous investment. If you keep him alive and level him up, he learns the best skills in the game. His next move for example, applies a random amount of negative status effects, ultimate having a small chance to apply nearly every negative status effect in the game on the enemy. Follow this up with his mass-debuff, and he becomes invaluable for the final bosses of the game. I'll keep his final lvl 10 skill top secret, but its even better.

The games level cap is 10, in multiple playthroughs I did and also friends, the majority of us got our party to lvl 10 (minus blue fish) by the final area, just before Ruffus's Castle. I will be making a lot of tweaks and changes to skills and enemies based on your gameplay. I just nerfed the random encounter boss, sluglord in the sewer after both my friend and I got wrecked by it in our last playthrough, but I'll nerf him again some more based on yours. For example, the skill 'lethal strike' wasnt either hit or miss, it was instead a random damage chance from like 75% base damage to 225%. I'll try and make skills more informative.  I'll also make Blue Fish slightly less **** early game, and make him suffocate a bit slower.

Perhaps in a future version (0.9 or the final 1.0) you might be intrigued to pick it up once more. On the off-chance that you try the next version, I'm sure your feedback will prove once again invaluable.
 

XPhater

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I was exploring the City and when the guards came Brown Dog was at 34/44 HP:

UPDATE: figured it out pretty quickly.  Equipping the Body Armor "Stoneskin" which is supposed to increase Max HP by 10%, instead seems to set HP to 10% of current total.  Taking it off puts him back at 440 max.  Black Cat has 400 even, putting it on drops him to 40.
 
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Emberstorm

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I was exploring the City and when the guards came Brown Dog was at 34/44 HP:

UPDATE: figured it out pretty quickly.  Equipping the Body Armor "Stoneskin" which is supposed to increase Max HP by 10%, instead seems to set HP to 10% of current total.  Taking it off puts him back at 440 max.  Black Cat has 400 even, putting it on drops him to 40.
Thanks for that report, the bug fixes I get from people like you who test the game is invaluable. I have it fixed for the next version.
 

Emberstorm

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The big showdown with Ruffus is almost here! Version 0.9 is around the corner, and then after one more bug sweep, and a few touchups here and there, it will finally mark version 1.0!

 
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Really funny game, It's very blunt and shocking to the point where you have to laugh sometimes  I like what I've seen so far, but  the

final scene(when Black Cat is supposed to leave the castle?) is broken, it just freezes up after the cutscene ends.  The character can't walk out the door, open the menu,etc.

I hope that made sense, I'd really like to finish this game!
 

Emberstorm

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Thanks to the help of some players, I've managed to iron out the final bugs in Black Cat's Story! Version 1.02 is now available -

http://www.thebestgameintheuniverse.com/p/download.html

How to use your previous save file? In your previous version's directory, copy your "save#.rvdata2" to your new version's Black Cat's Story directory.
 

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