Qui Domi DEMO

Koi

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After two years of on-and-off work, the demo for my game "Qui Domi" is ready to play!

I will be working on it and updating it as it develops.

Synopsis
 

Annabelle, while wandering about her room, finds a strange visitor from another realm, bearing some bad news: Grotesque beasts are destroying the world he comes from. And if Annabelle does not defeat them, they will eventually come and do the same to Earth. She has two choices: Risk death, or be helpless against it when it comes.

 

As she fights her way through the four biomes of the “Filiodomi”—the land of children—she will meet four survivors. They need her help, and she needs theirs.

 

Play and discover what secrets lie in this harsh and barren world, plagued with monstrous demons, as Annabelle battles her own along the way.

 

Features
 

• All custom graphics.

• Custom music and sound effects.

• Different battle music for different enemies and bosses.

• Puzzles and mazes in varying difficulty.

• Turn-based battling.

• Multiple outcomes to the fates of your friends dependent on your in-game choices.

• Battling and saving with found items, so inventory management and strategy is a must.

• Emotional turmoil (this is very subjective, but a good amount of playtesters have cried)

 

Screenshots/Images
 




 



 



 



 



 

Download
V.0.5. - MediaFire - 68MB
 ​
Includes RTP and strategy guide.​
 ​
Soundtrack Sample
(7 featured tracks. Volume is varied here, but leveled out in the game)​




 ​
Credits

• Graphics, designing, writing, sound design: C. C. Koi (Me)

• User Scripts: Shaz, Khas, Yanfly, Victor Sant, Fomar0153, Pacman, Tsukihime, Modern Algebra, Selchar, Zarby

• Music: Elanchana (Tracks 1 & 3: Claude Huggins, Game Screen Audio: Mark DiAngelo)

• Special Thanks: Shaz, Emily, Morgan (Satinhands)
 
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Matseb2611

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This looks pretty interesting judging from the art style and the story concepts. I might try this out. The only confusing thing is, how come 'Yanfly Battler Engine' is listed as a feature?
 

Koi

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This looks pretty interesting judging from the art style and the story concepts. I might try this out. The only confusing thing is, how come 'Yanfly Battler Engine' is listed as a feature?
After looking at the guidelines for how to make one of these threads, I looked at a few other threads for examples. Some said what kind of battling they used. I'll change it.
 

Matseb2611

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All righty. I've played for just over 1 hour so far and I'm quite enjoying the game. Here are my thoughts on the first hour:

The first thing I noticed that was a little offputting is that the dash command is disabled. Usually it's nice to have that option enabled, but since the dungeon areas weren't too big, it's not a huge drawback for me personally. I eventually got used to it.

I also noticed straight away that it was not possible to save anywhere. However, I really like the way you've executed saving in this game, it being done by putting candy wrappers into chests. It's a pretty good idea, and I am glad that once I've put a wrapper in a chest, I can always use it to save as much as I like.

The overall presentation is very nice. I like the art style a lot. It fits the game's setting and concept. And the use of pictures in cutscenes is really cool. The music is very fitting too and works well to enhance the atmosphere. The font is not bad, but sometimes it's a little hard to read, particularly with fantasy names.

I noticed that in the items menu, there are no category names. At first I thought 'Healing' items are the only ones I have, but then I accidentally scrolled left and right and noticed there were other categories too.

The use of items as weapons is a fantastic idea though and overall I really like how the battles have been done. They were balanced well and there were no useless items. Everything has a purpose and works well. Even better the fact I can use Baiulus to do the healing, which lets Annabelle do the fighting. I wish more RM games took a page out of your book in regard to this.

Was it intentional to have enemy events be set on 'Player Touch'? They can't trigger a fight with me unless I intentionally walk into them. I thought it'd make more sense to have them set on 'Event Touch', but if 'Player Touch' was intentional, then you can ignore this. Also I think that maybe the first few enemies had a bit too much HP, because when I did the first few battles I only really had a pencil and a handful of bouncy balls (which I didn't want to waste too much), so the rats which had 150 HP took a bit long to go down. Once I levelled up though and got more items to use, this was no longer a problem.

That was a nice character development section there with the invisible kid, Shelby. I am still perplexed whether Shelby is a boy or a girl. And wow he/she moved 3 rocks at once! :o The puzzles were a nice way to take a break from fighting. I personally enjoyed fighting and wanted to get through the puzzles faster, but other players might disagree.

Anyways, I am currently in the second stage with the sunflowers and wasps, and so far enjoying the game. Definitely going to be playing on further. Keep up the great work!
 

Koi

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1. The first thing I noticed that was a little offputting is that the dash command is disabled. Usually it's nice to have that option enabled, but since the dungeon areas weren't too big, it's not a huge drawback for me personally. I eventually got used to it.

2. The font is not bad, but sometimes it's a little hard to read, particularly with fantasy names.

3. I noticed that in the items menu, there are no category names. At first I thought 'Healing' items are the only ones I have, but then I accidentally scrolled left and right and noticed there were other categories too.

4. Was it intentional to have enemy events be set on 'Player Touch'? They can't trigger a fight with me unless I intentionally walk into them. I thought it'd make more sense to have them set on 'Event Touch', but if 'Player Touch' was intentional, then you can ignore this. Also I think that maybe the first few enemies had a bit too much HP, because when I did the first few battles I only really had a pencil and a handful of bouncy balls (which I didn't want to waste too much), so the rats which had 150 HP took a bit long to go down. Once I levelled up though and got more items to use, this was no longer a problem.

5. That was a nice character development section there with the invisible kid, Shelby. I am still perplexed whether Shelby is a boy or a girl. And wow he/she moved 3 rocks at once! :o The puzzles were a nice way to take a break from fighting. I personally enjoyed fighting and wanted to get through the puzzles faster, but other players might disagree.
Oh gosh! Thank you so much for your comments! I would like to address a few things, which is why I numbered some stuff... ^ ^:;

1. Yeah, the dash is nice (especially when I'm running through to playtest), but I found that it defeated the difficulty in running away from enemies, you know? But, on the plus side, in section after the demo, you will be controlling the third survivor for puzzles and the dash feature will be implemented there.

2. I've had a few playtesters have a problem with the font. I actually spent a really long time trying to find a font that would be suitable. I tried many pixel fonts, but they all showed up as blurry or stretched in the game. And I'm pretty inexperienced in this, so... I had no idea how to make it work. I picked this font because I thought it looked sort of, I dunno... whimsical and magical? I'm currently not on another font hunt since I like it personally, but if I happen to come across (or someone else suggests to me) a better font with the same feel to it, I'll see about implementing it.

3. That's actually an issue with the script I'm using for the menu. It's Modern Algebra's Customizable Item Menu, v.1.0.1. And I have no idea of the inner workings of scripts. I thought I had added something to the category names... I had "Healing >" and "< Battle >" to kind of show that you had to move left and right? I don't know why removed it :0 I'll be updating the game soon for some minor fixes, and I'll be sure to put that back in.

4. At first I didn't know that Event Touch would make them immediately engage in a fight with you, but I decided to keep it at player touch because I felt that it would be more fair to the player. In my strategy guide I state that if you are running very low on health but you are swarmed with monsters (such as the wasps since they fly over you), you could stand still and heal before fighting. Also, one of my friends once theorized that it was something like acknowledging the nightmares or something soooo... I guess players could try to find some kind of reason for it themselves XD Theories, theories, theories...

5. When I first made the game, Shelby was a boy. And still, canonically, is. But recently I decided to make him gender neutral in the game so that people could make their own assumption about that. My friend just texted me this morning though that I forgot I left in a part in biome 2 where Annabelle refers to him as a boy. That will be another minor change I implement. But, you can think of him and a boy or a girl, it doesn't matter :} Player freedom.

EDIT: Oh, and about the difficulty of the first rats, you used the jacks at the beginning of each battle right? It's pretty easy to kill them when you have that going, and you heal up completely if you fight each monster before you reach that first intersection. But... I suppose it's just really easy to me since I made it? > >;; If people continue to comment on this, I'll lower their difficulty for sure.

Anyway, thank you again for your comments! It really made my day.
 
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Matseb2611

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You're welcome. :)

Ah yeah, that's a pretty valid reason to disable the dash and makes perfect sense. And the choice to have enemies on player touch makes sense too.

I don't think the font is that bad really. It does fit the game well and most of it is readable. I only stumbled a bit when reading the fantasy names, like the name of the realm for example, and not being familiar with the font, made some letters harder to grasp. So it's not a big issue really.

In regard to the script, maybe it doesn't recognize the < and > symbols. Have you tried putting the item category names without the < and >? It's worth checking, I think.

Ah cool. I like that idea of Shelby's gender being up to the player to decide.

In regard to the rats, they weren't hard really. I just had to keep using the pencil attack a lot to bring their HP down. I think I did have the jacks, but I only had a few and didn't want to waste them. Yeah, see what other players say. It's a minor issue though and didn't bother me much.

I've beaten the second stage now. Enjoyed it even more than the first one. It was nice to have another character temporarily join the team to help us through the maze. And wow, that cutscene just before the boss is quite emotional. I hope she's all right.
 

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I found that for some reason, I had just taken away the greater than/less than symbols. I added them back in now, so it should help.

I think I'll add in more jacks. I put in just enough to use on each enemy once, but since of course I know what's coming next, I know they won't be wasted. Gotta try to see it through the eyes of someone who has no idea what they're getting into.

Oooh gosh that makes me really wonder what ending you got! She has three.
 

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Oh really? So it's possible to get other outcomes?

The one I got:

She said she was going to sacrifice herself by attracting all the wasps to follow her so that Annabelle could face the boss. She then flew off with the wasps chasing her, so I've no idea what happened after. I generally tried to be nice to all the characters, if that's what affects their ending.
 

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Oh really? So it's possible to get other outcomes?

The one I got:

She said she was going to sacrifice herself by attracting all the wasps to follow her so that Annabelle could face the boss. She then flew off with the wasps chasing her, so I've no idea what happened after. I generally tried to be nice to all the characters, if that's what affects their ending.
Yeah, the dialogue choices as well as some other things you do affect what happens to the survivors you meet. That's why I have "Multiple outcomes to the fates of your friends dependent on your in-game choices." as a feature :}
 

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Ah I see. I wish there was a way to predict what the dialogues might cause down the line.

I just finished the demo. Darn, it stopped on an interesting bit. No idea why Annabelle and the siren girl started arguing all of a sudden. All I did was ask her how she fights the monsters. Maybe that was part of the story.

In regard to fights with frogs, I kind of think that 5 tadpoles they release is a bit much. It takes ages to bring them all down. I think it'd be better to have fewer of them (each dealing slightly more damage, that way the difficulty will stay the same, but battle length will decrease).

Really good game so far. I'm looking forward to playing the completed version.
 

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Ah I see. I wish there was a way to predict what the dialogues might cause down the line.

I just finished the demo. Darn, it stopped on an interesting bit. No idea why Annabelle and the siren girl started arguing all of a sudden. All I did was ask her how she fights the monsters. Maybe that was part of the story.

In regard to fights with frogs, I kind of think that 5 tadpoles they release is a bit much. It takes ages to bring them all down. I think it'd be better to have fewer of them (each dealing slightly more damage, that way the difficulty will stay the same, but battle length will decrease).

Really good game so far. I'm looking forward to playing the completed version.
I'm glad you enjoyed it! :}

And did you use the waterballoons? Those items were created specifically to take down the tadpoles.
 
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Matseb2611

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Ah, were they? I used one on a frog, but those were resistant, so I didn't bother with balloons again since I thought all enemies in this area would be resistant to water. Maybe it's worth giving the player a hint about that.
 

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Ah, were they? I used one on a frog, but those were resistant, so I didn't bother with balloons again since I thought all enemies in this area would be resistant to water. Maybe it's worth giving the player a hint about that.
The description says "splashes all enemies" so I figured that would be the hint :0

It's also in the strategy guide, so that will help players who want to consult that as well.
 

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Ah I see. It just seems strange that tadpoles would be hurt by water, but then I guess they're not real tadpoles. :p
 

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The rules said I could bump after 72 hours, right? Well, bump!
 

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Aaaand another bump.
 

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People should definitely check this game out. It has my recommendation.

Any news on when the full game comes out?
 

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People should definitely check this game out. It has my recommendation.

Any news on when the full game comes out?
Nope. I do not want to put a date on it, since I am indeed a busy bee who needs to start looking for internships and stuff. It's taken me two years to get to where I am, and I recently decided on a second half to the game after the four biomes are complete.

Soooo... it will take me a few more years till the final product is out. But, I'll need playtesters, so people will definitely be able to see more content as it develops.
 

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Aww really? A few years? I understand. Well, if you need playtesters, I'm always happy to try out new sections of this game, since I've enjoyed it so far.
 

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