Thoughts on this tech demo?

Buckthorn

Endless Combat Dungeon
Member
Joined
Jul 31, 2019
Messages
27
Reaction score
25
First Language
Swedish
Primarily Uses
RMMV
wsrpg2p.png

Wanted to mix action rpg and turn-based rpg into one thing. If you have the money you can attack enemies from a distance without engaging in the turn-based close combat. You can find some in the chest.
You can level up if you have 300 xp and go to the church/temple.

Controls:
Z - Confirm
X - Sword beam if you have 5+ currency
C - Pause / Item menu

 

MonsieurClayton

Villager
Member
Joined
Sep 18, 2015
Messages
6
Reaction score
1
First Language
French
Primarily Uses
I think it has a lot of potential.

But I ended up mashing "Engage" during turn-based close combat. I think the Slimes have way too much life. I'd be okay to fight twice as much slimes with a third of their life.

I guess the "Spell" command is still a work in progress and you don't have any yet, right ?
Distance skill is a little too fast I would say, and a SLIGHTLY longer cooldown would not be an issue. Or I guess you could have different weapons with different range / speed / damage.

It would be cool if you could use a potion with a simple button, without going through menues.

Art is cool, music is really fun, don't know if it's OC.

Riding the horse felt really cool and fun.

It's a full game that I would play if it turned out fast paced with a good variance in scenery / enemies, even if the game is short.
 

slimmmeiske2

Little Red Riding Hood
Global Mod
Joined
Sep 6, 2012
Messages
7,003
Reaction score
4,744
First Language
Dutch
Primarily Uses
RMXP

I've moved this thread to Game Ideas and Prototypes. Please be sure to post your threads in the correct forum next time. Thank you.

 

ShadowDragon

Veteran
Veteran
Joined
Oct 8, 2018
Messages
2,180
Reaction score
715
First Language
Dutch
Primarily Uses
RMMV
the game is basic, but fun, but what MonsieuClayton said, the slime has to much HP,
slimes can have 6 HP for example, when you roll higher than the slime, do something
with different dmg deal, 1-3 dmg, slime deals 7 dmg when you rol lower, so you can
change that to 2-7 for example.

you can also do, the roll dice = dmg, if you roll 6, you deal 6 dmg, if the slime roll 5,
the slime deal 5 dmg (this way, both the actor and slime gets dmg based on the roll)

but this is only a feedback.
 

Buckthorn

Endless Combat Dungeon
Member
Joined
Jul 31, 2019
Messages
27
Reaction score
25
First Language
Swedish
Primarily Uses
RMMV
I think it has a lot of potential.

But I ended up mashing "Engage" during turn-based close combat. I think the Slimes have way too much life. I'd be okay to fight twice as much slimes with a third of their life.

I guess the "Spell" command is still a work in progress and you don't have any yet, right ?
Distance skill is a little too fast I would say, and a SLIGHTLY longer cooldown would not be an issue. Or I guess you could have different weapons with different range / speed / damage.

It would be cool if you could use a potion with a simple button, without going through menues.

Art is cool, music is really fun, don't know if it's OC.

Riding the horse felt really cool and fun.

It's a full game that I would play if it turned out fast paced with a good variance in scenery / enemies, even if the game is short.
Thank you for all the feedback. I'm thinking way ahead, that's why slimes seem a little too strong. I haven't implemented weapons yet that give damage boosts. I could shorten combat more and remove "MISS" when both you and enemy roll the same and instead have both take damage.. we'll see.
 

Buckthorn

Endless Combat Dungeon
Member
Joined
Jul 31, 2019
Messages
27
Reaction score
25
First Language
Swedish
Primarily Uses
RMMV
the game is basic, but fun, but what MonsieuClayton said, the slime has to much HP,
slimes can have 6 HP for example, when you roll higher than the slime, do something
with different dmg deal, 1-3 dmg, slime deals 7 dmg when you rol lower, so you can
change that to 2-7 for example.

you can also do, the roll dice = dmg, if you roll 6, you deal 6 dmg, if the slime roll 5,
the slime deal 5 dmg (this way, both the actor and slime gets dmg based on the roll)

but this is only a feedback.
I really appreciate it. I don't think it'd be any harm to add the dice roll to the damage also.
 

Buckthorn

Endless Combat Dungeon
Member
Joined
Jul 31, 2019
Messages
27
Reaction score
25
First Language
Swedish
Primarily Uses
RMMV
Took the feedback, added dice to damage, also added weapon damage so now combat should be way faster. Let me know if it's better.
 

Freank

Veteran
Veteran
Joined
Nov 6, 2013
Messages
374
Reaction score
151
Primarily Uses
N/A
It's a good start. It's clear that it is just a tech demo. But it is good. Try to add also new features to make it addictive (I know, easy to say, but not so easy to do, lol)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

So I just spent the weekend...playing my own game. The one I released last year. Yep you heard that right.
Goal for MZ? None... I'm still curious how to finish my VXA project and how it looks like when it actually finished. Which will take at least another two years. Coming late again to the party.
Finding it amusing that people are posting support questions in new threads for an engine that isn't even released yet. Touch and Archeia are the only ones authorised to say anything, and there's only one active thread where they'll be answering questions.
I think my goal for MZ ... is to actually release a game and not have twenty technical demos and debugging projects. Let's see if I can manage that. ;o
I am starting to enjoy writing. I never thought I would enjoy it since my dyslexia was holding me back so much.
Thanks to the community here :)
For those interested chapter 2 and 3 are available to read here:

Forum statistics

Threads
100,652
Messages
978,095
Members
132,261
Latest member
DarthNinjus
Top