Did you playtest your maps? I ask this of you because you blocked many of your paths with wrong passage settings...
You know, when you create a map in RPG Maker MV, you have to set the passages in the tilesets with circles, crosses and stars. You put a circle if you want characters pass on it, you put a cross if you want them to not be able to pass through it, and you put a star if you want them to pass behind it, in other words, you implement physical existence in your maps assets.
So you are supposed to put crosses in walls for them to actually block passage otherwise characters could just walk through walls as if they didn't physically exist.
But you also need to put circles when characters should be able to pass on, like floors, bridges, etc.
And you need to put stars where characters should be able to pass behind, for example behind roofs because roofs are not on the ground so they are not supposed to block the way.
In your game, you put crosses absolutely everywhere and blocked many passages which shouldn't be blocked. I can't pass behind trees or furnitures because you fill them with crosses when you were supposed to put crosses only at the bottom and stars at the top to make characters be able to pass behind, in your game I can't pass behind anything, you ruined the world credibility.
How to explain? It is a matter of perspective. The game world is in 2D, okay? But the trees, houses and furnitures are supposed to be 3D objects, they are not supposed to be flat on the ground, they are supposed to have a height and a depth, right? So how to make objects have a height and depth in a 2D world? Simple, control which parts of the objects actually occupy the ground.
For example, a tree. Make sure that the trunk has a physical existence because it occupies the ground but make also sure that it is possible to pass behind the branches because while they exist in the world, they don't occupy the ground, they are above the trunk, so they must not block the passage, you understand?
Well, in your game, you gave physical existence to all parts of objects as if height didn't exist, as if everything was flat on the ground, I can't pass behind the branches of trees even though they are not on the ground so they shouldn't block my way, and not only trees, I can't pass behind ANYTHING, which is really stupid considering RPG Maker MV did make the effort to control which parts of each object must block or let passage on or behind.
Moreover, you ruined your own level design because you built paths but your paths are blocked by trees' branches or something else which shouldn't block passage because it should be possible to pass behind the object.
I think that you need to check all your maps and make sure crosses are only at the bottom of objects, the base which actually occupy the ground, and the height of objects are stars to allow passage behind them since they don't actually occupy the ground.
I don't like how you color important words in dialogues because it makes me feel like Dora the explorer, pointing obvious things and acting as if people would never notice them if there was not a big fat arrow pointing them, the way you color words makes me feel the same way, as if you think players are idiots who need colored words to understand what is important because they are unable to extract information from dialogues if there is no colored word, moreover this breaks the immersion in the game world because it makes it too obvious that this is a game mechanic instead of ordinary conversations between people.
Ah, this is the ol' "How much handholding is needed" debate, of which there are always two camps: make everything easy for players or the "Sadistic Dungeon Master Mode" where players need to figure stuff out. Einherjar was a game made for a contest. In the game prior to Einherjar we went the "players are smart" route, and we noticed that a number of players couldn't finish due to difficulty. For Einherjar we thought we should go the more handholding route to make sure all judges can finish the game (interestingly, some players STILL couldn't figure out some of the puzzles. XD) It's understandable as there will always be a spectrum of players, including grade schoolers who also watches Dora. :p Maybe we overcorrected, but it is what it is.
Hmm, to hand players hand or to not hand players hand, that is the question.
I think none of the absolute are good, the ideal is balance.
Don't be cruel with players but don't hold their hand either.
I never asked for "sadistic dungeon master", I actually don't like games who are more punishment than fun, but this is unrelated to what I told you because I didn't talk about game difficulty, I talked about how you colored words as if we were too dumb to read dialogues if there were not colored words.
You said a number of players couldn't finish your previous game due to difficulty but do you mean it was hard or it was complicated? Was it too hard to win or too complicated to understand?
Wow! You treat players like idiots who can't read dialogues if there is no colored word but when it comes to fighting, you are merciless! I give up, I can't enjoy the fighting in this game, they are needlessly hard.
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Hmm... Hey, I have a question.
Did you playtest your maps? I ask this of you because you blocked many of your paths with wrong passage settings...
You know, when you create a map in RPG Maker MV, you have to set the passages in the tilesets with circles, crosses and stars. You put a circle if you want characters pass on it, you put a cross if you want them to not be able to pass through it, and you put a star if you want them to pass behind it, in other words, you implement physical existence in your maps assets.
So you are supposed to put crosses in walls for them to actually block passage otherwise characters could just walk through walls as if they didn't physically exist.
But you also need to put circles when characters should be able to pass on, like floors, bridges, etc.
And you need to put stars where characters should be able to pass behind, for example behind roofs because roofs are not on the ground so they are not supposed to block the way.
In your game, you put crosses absolutely everywhere and blocked many passages which shouldn't be blocked. I can't pass behind trees or furnitures because you fill them with crosses when you were supposed to put crosses only at the bottom and stars at the top to make characters be able to pass behind, in your game I can't pass behind anything, you ruined the world credibility.
How to explain? It is a matter of perspective. The game world is in 2D, okay? But the trees, houses and furnitures are supposed to be 3D objects, they are not supposed to be flat on the ground, they are supposed to have a height and a depth, right? So how to make objects have a height and depth in a 2D world? Simple, control which parts of the objects actually occupy the ground.
For example, a tree. Make sure that the trunk has a physical existence because it occupies the ground but make also sure that it is possible to pass behind the branches because while they exist in the world, they don't occupy the ground, they are above the trunk, so they must not block the passage, you understand?
Well, in your game, you gave physical existence to all parts of objects as if height didn't exist, as if everything was flat on the ground, I can't pass behind the branches of trees even though they are not on the ground so they shouldn't block my way, and not only trees, I can't pass behind ANYTHING, which is really stupid considering RPG Maker MV did make the effort to control which parts of each object must block or let passage on or behind.
Moreover, you ruined your own level design because you built paths but your paths are blocked by trees' branches or something else which shouldn't block passage because it should be possible to pass behind the object.
I think that you need to check all your maps and make sure crosses are only at the bottom of objects, the base which actually occupy the ground, and the height of objects are stars to allow passage behind them since they don't actually occupy the ground.
I don't like how you color important words in dialogues because it makes me feel like Dora the explorer, pointing obvious things and acting as if people would never notice them if there was not a big fat arrow pointing them, the way you color words makes me feel the same way, as if you think players are idiots who need colored words to understand what is important because they are unable to extract information from dialogues if there is no colored word, moreover this breaks the immersion in the game world because it makes it too obvious that this is a game mechanic instead of ordinary conversations between people.
Thanks for your interest in the game!
Ah, this is the ol' "How much handholding is needed" debate, of which there are always two camps: make everything easy for players or the "Sadistic Dungeon Master Mode" where players need to figure stuff out. Einherjar was a game made for a contest. In the game prior to Einherjar we went the "players are smart" route, and we noticed that a number of players couldn't finish due to difficulty. For Einherjar we thought we should go the more handholding route to make sure all judges can finish the game (interestingly, some players STILL couldn't figure out some of the puzzles. XD) It's understandable as there will always be a spectrum of players, including grade schoolers who also watches Dora. :p Maybe we overcorrected, but it is what it is.
Thanks for the feedback!
Hmm, to hand players hand or to not hand players hand, that is the question.
I think none of the absolute are good, the ideal is balance.
Don't be cruel with players but don't hold their hand either.
I never asked for "sadistic dungeon master", I actually don't like games who are more punishment than fun, but this is unrelated to what I told you because I didn't talk about game difficulty, I talked about how you colored words as if we were too dumb to read dialogues if there were not colored words.
You said a number of players couldn't finish your previous game due to difficulty but do you mean it was hard or it was complicated? Was it too hard to win or too complicated to understand?
Wow! You treat players like idiots who can't read dialogues if there is no colored word but when it comes to fighting, you are merciless! I give up, I can't enjoy the fighting in this game, they are needlessly hard.
No, what I mean is that different players get stuck on different puzzles. There is never a guarantee.
Less hand holding means more players may get stuck.
More hand holding means less players get stuck, but at the sacrifice of making the game feel "dumb".
It is always a tradeoff.
So for this highlighting, you can try some of our other games and you will notice we don't always do this.
I need to know what the battle music song is