
The main behavior which bothers me is "uuu it's made with RPG maker, i do not want! even if it's 1$ i'm gonna pay for *insert random mainstream game* for 50$". (I feel an urge to write some basics of myself to avoid misconception: i'm studying software-engineering at university, and also i'm a wannabe-book-writer, so it's not just a sudden temptation of game making :) ) I'm happy while i'm reading your comments, because these are the main aspects i'm keeping in mind when i'm building up my game (in text-format first). Until you build up a good reputation it would be hard to charge that much. I have paid $25-30 for big games, but that's from trusted developers like Aldorlea. I don't mind paying more for a longer game, but object to having to pay $15 or more for a short game. Price should also reflect the length of game play.
#Games made with rpg maker free#
I've just had to ditch a game after over 20 hours gameplay because my reflexes aren't up to it (fortunately it was a free game). It's where they have to be completed to advance the story that you get problems. Too many depend upon lightning-fast reflexes that's not so bad if they are attached to, say, side-quests or just to get rewards. Mini-games need more thought than they sometimes get. Lever/switch puzzles to open up new areas of the game are usually a good idea. Also, there's nothing wrong in having 'secret' places/rooms that are very tricky to find, (as long as they don't contain anything essential to complete the game) so that there is at least the potential to find something new second time round. Think about replay value - can I construct a different team and so use a different strategy second time round? That will result in a big change in gameplay, so ups the replay value a lot. Side quests which aren't just of the "fetch this, take that" variety, and where the reward is in proportion to the effort involved to complete it. Scope for plenty of exploration, so side maps, and exploration which is rewarded with items/gear/whatever, some of which perhaps can't be found any other way. You want one with a varied narrative pace, which gives plausible reasons for the hero group's actions, has emotional variation, has characters who are diverse and who interact with each other, not just with the hero to advance the plot. This is obviously what I enjoy in a game and which I require if I'm going to part with cash. I hope these tips will help you in some way. If you need more advice or only someone to pitch ideas to, add me to your friendslist.Īs an old DM (Dungeon Master) and seasoned rpg player i have loads of experience. Even someting as simple asīeing able to learn some enemies special attacks is enough (Breath of fire, again.) Some examples are (Hope you played some of these games)īreath of fire: Fairy Village, Final Fantasy X: Blitzball, Kingdom hearts: finding the 101 Dalmatians, Suikoden: gather allies, etc, etc. With optional content you can spend more hours that you thought possible. To get the items i need to make that +1 damage magic sword.Ī few well placed side-quests removes the boring "grind sessions"īetween zones as they give you bonus experience and possibly great items.

This is very important ! I do not know how many hours i have spent on grinding enemies That will make a more intresting character than having the "Flawless leader" from the get-go.Ĥ) Side-quests, crafting, optional content. One good example is makinging the "Main character/Hero" very incompetent to begin with, making him grow as the game goes on. Or the big fighter to be almost ridiculously lazy.Īvoid the clichés please! Everyone has seen the "Gentle stupid giant" or the "flawless leader".

It might be so simple as having the mage be an overconfident kid, Each and every character must have SOMETING that makes them stand out. Some predictability is ok, especially is you put in false leads that ends up being a plot twist instead.ģ) Characters.

Plot twists are good, but throw to many in there and you will make the plot needlessly complicated. These days most rpg are predictable because some one has allready done this or that. This is the backbone of every rpg, and with so many out there most stories have been told. With new features that you didn't in the first!Ģ) Story. Having alot to do in a game is good, but if you have 101 things to do it becomes overwhelming. You might be tempted to pack your game with content, but to much and the game gets to complicated. The only thing i can do is wish you luck and give you some pointers.ġ) The "kiss" mindset is MOST important (kiss= Keep it simple, stupid!) 1 to 5$ for a game is not much, so sure why not.īut these days there are alot of cheap indy games out there.
