- Joined
- Oct 6, 2016
Got funded at the last minute. I'm a little wary considering how kickstarters usually lowball their initial goals but I hope it succeeds,Creator of Jimmy and the Pulsating Mass announced a new game a few days ago:
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Got funded at the last minute. I'm a little wary considering how kickstarters usually lowball their initial goals but I hope it succeeds,Creator of Jimmy and the Pulsating Mass announced a new game a few days ago:
That's some atrocious looking character design. I don't think I could pull that off even if I tried.Knuckle Sandwich is coming out in a month and a half and the developer is making sure to pull out 4chan screenshots he's saved from 7 years ago to own the chuds.
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(https://archive.ph/uzqQn)
Insert joke here about the game being seven years overdue. It's been under "serious" development for a longer period than OMORI was. Even had a musician troon-out mid development.*
*Actually, I've seen this happen quite a few times. Music-cels, what's goin' on big guy?
What @Sparky Lurker said is true but this is another thing that the developer is insecure about. I remember the whole "tumblr nose" question coming up and the response back then was that they were more intended to be "muppet noses" which would be a fine answer if he wasn't so obviously antsy about it.That's some atrocious looking character design. I don't think I could pull that off even if I tried.
This is so blatantly trying to ape The World Ends With You it hurts.Urbano: rhythm RPG weeabo game that had a succesful kickstarter a few months ago:
The best action command system I played was Shadow Hearts 2. You only had one minigame - the one with a ring and a spinning dial and you need to hit the dial on a specific area to play them, with the added difficulty of critical attacks being done by hitting a smaller red area at the end of the normal area. If you have a combo and you fail to hit an area then you just hit as much areas as you successfully pressed. Status effects were effects on the dial like making the areas invisible or making the dial spin faster.Saw this obvious earthboundy game planning to make a kickstarter soon.
It's going to have action commands for no seemingly no reason.
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I dont think indie devs realize why mario rpg had action commands. It wasnt because "turn based is boring", it was an attempt to convert the normal mario platforming into an rpg battle system. Mario has 2 skills in mario RPG, one where you bounce on enemies by tapping at them to jump again and one where you mash fireballs. M&L luigi superstar saga and paper mario develop on that by having spells your spells be your mobility/exploration upgrades and your partners powers.
But even mario went too far and made commands into a short term spectable at the cost of long term flow, so later games had too many minigames that are long and tiresome, with paper jam having full minute cutscene spells, with one being about mashing.
Indie games didnt get this lesson and put commands and minigames without logic, with YIIK being the worst possible example one can bring up of how bad it can get. I've seen the dev of My Familiar release a demo and later release it again with action commands and i'm like, why bro that adds nothing. If anything it actually makes it worse because now you're forced to look at the QTE icon instead of the attack animation.
I hate to bring everything back to Knuckle Sandwich but this is actually really relevant. Guy wasted an obscene amount of development time on adding unique extremely long action commands to every single enemy attack. It's not like Mario and Luigi where you perform a simple dodge; it's like a WarioWare minigame but 3x the length. It genuinely gives YiiK a run for it's money.Saw this obvious earthboundy game planning to make a kickstarter soon.
It's going to have action commands for no seemingly no reason.
View attachment 5397673
I dont think indie devs realize why mario rpg had action commands. It wasnt because "turn based is boring", it was an attempt to convert the normal mario platforming into an rpg battle system. Mario has 2 skills in mario RPG, one where you bounce on enemies by tapping at them to jump again and one where you mash fireballs. M&L luigi superstar saga and paper mario develop on that by having spells your spells be your mobility/exploration upgrades and your partners powers.
But even mario went too far and made commands into a short term spectable at the cost of long term flow, so later games had too many minigames that are long and tiresome, with paper jam having full minute cutscene spells, with one being about mashing.
Indie games didnt get this lesson and put commands and minigames without logic, with YIIK being the worst possible example one can bring up of how bad it can get. I've seen the dev of My Familiar release a demo and later release it again with action commands and i'm like, why bro that adds nothing. If anything it actually makes it worse because now you're forced to look at the QTE icon instead of the attack animation.
In Stars and Time and Athenian Rhapsody are the extreme opposites of quirkiness on quirky indie RPGs.If we're talking about Mother-likes, then Athenian Rhapsody is fucking horrible:
(Apologies to anyone who doesn't like Alpha Beta Gamer. I took the liberty of skipping his stupid pun segment)
It apes Mother so badly it hurts. Fucking Penguin of Doom-levels of cringe going on...
Never played but the fact that the rpg mechanics interact with the QTE is already leaps ahead of other games and i dont know how i never seen it anywhere else.It's fast enough to feel responsive, somewhat skill based and only having one minigame makes it less of a bother.
I hate to bring everything back to Knuckle Sandwich but this is actually really relevant. Guy wasted an obscene amount of development time on adding unique extremely long action commands to every single enemy attack. It's not like Mario and Luigi where you perform a simple dodge; it's like a WarioWare minigame but 3x the length. It genuinely gives YiiK a run for it's money.
The majority of Mario RPGs fans are "non-RPG guys" that constantly need gimmicks/button prompts to keep them going throughout the game, one of the major issues of "quirky RPGs" going mainstream is that people start throwing every single one of their inspirations(Yume Nikki, Mario RPGs, Mother, OFF, etc.) into a blender without giving too much thought on why these inspirations worked on the first place.knuckle sandwich feels like a turn based jrpg made by someone who hates turn based jrpgs. Why do the fights play out like wario ware other than "The dev really likes wario ware"? Is the protag autistic? Imagine spending years of effort making all those minigames only for people to get annoyed by the third random encounter .
I actually heard about this one because the developer came back after years(?) post release and added some content where you play as the bosses/do a boss rush, which was some stretch goal listed in the game's crowfunding campaign way back when. I haven't played it, so I can't speak on the quality, but I thought that was at least a nice sign of some dedication. It probably shouldn't have taken as long as it did, but eh, better late than never? Of course, it also cynically might have been because they pushed it onto consoles at the same time...Virgo vs The Zodiac : Fun combat, developer runs out of steam hard past the first few areas and basically pulls a Xenogears Disc 2 for the back half. Also there's a lesbian romance where one of the lesbians dies in one of the most unemotional death scenes ever and a huge depressive character arc as a result.
Doesn't look too bad actually.Long gone days launch trailer, for the people who wants aPersona Metal Gearweeaboo war RPG:
Hey, I've seen that shown off on Gamejolt for years, back when it was still an RPG Maker MV game I believe.Long gone days launch trailer, for the people who wants aPersona Metal Gearweeaboo war RPG: