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As much as I want to love this game, I find it unbelievably hard to play. The expert manipulation of RPGmaker to create this 3d environment is undoubtedly impressive, but that doesn't mean too much when the lag that this game generates on my humble laptop renders me unable to get past level 2 with anything better than a D because the time bonus manages to drain out to 10 seconds left by the time I've reached the springboard section. I can only hope that was meant to be a bonus rather than the actual course itself.

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This is a fun game, that bends RPGMaker in ways I didn't think were possible. I do think that the time frames were just a little too tight - maybe 10 more seconds on the last two levels would make them feel a little more fair, and instead of saying to strafe on the grass, it would be a little more clear if the hint said to 'follow' the grass. That said, once I figured out level 5 it was really cool to me. The final boss is super buggy - every time I pressed W, it would trigger the rush two more times afterwards, and if I jumped or dashed while approaching a corner of the rails it would send Enrem out of bounds. 

Seeing Enrem get to such sizes was a delight, though, and although this has been a rough time for you (based on your comments elsewhere), seeing more game in this style would be pretty neat. Maybe with longer time limits, though. Both in the game, and on yourself.

I've beaten the game, for anyone curious, you have to collect a total of 9 dream orbs, either by scoring high enough or collecting all the dream orbs in the levels. You can get 2 orbs for 3 of the levels. 

I encountered bugs with the rail system that soft locked me during the final boss very easily. The maze had walls that looked like floors, which made it hard to distinguish. The grass rotation puzzle was disorientating and mostly trial and error. It felt like rpgmaker was struggling to handle the 3d environment.

Overall, the game is still very impressive given the time constraints and the art is great!

I'm very conflicted about this project. I'd already heard about this plugin and was interested to see what it would allow, and frankly, it's great.

The gameplay is nice; transforming RPG Maker into a sort of 3D platformer is very interesting. But the approach seems only half-baked to me. Focusing on pixel-based movement in gameplay would have been more manageable. The camera ideas are good, but sometimes the terrain is difficult to understand. It almost seems like a dead end on retry. The reversal of direction when you look in another direction makes you think it's configured as a real 3D movement. In some parts, it's confusing. But the project is insane, and this is the first time I've seen such an exotic execution of RPG Maker. It's powerful, it's intelligent, and it's a true technical feat...

However, I don't think this project deserves to be part of a Jam. I have nothing against your team or your work. I'm truly impressed. But the vast majority of what makes up the heart of your game wasn't created by you, and even less so during this jam. I also seem to have read something somewhere about paid resources, but I'm not sure if your resources were paid for or if it was in this jam. I'm not against plugins, but using them to this level in a competition where creation is paramount is, in my opinion, anti-gaming. Especially since I've looked at all the games in the Jam, and a good majority of them really came from nothing.

That doesn't take away from your game's being one of the biggest technical slaps in the face I've seen on RPG Maker. Seeing this gameplay in action is very refreshing and gives a lot of motivation to explore the engine's untapped potential.

There you go. I pray you don't see any animosity in my comment because I really enjoyed your game. I wish you all the best and send you a huge congratulations while wishing you all the best. Great work.

Glad you liked it.

The "team" was me and a beta tester; That's it. I still had to make the maps, I still had to tell the plugin what to do to make everything 3D, which includes how the camera moves, how tall everything is, what the sides of the blocks are, whether there were invisible blocks, heights of events, where the death zones were, and more. So whilst yes, it isn't me literally coding as in building from the ground up, I still had to put in a lot of work to get anything working properly, and that's just revolving around the plugin itself, as I of course had to create the artwork, create and modify sprites, and create all of the events to make the game a functioning game. As for the plugin itself, whilst there is a paid version for the 3D plugin, I only used the free version, not only just for the game jam rules, but also because the paid version had stuff I was never going to use.

As you stated, you did not intend to be rude, but after working on this game for 4-14 hours a day (depending on work schedule), for 3 weeks straight, and not only receiving mostly negative comments upon first submission, but now you questioning whether my game even deserves to be in this game jam at all, it's quite bluntly a slap to the face.

First of all, I apologize for my English. It's not my native language. I often find myself using words or expressions that aren't appropriate.

I imagine you took my comment the wrong way, and I'm sorry. But as I said, I'm not minimizing your work at all. Even if plugins allow you to achieve things as complex as you've done, they still require a certain amount of work to implement. I'm absolutely not diminishing the time you put in to achieve this small technical feat. And it's not the game itself that I'm aiming for.

What bothers me is such a violent use of plugins. You have a real talent for using them, that's undeniable. But even without coding, why not have arranged your text at the beginning of each route so that it counts and closes automatically? This is just a small example. Many users rush into plugins, forgetting to learn the basics of the software (this is just my point of view). Despite the fact that I've been using RPG Maker for over 10 years, I'm completely incapable of doing half of what your game offers. I continue to learn every day to achieve this kind of result. You have to be honest with your abilities and not rush things. This kind of project can be proposed under any circumstances, but in a jam, I find it very complicated, as everyone pours their hearts out to achieve a result. Working 14 hours a day during a jam is our lot. Sometimes, to make a crappy game without any feedback, even though we've burned our souls in the process.

It's not your work that I'm targeting once again. I gave an opinion on a situation that I consider unfair. I'm aware that it's harsh, and probably at the expense of something that deeply affects you. For that, I apologize and I'm sorry if I offended you. However, that doesn't change my position regarding the subject matter and the legitimacy of your game "IN A JAM."

Don't worry, I'm just an overly proud or narrow-minded idiot facing an army that understands the value of using their tools. I'm absolutely nobody, and my plea will barely be a trace of foam on the wave of your success. Because your game is excellent from a technical point of view (aside from the difficulty) and I don't think it had a chance of seeing the light of day if you hadn't done it yourself. I like to say that the release of a video game is a miracle. Don't underestimate the one you've produced just because of a few words from a passing "Convinced" who thinks the sky isn't blue enough.

Once again, I commend your work, which commands respect, and applaud what you have produced. As an RPG Maker teacher, I have rarely seen such a result, which, as I mentioned above, requires talent and hard work. I thank you again for proposing this game for this jam session, while also trying to show my respect for your achievement. I don't think I'll be able to do it because of the fallout from the previous message, but I owe it to myself to at least try.

Good luck and I wish you nothing but the best.

Go-Yukkuri

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Its truly impressive what you've managed to do with RPG maker. Never thought you could play with 3d and perspective like this. Well done

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Level 5 is literally impossible, the reaction time is too short for the rail section and not to mention the first section, all the time is spent there, a complete trial and error without a checkpoint and it is necessary to keep track of the entire path because otherwise you fall and go to hell back to the beginning.Skipping it and going to the gallery in the game files

When you are on the rail section, let go of the arrow keys and only use the straife and jump keys. And when you hit a wall, you can jump right after it to ignore the stun. Took me ages to figure that out. Then just practice the timing.

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The only one I couldn't beat a single level in. I know I'm getting older and my reaction times aren't as quick, but fuck, nothing? Not a single tummy's worth? Was pushing the limit of frustration the theme here?

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Art's great. The game is a lot of fun. 


The only thing to be aware of is that it's rather difficult. Not impossible with a bit of effort and learning how to do things. Plus the fact you only need A Rank+Orbs to get everything helps a lot.

All in all, a good time. Though I don't think I'll be coming back to it the same way I still do for DoGP. Though it does have speedrun potential if you're into that.

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Very interesting game, after finishing the game, there are some bugs and some levels are difficult, and other questions I want to ask (I can't guarantee whether it is my computer's problem, but I haven't had this problem when playing other types of games so far): 1. In the sixth level, if the rendering distance is adjusted to 25, my computer will be obviously stuck, so that I can't operate, but the following problems will not occur at 5-15. I tried to check the computer temperature, and it seems to be stable at around 55-60 degrees. It is not caused by the excessive memory usage of the game, so can this level or rendering distance be optimized to a certain extent; 2. Is the maximum size 7? Is this the maximum size I have played so far (I try to reach S as much as possible in each level, but unfortunately some can only reach A or B), or do I need to collect special props to have hidden sizes? ; 3. There is a high probability of a bug when pressing W to sprint, for example: causing problems in the level of dodging the fireballs fired by the boss; or the roadblock fireballs set up around the boss will appear next to the player, causing points to be deducted continuously, making it impossible to complete the level; and in the final level, there is a probability of getting stuck outside the map when pressing W when attacking the boss (this is the most troublesome problem for me, and the only way to solve it is to exit the game and re-enter). I hope it can be fixed, thank you!

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And I hope to reduce the difficulty of most game levels or set the difficulty for players who are willing to challenge (in fact, time is a bit tight, and the sense of urgency brought by the times will make players pay too much attention to time, which is more likely to lead to player mistakes)

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How to climb up the walls at 4th stage? I found the stairs, but I cannot jump up there. Is it bug or am I missing something?

You just need to aim at a pedestal or platform or something and press the jump button (if I remember correctly, it should be 's') and you can climb up

I tried S button here but it didn't work. are you meening somewhere else?

I think you got it wrong. Pressing S against the wall doesn't work. What I mean is that you need to find a very high pedestal with a teleportation device (or a door or something like that) on it. This seems to be a game setting. These walls cannot be crossed. I'm sorry that I can't help you, but when you finish the maze and find the last platform, you can do it according to my method.

Completed the game! Thank you!

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Already, by the 2nd level, I'd say things are too hard. You get penalized for falling, but you get zero points if the timer runs out anyway. The fact that you have go back to the checkpoint should already be enough of a penalty with a timer in place. Additionally, it's not trivial to parse what are safe spots to jump to and what are pits. Especially the gray brick section in the latter half of the 2nd level. The timer feels quite tight even with no falls.

not sure if I'm dumb, or if it's just cleverly hidden, but I can't find the 10th dream orb in the 5th zone.

Yes, you need to rotate the angle constantly, but some balls will be left behind. You can search for them at the cost of constantly starting over without completing the level. Before starting the game next time, you will have memorized the position of the ball, so you can search and operate faster.

Ok I found it, or miscounted, I beat the game 100%, it's pretty neat considering what I thought were limitations of rpgmaker. I never expected a sonic clone game. Though there's discussion to be had about the difficulty, I managed to make the time needed to fully complete it, ablit with some difficulty. The 3d maze was a bit anoying to deal with having random terrarin be impassible because it's elevated in a way I couldn't see until the perspective changed.


Outside that there is a bug when jumping in the last boss fight where you can get sent into the void. Also swapping from rail to rail is janky, and it's hard to avoid getting hit, so I had to settle for going very slow about completeing the rail grinds and tank some hits that I couldn't avoid at all to complete it. 


Overall great story and character art, impressive gameplay,Really did live up to pushing limits. I'd give it a solid 7/10.

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