MV - Automatic Messiah (demo available) (post-apocalyptic CRPG) Updated Oct.21, 2025! Lots of new stuff! Announcement!

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Started by woootbm 61 posts Page 1 of 4 View original ↗
  1. Itch.io link: https://woootbm.itch.io/automatic-messiah

    am-title_crop.png



    Content warning: features profanity, violence, and sometimes touches dark themes (fascism, sadism, slavery, etc.) due to post-apocalyptic setting.

    You are an ambassador from a distant solar system. Your mission is to establish diplomatic relations with a primitive planet called "Earth." After your hundred-year journey you arrive to find that the world has been destroyed.

    Now you must explore this wasteland and try to finish the job... one way or the other.

    Screenshots
    zomboss.jpg
    laserdog.jpg
    3.jpg
    jiobleep.jpg
    newUI3.jpg

    Announcement:

    This (0.4.x) will be the last of the public builds. After this, I will be having a closed "beta" during either 0.5.x or 0.6.x that will require sign-ups.

    Not only that, but during these closed beta tests I will be offering a (small) compensation to those who fill out provided feedback forms!

    Slots will be limited, so keep a look out for that!


    Features:

    • Strategic turn-based combat with different player builds.
    • Fight using either lethal, non-lethal, or diplomatic methods and change how the world perceives your character as well as unlocking different skills based on your path.
    • A large, interconnected map with non-linear exploration (current available content not reflective of this).
    • 3 difficulty settings and generous auto-save for a more modern experience.
    • An objective system that both guides the player on the main path and provides side quest distractions.


    CURRENT STATE: v0.4.3

    Early pre-alpha! Only three areas with three dungeons and one city hub.



    Known issues:

    • Mouse movement frequently has pathing issues
    • Controller supported but is not recommended due to missing functions.


    If so inclined, I have made a feedback form for players who wish to give their thoughts!

    https://forms.gle/YLJy3VJSC2W7A66y6

    You can also go straight to the comments if you like; all feedback is welcome!

    Please leave a rating on the Itch page. Good or bad, I think those help with visibility (and it's useful feedback for me from folks who don't wanna type a bunch of stuff).



    Changelog
    Big new things
    • New zones: Apex Landing and The Apex
    • New music added. Many tracks are new/replaced, a couple remain in some areas
    • New battlebacks added to bring this feature back
    • Added animations for looting random loot events
    • Added lore interactables
    • Added hit sounds and death sounds
    • New quest complete UI

    QoL changes
    • Made map transitions function on touch rather than interact
    • Updated Desperation/Hopeless SFX to be unique and animation larger
    • Added "to next level" to Exp gauge
    • Combat now uses big collision boxes rather than region restrictions
    • Now says "NO EFFECT" when a diplomacy skill fails

    Balance stuff
    • Buff to enemy armor values: 66, 75, 85, 95%
      • Reduced HP to compensate
    • Added attributes for Health and Battery
    • Increased Nunchaku "High Damage"
    • Increase damage of BTac KIP40 primary fire
    • Shotgun reload made more expensive
    • Increased damage of Bleed and Shocked (melee mods)
    • Adjusted damage curves of Destabilizer and Nullifier (again)
    • Add knockdown to Anti-Riot PBR Carbine alt-fire
    • Buff to Lightwall
    • Replaced Battery Upgrade (Fabricator) with Adrenaline Surge
    • Replaced Recharge Protocol with Mega Scan
      • Both points above are cuts as the old programs weren't that useful or interesting
    • Removed weakest roll from Painstar
    • Increased damage of Cursed Scythe's basic skill
    • Add weakpoint damage bonus to deadly/knockout strike programs
      • Increased Deadly Strike program to +2 charges
      • Removed the -5% damage on Knockout Strike
    • Changed Cattle Prod alt-fire to be bonus damage slot machine
    • Changed C-Wave AB30mm alt fire to deal bonus direct hit damage before doing normal aoe
    • Changed Biocarbon Plates to give bonus health instead of damage reduction
    • Increase purchase cost of melee weapons
    • Adjusted purchase cost of guns and T0 items
    • Attribute point reward for completing tutorial section
    • Lots of alt-fire Battery cost adjustments


    Bug fixes
    • Fixed logic of Mutadog Matriach summoning adds
    • Fixed nameplate alignment
    • Fixed glow on rad barrels
      • Changed rad barrels in outdoor maps to generic reward
    • Non-boss enemies will now gain a big damage buff when they are the last remaining enemy
      • Optimize Melee Approach now has significantly increased effect against enemies with this buff
      • On Casual difficulty, they will instead gain a debuff reducing their HP and Disposition to 1% of max
    • Fixed issue with framerate tanking after loading a save
    • Fixed issue where several enemies were immune to the Shocked status
    • Minor text changes
    • AI art has been removed and replaced by stock assets
    • Minor bug fixes
    • Minor text changes
    • Every weapon now has a secondary skill that can be unlocked
    • Story intro edited to be overall faster and get player into a dungeon sooner
    • UI updates for battle, equip, skills, store, and supplies:
      • No more outdated info
      • Consistency of information: flavor text at the top, stats in the big window
      • Skills no longer have flavor text
      • Crafting items now show up in inventory
        • Recipes show their material requirements in description
        • Materials show general information about what recipes they are for
    • Damage to subsystems now carries over to the main target when destroyed!
      • Morality method also carries over, too!
    • Exp now shown on the main menu
    ---
    • Increased duration of Stable to 3 turns
    • Lots of balance stuff for all weapons
      • Namely non-lethal weapons, which generally do more damage but less effective CC
      • Off-Balance, Staggered, and Dazed changed to 10%, 15%, and 20% respectively
    • Increased cost of Chem Box
    • Slightly lowered the amount of Ammo from random loot and enemies
    • Slightly lowered the amount of Chemicals from random loot
    ---
    • Changed art for Big Blade
    • Swapped starting weapons from Carbon Blade and Carbon Baton to Sharpened Tire Iron and Tire Iron to fit new intro (no other changes to function/balance)
    • Swapped Melee Sync mod out for Vibro Core: adds a non-lethal DoT to enemies hit
      • Melee Sync will return at a later level as it does not feel as useful at the start of the game
    • Fixed lockpick mini-game not returning the UI in some cases
    • Fixed lockpick mini-game moving events/collision around
    • Fixed "Load" command when used from game menu to default to Load instead of Delete
    • Fixed edge case where returning to base might cause brief enemy aggro
    • Fixed a spider troop that didn't clean up Subsystems properly
    • Rearranged spider fights in Water Treatment Plant to better create ramping difficulty
    • Updated icons on save screen
    • Made pop-ups stay on screen longer
      • Refactored pop-up logic to fade away slow at first and faster at the end
    • Quick change to lockpicking mini-game mouse controls for a better experience
    • Reworked Hacking mini-game to a simpler design
      • Hacking is now required to access Max Ammo upgrades and will be used for certain Objectives
    • Reworked Lockpicking mini-game to have smoother controls and more consistent visuals. Added mouse controls
      • Lockpicking is now required to access dungeons, special loot chests, and certain Objectives
    • New feature: World Map
    • Added a notification when player has unspent Attribute Points
    • Remade several animations to make visuals more consistent
    • Removed Game Over screen's unusual choices
    • Scrap Chunks now have a function to use multiple at once
    • XP is now shown as a drop at the end of combat
    • Increased Araktrix's sprite size to be more in line with other New Humans
    • Updated Inventory/Equip/Store pages to display correct data and update with player stats/item augments (see new screenshot)
      • The UI will get a design/layout overhaul during polish phase (which will correct the middle section of the store page UI), this update is just getting the proper info to the player and makes browsing weapons way easier!
    • New zone: Crysdale
    • New dungeon: Water Treatment Plant
    • Updated a lot of the AI art
      • Note: These are still meant as placeholders. The previous images were so old compared to what AI can do now that they were distractingly bad. This quick update was done to try to reduce this issue.
    • Updated logo
      • Note: this is NOT AI generated, but may not be final
    • 2 new weapons
    • Some Skill/Weapon Tuning
    • Lots of fixes I can't even remember
    • Ammo and Chemicals now show on world map to help player keep track without having to open their inventory
      • Fixed issue where on screen UI elements would flick on and off during cutscenes
    • Enemies now Withdraw immediately if defeated with Diplomacy skills
    • Added Chem Box item to vendor
    • Replaced Solve skill with Appease.
      • Solve will come back at a later level, Appease should be more useful for early game combat
    • Fixed issue where players could buy crafting recipes more than once
    • Reduced cost of Scrap Chunk items
    • More little fixes
    • New zone: Line of Crawling Dead
    • New dungeon: Crab Mound
    • New mini-game: Hacking
    • Lots of Skill/Weapon tuning
    • Lots of new Weapons
    • Programs added
    • Vendor added
    • Crafting added
    • Many skills now have randomized animations
    • Reduced amount of player attacks that have Knockdown/Stun and introduced new statuses for better build synergy and variety
    • Fixed "x/100" showing on items
    • Some adjustments to UI in combat
    • Updated many skill descriptions to have icons to inform the player on key functions
    • Fixed frame rate loss issue
    • Cleaned out unused files to reduce project size
    • Lots of fixes I can't even remember
    • Added fade in/out during enemy attacks to highlight which one is attacking
    • Added extra animation effects for enemy attacks when they cause a status
    • Modified Radiation damage animation and SFX to make it stand out
    • Increased damage of enemies on Normal difficulty across the board
    • Increased difficulty of enemies in Police Station to ramp up to the boss fight at the end
    • Increased damage of guns, Destabilizer, and Nullifier
    • Doubled damage of Barbs of Light, and drastically increased Energy cost
    • Reduced effectiveness of Predict
    • Adjusted Grenade skill damage, descriptions, and animation size
    • Corrected skill descriptions of Slam and Deadly Strike to clarify that they are "Melee Attacks"
    • Made blinking of interact-able objects slightly brighter
    • Fixed issue with game playing at higher speeds on higher refresh rate monitors
      • This has made the frame loss issue more rare, but not fully fixed
    • Fixed crash in options menu when players had a controller plugged in
    • Fixed some objects that would blink when clicked on (even though they had no function)
    • Added extra info to "Equip your guns" tip screen
    • Added extra hint to first Tough Mutadog fight
      • Increased Tough Mutadog health
    • Added failsafe to make sure Radioactive Zombie stays dead
    • Added "PH" note to a few pieces of placeholder art that needed it
    • Removed a stray RTP music stinger
  2. I sense a Fallout 2 vibration in my panties! I approve! :kaoluv:What is diplomatic fighting tho? Ram the opposition with yo diplomat-plated black benz?
  3. Wow this has so much custom graphics! Totally agree with alice on the fallout vibe.
  4. alice_gristle said:
    I sense a Fallout 2 vibration in my panties! I approve! :kaoluv:What is diplomatic fighting tho? Ram the opposition with yo diplomat-plated black benz?
    Ha! Well, it does get pretty forceful depending on the fight. You basically yell at the enemies for a charisma check, but sometimes you’ll have to do things like disarm them or soften them up a lil’.
    TESTOSTERONE said:
    Wow this has so much custom graphics! Totally agree with alice on the fallout vibe.
    Hope ya like the look of it, but to clarify this is mostly PVgames asset packs (sometimes AI art as placeholders).
  5. Thanks to @TheAM-Dol I threw some nice fixes into Version 0.1.5 which is now available! (I'll keep a changelog going in the original post up there)

    And in case it was missed here, I posted in the other thread about looking for feedback. I'll be doing a dev chat on my YouTube channel so if you wanna get in on that you'll want to try it out sooner than later.

    Here's @TheAM-Dol 's video:
  6. I never even replied to his post sharing my stream!

    I thought I would share some additional thoughts. It's been a few days since streaming it, so not everything is quite so fresh in my mind.

    First of all, I know this sounds silly, but I think you should leave in the number of characters players can insert for names, and actually if possible, allow for more characters. I can totally understand that by doing that the end result looks a little bit less polished with names overlapping UI elements, but the amount of fun I had with MMMMMMMMMMMM just can't be understated. And obviously Tony having fun with it too. It's so small, but yet, in these types of games, I really think giving your character a whacky name gives this subtle boost in enjoyability.
    I suppose in an ideal world, you would have a set character limit, but maybe have a button the player can click to disable the character limit, but show a pop up "May cause text to overlap in the UI!". But that obviously would require comissioning a programmer to fix that, and I don't know if it's worth the cost.
    Side note; I said I stole the joke from another, more famous, youtuber. Here is where that joke was stolen from.
    (Also, not him using MMMMMM but this quote here sums up my feelings, "it's not a bug, it's perfection.")
    On a similar note, I think it would be great if you could also give the fabricator a name as well. I mean, why not?

    As far as combat goes, I think Tony hit on a lot of stuff in his coverage of your game. Most of the problems come down to UX/UI stuff.

    The other thing is the difficulty, and the difficulty curve itself. Iirc, the regular battles felt easy. It was just the one boss mob that was tough, but only tough because he felt unfair. I had defeated him and he healed himself and respawned himself. All that felt like BS.
    The battle fatigue did start to weight on me by the end. I think this is made more apparent by not being able to deal damage with the other party members; you wind up having to wait and/or waste their turns just to deal some damage with MMMMMMMM.

    Anyways, those are just some thoughts. I think I already mentioned a lot of these in my video and the google form.
    I just wanted to bump this thread because: yo, folks:

    PLAY. THIS. GAME!

    p.s. the link in your signature seems to link to an old post about the game :LZSskeptic:
  7. Doin' a dev bro a solid, thanks man! :LZSlol:

    TheAM-Dol said:
    p.s. the link in your signature seems to link to an old post about the game :LZSskeptic:
    But whyyyyyy. Thanks for bringing this up. It should be fixed now.
    TheAM-Dol said:
    First of all, I know this sounds silly, but I think you should leave in the number of characters players can insert for names, and actually if possible, allow for more characters.
    I definitely plan on keeping the long names. The only fix I'll be implementing will be reshaping the UI to fit longer names. I've already been making sure the chat windows can fit max size names so that part should be covered at least!
    TheAM-Dol said:
    As far as combat goes, I think Tony hit on a lot of stuff in his coverage of your game. Most of the problems come down to UX/UI stuff.

    The other thing is the difficulty, and the difficulty curve itself. Iirc, the regular battles felt easy. It was just the one boss mob that was tough, but only tough because he felt unfair.
    I have a 0.1.6 I'm working on now that I think I'll get out this weekend to address some of his feedback. Some of the points for this comment:
    • Enemy attacks now fade out other enemies to make it clearer which one is attacking
    • States/weird effects have an extra VFX that play if the attack connects
    • Radiation has a modified VFX/SFX to be more distinct from poison
    • Skill descriptions re-arranged to have more consistency, and include damage type info
    • Adjusted fights in the bottom floor to be harder so they are more of a ramp up to the boss
    • Increased damage of Normal to be closer in tension to Tactical
    There's some other stuff too I'll cover in a post and talk some more about in that dev chat :wink:
    TheAM-Dol said:
    I had defeated him and he healed himself and respawned himself. All that felt like BS.
    This is a bug and has been fixed in 0.1.5, so players shouldn't see this any more!
    TheAM-Dol said:
    The battle fatigue did start to weight on me by the end. I think this is made more apparent by not being able to deal damage with the other party members; you wind up having to wait and/or waste their turns just to deal some damage with MMMMMMMM.
    Being a combat-heavy game this may happen to players who want more... other stuff. But it's definitely something to think about in terms of making other elements more prominent like exploration and mini-games. Maybe I will have to have a bunch of lockpicking like Fallout :dizzy:

    As for the other party members lacking damage, definitely something that opens up more as the player gets more tools (like AoE options). I've also increased the damage potential of the fabricator. And tweaked some numbers so that the Computer has more inclination to give Energy to other party members so she should feel like she has more to do.

    I also forgot to update this thread to show off Tony's playthrough:

  8. Finally got in the update to v0.1.6!

    This will likely be the last patch for 0.1.x as I move toward 0.2.x. I'm trying to get 1 or 2 more people to give feedback so I can do that dev chat I was planning, so please help a dude out!

    Changelog
    • Added fade in/out during enemy attacks to highlight which one is attacking
    • Added extra animation effects for enemy attacks when they cause a status
    • Modified Radiation damage animation and SFX to make it stand out
    • Increased damage of enemies on Normal difficulty across the board
    • Increased difficulty of enemies in Police Station to ramp up to the boss fight at the end
    • Increased damage of guns, Destabilizer, and Nullifier
    • Doubled damage of Barbs of Light, and drastically increased Energy cost
    • Reduced effectiveness of Predict
    • Adjusted Grenade skill damage, descriptions, and animation size
    • Corrected skill descriptions of Slam and Deadly Strike to clarify that they are "Melee Attacks"
    • Made blinking of interact-able objects slightly brighter
  9. Hope y'all don't mind a little bump.

    Store page got an update a bit ago and is much more interesting: https://woootbm.itch.io/automatic-messiah

    I've received a decent amount of downloads but not much feedback! Really wanna encourage people to give it a go because the feedback so far has been super helpful and resulted in a lot of cool changes/fixes!
  10. I gave your demo a go, and I've watched a few of your reviews so I won't hold back on my feedback. :rwink:
    The feedback
    First issue I ran into was on the title screen, the game autostarts in fullscreen. That's fine for some people, but it makes it tough to take notes or jump to a different window to check something. If you're going to include fullscreen, please make sure there's an easy way to turn it off in the options menu.

    When it came to choosing a difficulty I think changing how the difficulties are worded would be good, since right now Normal mode states enemy health is lowered and Tactical has unchanged health. I'm sure that's because of a plugin for the health, but I don't think you have to actually tell players that enemies are weaker in Normal mode. They don't know what the default health is, so you could say that Normal has a normal amount of health and Tactical has increased health. That would make Tactical feel more like a challenge instead of the 'default' difficulty.

    The intro sets the scene well, and the use of placeholder images was smart even if the people's faces on the ai art were horrific. I do want to suggest a small edit to the Ambassador's intro image: remove its belly button. It's a tiny detail, but not having a belly button can trigger our "that's not a person" instinct and will make it seem even more robotic. It would have also been nice if I had some options on how the Ambassador responds in the intro instead of waiting until after the fight with Jooey's goons, just to help set up its personality early on.

    The dirty and desolate exterior map does sell the post-apocalyptic setting, but it felt a bit too familiar to me. I know you're taking inspiration from Fallout and games like it, but it would be interesting if there was still vegetation around. Humans may have mostly died off, but that doesn't mean that plants have, especially if the nuclear destruction was a while ago. Lush green fields of grass may not quite fit the post-apocalypse style you're going for, but what about mutated cacti or ivy? Something to consider if you were trying to find ways to make the game stand out from other brown-toned apocalypses.

    The controls worked well enough, I did get caught on some tiny things a points, but overall it was fine. I do think the movement plugin didn't want to play well with events though, since sometimes I had trouble interacting with a box I was pretty sure was in front of me and enemies would run away from me before circling back to attack. That made battles a little difficult to start, since I couldn't walk into them to start battle and had to wait until they bumped into me. I'm not sure how to fix that, but looking into a way to make the events 'smarter' in regards to interacting would make exploring maps more enjoyable.

    Battles are where I had the most fun and also got the most annoyed. I started on Casual difficulty but after a few easy fights with the dogs I switched to Tactical for a more interesting challenge. Enemies being able to call for reinforcements was a neat effect, but it felt like it happened a bit too often in battles. I would have preferred the enemies to appear right off the bat sometimes instead of always waiting a turn or two to show up, since that would change how I approached the battles. Since I knew it was likely another enemy would appear later, I ended up saving my stronger attacks just in case I needed it, leading to sometimes longer battles than they should have been. Though I do get that that's mostly because of my playstyle.

    Having a single damage dealer with two supporters is a neat idea and it worked pretty well, but I do wish that Fabricator could use the Grenade instead of just making it. It may change later in the game, but in the demo I rarely had enough enemies to make giving up a turn of healing or a Barbs of Light worthwhile to make a grenade. Speaking of Barbs of Light, did you mean for it to be so powerful? It was pretty much a necessity in battles, since it was the only other way to damage enemies when it wasn't Ambassador's turn. So instead of playing around with Fabricator's other skills I found myself mostly focusing on using Barbs of Light and then recovering its Battery so I could heal or recast it.

    Computer's Scan skill was one of my most-used skills, though I think you should adjust where the weakness appears because sometimes it blended into the background or ended up hidden behind the name popup window when selecting a target. For the most part I didn't use Predict because its other skills were more useful to my playstyle, if it also decreased enemy defense slightly I would have been more likely to use it. The Delay Pattern skill was extremely useful once I got it, and made a few battles a piece of cake since I could pair it up with Adrenaline to destroy strong enemies before they could attack. I don't know if it balances out more later, but that skill may need a short wait between uses or cost at least 10 Battery so Computer's other skills that do have a cost don't seem lesser in comparison.

    The tips gained from hovering over enemy states were super useful, but I wish there was a key press option to see them instead of using the mouse. I prefer to play rm games with the keyboard only or mouse only and in this case having to use both was really the only option. I also am curious if there's a way to get rid of Septic Contamination, because it was doing 30 damage to me every turn and lasted the whole battle. If there was a skill that cured it, even if it caused Ambassador to lose a turn of attacking it could make for some difficult but interesting decisions. Overall battles were fun enough that I went out of my way to battle every enemy. I just wish that they dropped equipment or other items so I could have seen how those could change battles.

    I had major issues with the lockpicking minigame because of one dumb reason: I play games with the sound off to avoid headaches. Since I couldn't hear the tumbler noise cue and couldn't open the menu, I was trapped in the tutorial minigame and had to reload to avoid testing every combination to beat it. It would be very helpful for your players who play without sound (or can't hear the sound) if there was a visual cue like a burst of sparks or the tumbler glows for a moment when it's in the right spot. The lockpicking controls themselves were a little finicky too, for the minigame it may be better to stick with grid movement or limit the player to only moving to the spots right under the tumblers.

    In the police station I ran into some framerate issues (dropping to and staying below 20 repeatedly), which led to some jerky movements. I'm not sure if it was caused by your lighting plugin or another event, but you should look into that. The darkness itself made seeing the zombies on the map and in battles difficult as well, I don't know if you wanted your zombies to blend in with the battlebacks but it took away from their scariness to me since I could just see blobs to attack.

    A small thing I'd like to see changed with the mapping is to have more of edges visible if there are events near them, especially where the window was on the second floor. I didn't realize there was a window there at first, and if I could see the whole thing I would have been able to guess what was coming. Personally that would've made that whole scene better.

    Bugs/Errors:
    ⦁ After choosing the Remorse option after the intro fight, Ambassador's dialogue is green like Computer's (not positive if this is a bug or not, but seemed odd)
    ⦁ Can walk on the blue tiles in the base, making me able to stand on the edge of the ceiling
    base tile error.png
    ⦁ The debug barrel: I found a barrel in the center of the town area keeps giving me things even though it doesn't have a green highlight. Might want to move that off to a side, unless you wanted people to find it easily
    debug barrel.png
    ⦁ Can walk close enough to roof of building near police station that Ambassador can stand partly on the roof
    roof tile error.png
    And I think that's about it. Overall, you're definitely hitting that Fallout vibe, which is great if that's what you're aiming for. But I think you can do even better, so why not play around a bit and give your game even more of your own unique spin?
    No matter what you decide, I'm looking forward to seeing more of this game so good luck! :ptea:
  11. Wow, this is some great feedback! I also think you're being pretty reasonable/gentle here, so don't think the warning was needed, heh.

    I think I'll save a chunk of these points for the dev talk, unless you're really curious to know. But I'll answer some I think have more clear answers:

    Chatty chat
    hiddenone said:
    They don't know what the default health is, so you could say that Normal has a normal amount of health and Tactical has increased health. That would make Tactical feel more like a challenge instead of the 'default' difficulty.
    Yeah, I'm not sure why I wrote it this way. Maybe I thought it was being transparent, but it does fall more under "showing how the sausage is made" and is confusing.
    hiddenone said:
    I do want to suggest a small edit to the Ambassador's intro image: remove its belly button.
    That's not a bad idea. In general I want to hire someone to do edits so he looks more robotic, since NPC's are able to tell he isn't human just off a glance.
    hiddenone said:
    The dirty and desolate exterior map does sell the post-apocalyptic setting, but it felt a bit too familiar to me.
    My plan right now is to revisit the first couple maps toward the end of mapping. I just don't want to get stuck fiddling with this stuff and not making progress. I'm entirely new to parallax mapping (not that I was ever an expert in mapping with tiles either) so I figure it'll be good to come back after I've had the experience of doing a bunch of other maps.
    hiddenone said:
    That made battles a little difficult to start, since I couldn't walk into them to start battle and had to wait until they bumped into me. I'm not sure how to fix that, but looking into a way to make the events 'smarter' in regards to interacting would make exploring maps more enjoyable.
    I'm not sure either. Seems like a problem with RPGMaker itself and the pixel movement plugin. I can make the enemy collision boxes bigger, but not sure if it ever won't be a little jank.

    I thought about lowering the safety buffer between when an enemy aggros and when they chase (they can only start combat during the chase), or maybe making the buffer time change based on difficulty.
    hiddenone said:
    Enemies being able to call for reinforcements was a neat effect, but it felt like it happened a bit too often in battles. I would have preferred the enemies to appear right off the bat sometimes instead of always waiting a turn or two to show up, since that would change how I approached the battles.
    Hm, I thought I only did this like 4 times... To be honest, I thought about doing it more. But if it has the effect of creating uncertainty already then I don't need to push it. The whole reason I did that is I found that "hardcore" players would "solve" combat and... well, the opposite would happen. They would get by on doing the minimum and not use better skills/ammo/chemicals.

    Hopefully this makes more sense as the game goes and the player gets more attribute points and equipment and their build takes shape. IE you can play more conservative/tanky, OR make your costly abilities more spammable. Ideally this is a motivator for chasing that power curve!
    hiddenone said:
    Speaking of Barbs of Light, did you mean for it to be so powerful?
    It used to be half as strong but cost only 10. I buffed/nerfed it so that it could satisfy that "the other characters don't do damage" concern while also pushing people to use Reroute Power more.

    Something that doesn't come up in the demo is that it is only supposed to work against melee attacks, so there's that downside. But otherwise... yeah. It's your bread-and-butter when you don't need to heal and don't want to spend Chemicals. At least that's how I see it.
    hiddenone said:
    Computer's Scan skill was one of my most-used skills, though I think you should adjust where the weakness appears because sometimes it blended into the background or ended up hidden behind the name popup window when selecting a target. For the most part I didn't use Predict because its other skills were more useful to my playstyle, if it also decreased enemy defense slightly I would have been more likely to use it. The Delay Pattern skill was extremely useful once I got it, and made a few battles a piece of cake since I could pair it up with Adrenaline to destroy strong enemies before they could attack. I don't know if it balances out more later, but that skill may need a short wait between uses or cost at least 10 Battery so Computer's other skills that do have a cost don't seem lesser in comparison.
    Yeah, the scan needs new visuals. I had to stop myself because I kept making things I didn't like and needed to move on. Will need to revisit. I also want to move it to the side inside of above the enemy since pressing left and right does weird things in RPGM when there's a vertical row of "enemies."

    I definitely nerfed Predict and Lightwall into the ground. I want players to use their skills and not just coast on auto-attacks.

    Definitely happy to see someone abuse Delay Pattern. It comes in pretty late, so I get that there's not much chance for folks to play around with it. I considered giving it a small battery cost, but I wasn't sure. It's infrequently useful and it has to compete with things like Scan, doing more melee damage, and cheating battery costs for the other two. All of which are very often useful. I'll keep an eye on it, but I think it's okay? Hmmm...
    hiddenone said:
    The tips gained from hovering over enemy states were super useful, but I wish there was a key press option to see them instead of using the mouse.
    I do want to add something just like this. Not just for KB players; it makes controller possible. I'll have to commission a plugin edit or something to do this.
    hiddenone said:
    if there was a visual cue like a burst of sparks or the tumbler glows for a moment when it's in the right spot.
    Not a bad idea. I might make it pretty subtle, though.
    hiddenone said:
    The lockpicking controls themselves were a little finicky too, for the minigame it may be better to stick with grid movement or limit the player to only moving to the spots right under the tumblers.
    I tried someone's change to this pixel movement plugin that allowed turning the feature on and off with an event call. It broke other things, though. I think my cheap answer will be to slow the player down so they don't move so frantically.
    hiddenone said:
    In the police station I ran into some framerate issues (dropping to and staying below 20 repeatedly), which led to some jerky movements.
    Yes, this is one of my listed known issues. I fear I will be chasing this for a long time.
    hiddenone said:
    A small thing I'd like to see changed with the mapping is to have more of edges visible if there are events near them, especially where the window was on the second floor.
    I'm not sure what this means. You mean you want the outer walls of the map to be more prominent?
    hiddenone said:
    After choosing the Remorse option after the intro fight, Ambassador's dialogue is green like Computer's (not positive if this is a bug or not, but seemed odd)
    Hm, it seems this isn't making sense to people. This isn't the first comment I've had on this. I was trying to use green for thoughts, white for out loud. But folks seem to think "green for Computer" and then not understand why the player is green. Maybe I'll do italics or something.
    hiddenone said:
    [player collision vs layering stuff]
    I think this is happening because I changed the player sprite at some point and it's a few pixels different than what I had built before. Might try shifting the player collision box or changing the size of it. Otherwise I'll just adjust the level collision.
    hiddenone said:
    The debug barrel
    I'm not sure how or why this exists. Some test I made and forgot about, probably. Easy enough to remove!
  12. Yeah, I wrote the warning and after writing the feedback felt like I should almost add something mean just to give the warning a reason for existing, but there wasn't really anything I could slam since you've clearly put a lot of thought and effort into it.
    So, uh, your game needs work! :2k31: There, super mean.
    More responses
    I'm not sure either. Seems like a problem with RPGMaker itself and the pixel movement plugin. I can make the enemy collision boxes bigger, but not sure if it ever won't be a little jank.

    I thought about lowering the safety buffer between when an enemy aggros and when they chase (they can only start combat during the chase), or maybe making the buffer time change based on difficulty.
    Personally I'm not sure if the pixel movement adds a lot to the game, there's a lot you can do without it to still make the game look good.

    It could be cool if the player could rush an enemy before it aggros, maybe gaining the element of surprise. But even if that wasn't added it would be nice if bumping into the enemy would start the battle instead of the enemy being in full control of that.
    Hm, I thought I only did this like 4 times... To be honest, I thought about doing it more. But if it has the effect of creating uncertainty already then I don't need to push it. The whole reason I did that is I found that "hardcore" players would "solve" combat and... well, the opposite would happen. They would get by on doing the minimum and not use better skills/ammo/chemicals.

    Hopefully this makes more sense as the game goes and the player gets more attribute points and equipment and their build takes shape. IE you can play more conservative/tanky, OR make your costly abilities more spammable. Ideally this is a motivator for chasing that power curve!
    Was it really that few times? It felt like it happened often, but since there were only so many fights in the demo maybe it just seemed like a lot to me.

    I think the fact I only got 3 attribute points did affect how I approached fights, I wasn't able to play around with my build as much as I wanted so I ended up playing defensively for the most part even though I prefer hitting hard and fast. While I know that it could mess with the game's balance later, for your demo it may be nice for players to start with a few extra points to mess with.
    It used to be half as strong but cost only 10. I buffed/nerfed it so that it could satisfy that "the other characters don't do damage" concern while also pushing people to use Reroute Power more.

    Something that doesn't come up in the demo is that it is only supposed to work against melee attacks, so there's that downside. But otherwise... yeah. It's your bread-and-butter when you don't need to heal and don't want to spend Chemicals. At least that's how I see it.
    I did find Bards (...I'll keep that typo) of Light very useful and it's good to hear that it only protects against melee, that should help with balancing. Have you considered having it defend per attack instead of per turn? As if it used up its power each time it's damaged an enemy, and perhaps Fabricator could have an attribute that could increase the number of times it can defend. That may be tough to balance though, so it's just an idea to consider.
    I definitely nerfed Predict and Lightwall into the ground. I want players to use their skills and not just coast on auto-attacks.
    What if you made Predict and Lightwall stronger again, but gave them a turn or two cooldown? That would force players to still use their other skills, but make Predict and Lightwall still decent options depending on how the battle's going.
    hiddenone said:
    if there was a visual cue like a burst of sparks or the tumbler glows for a moment when it's in the right spot.
    Not a bad idea. I might make it pretty subtle, though.
    Subtle is fine, as long as there is something visible so it's not fully reliant on sound.
    I tried someone's change to this pixel movement plugin that allowed turning the feature on and off with an event call. It broke other things, though. I think my cheap answer will be to slow the player down so they don't move so frantically.
    Instead of that, what if you evented it so the lockpick hopped from tumbler to tumbler instead of having the player fully control it's movement? Just put events next to the tumbler spots that move the player to the next tumbler when they bump into the events.
    hiddenone said:
    A small thing I'd like to see changed with the mapping is to have more of edges visible if there are events near them, especially where the window was on the second floor.
    I'm not sure what this means. You mean you want the outer walls of the map to be more prominent?
    I pulled this from your video of the game, hence the blurriness, but this is what I mean. Instead of the full window being visible, it's just the lower edge. You don't always have to have full walls visible (especially if the gameplay isn't near them) but for something like this it would be nice to see the whole wall with the windows easier to see.
    station window ex.png

    Hm, it seems this isn't making sense to people. This isn't the first comment I've had on this. I was trying to use green for thoughts, white for out loud. But folks seem to think "green for Computer" and then not understand why the player is green. Maybe I'll do italics or something.
    Italics could work, but another option could be to add some inner thoughts earlier in the intro that is clearly not heard by Father (maybe Computer reacts to the thoughts, which is how it's introduced). It just worked out that I chose the green Remorse option and suddenly Ambassador's words were green, so it seemed strange.
    hiddenone said:
    The debug barrel
    I'm not sure how or why this exists. Some test I made and forgot about, probably. Easy enough to remove!
    I vote leave debug barrel, it made getting ammo a lot easier! :guffaw: But I totally understand leaving something in after testing something quickly, you may want to give your other barrels a quick once-over just in case.
  13. hiddenone said:
    Yeah, I wrote the warning and after writing the feedback felt like I should almost add something mean just to give the warning a reason for existing, but there wasn't really anything I could slam since you've clearly put a lot of thought and effort into it.
    :kaothx:

    Giving me more stuff that I might have to muse about in the dev chat here! But let's see...

    Responses
    hiddenone said:
    Personally I'm not sure if the pixel movement adds a lot to the game, there's a lot you can do without it to still make the game look good.
    Ouch. Well, it definitely adds a lot of work. But I'm pretty convinced it will be important for reaching outside the RM community. So I guess it'll be the cross I die on :kaosigh:
    hiddenone said:
    It could be cool if the player could rush an enemy before it aggros, maybe gaining the element of surprise. But even if that wasn't added it would be nice if bumping into the enemy would start the battle instead of the enemy being in full control of that.
    I think surprise attacks would up-end the turn economy too much to balance. I do think there is something to players just wanting to run into enemies and fight them. Right now that buffer is 60 frames. I think I'll make a common event that checks difficulty and changes the wait based on that so I can swap that in and change the system on the fly. I mean, it could even be 0 frames waited and they would immediately chase you and be able to start a fight.
    hiddenone said:
    Was it really that few times? It felt like it happened often, but since there were only so many fights in the demo maybe it just seemed like a lot to me.

    I think the fact I only got 3 attribute points did affect how I approached fights, I wasn't able to play around with my build as much as I wanted so I ended up playing defensively for the most part even though I prefer hitting hard and fast.
    I went back and checked. Only 4 out of 14 encounters (16 if I count the tutorials)!

    Yeah, there's no room to make builds with so few points, so few weapons, and zero programs (the programs change your skills significantly. For example, there's one that gives you 2 charges of Deadly Strike). I would be very interested to hear what your game plan was/what you ended up doing!
    hiddenone said:
    Have you considered having it defend per attack instead of per turn? As if it used up its power each time it's damaged an enemy, and perhaps Fabricator could have an attribute that could increase the number of times it can defend. That may be tough to balance though, so it's just an idea to consider.
    Hm, or it could be a program. I predict I will be going back and forth on tuning this thing for a while :stickytongue:
    hiddenone said:
    What if you made Predict and Lightwall stronger again, but gave them a turn or two cooldown?
    Maybe I'm sticking to close to an old game philosophy of making sure the player can do SOMETHING (sort of like a garbage melee button in an FPS) in case all other options are exhausted. But I just feel like not giving them much use outside of what they do now.

    That being said, there is room to itemize it if players want to chase that. Both predict and lightwall can be improved by equipping better "weapons" (not in demo). But also predict is improved by the computer's RAM attribute, although not by much. The RAM attribute is a little weak at the moment so I could see upping that. And maybe make a program that improves lightwall.
    hiddenone said:
    Instead of that, what if you evented it so the lockpick hopped from tumbler to tumbler instead of having the player fully control it's movement?
    So I imagined a scenario here; a VERY HARD lock:
    Imagine there's 5 tumblers instead of 3, and the chambers are also longer meaning there are more possible 2 vs 3 move combos to figure out. The player will figure out each tumbler one at a time. If they are stuck going in order, that means they have to keep clicking the first ones to work on the later ones. With free movement, you can try the later tumblers and come back to the first ones that you already know. It's a bit of QoL I predict will become important with harder locks.
    hiddenone said:
    You don't always have to have full walls visible (especially if the gameplay isn't near them) but for something like this it would be nice to see the whole wall with the windows easier to see.
    Ah, okay. I kinda made a weird decision when mapping this area out and walls. I will also be looking to redo this map in addition to the first one later on. I will likely have more prominent walls in the future :wink:
  14. woootbm said:
    I mean, it could even be 0 frames waited
    Don't do this :kaoback:
    It's a parallel event checking region right? I think in the past you explained to me that's how you accomplished it.
    0 wait frames causes the event to be checked wait too frequently and will cause performance problems. 3 - 5 for this specific event is probably the lowest you can go.
    For all parallel events,
    A wait frame of 1 is going to give the biggest performance boost, with that gain falling off quickly there after. I'd say beyond a wait frame of 5 you begin to get severe diminishing returns, and at 20 it's not making any sort of difference really, but it still gives peace of mind that the event is (hopefully) performing well. Plus small performance costs add up over time! So by giving long wait frames where possible, you can rest assured they aren't adding much to the overall performance cost.

    Wouldn't it be weird that selecting "hard mode" makes the game harder to run on some PCs? Lol
  15. TheAM-Dol said:
    Don't do this :kaoback:
    It's a parallel event checking region right?
    No, don’t worry. I’ll start from the top. It’s yanfly region around the enemy event. Walking into the region flips a switch. This switch flips the event page to a parallel that waits 60 frames before going to the next page. The waiting page is for playing the ! Balloon and the aggro sound, giving the player time to react. The “next” page is the actual chase that had event touch to start the fight. The enemy’s chasing movement, resetting location and resetting switches is all done in the movement route of the chase page.

    So when I say “wait 0 frames”, all that does is remove the buffer time between the aggroing and chasing pages of the same event. There is no constantly looping parallel.
  16. Ouch. Well, it definitely adds a lot of work. But I'm pretty convinced it will be important for reaching outside the RM community. So I guess it'll be the cross I die on :kaosigh:
    In that case, go for it! But it may not be a terrible idea to see if there's a plugin for half or quarter tile movement instead of full pixel movement since that may play a little better with events. I'm not sure if that would be fully worth the work to replace your current plugin though, just an thought.

    Yeah, there's no room to make builds with so few points, so few weapons, and zero programs (the programs change your skills significantly. For example, there's one that gives you 2 charges of Deadly Strike). I would be very interested to hear what your game plan was/what you ended up doing!
    It depended on the enemies, but for the most part I'd start the battle with Computer scanning an enemy that I knew had a fatal weakness so Ambassador could take it out in the first turn, and then had Fabricator cast Barbs of Light. The second turn would be Ambassador using Slam/Deadly Strike (or the gun once I got it) and either Fabricator healing Ambassador's health and Computer using Reroute Power to give Fabricator More Battery, or Fabricator using Adrenaline so Ambassador could get another hit in and Computer using Find Opening on one of the enemies. Then it was mostly repeating those patterns depending on health and how the enemies were doing.

    So I imagined a scenario here; a VERY HARD lock:
    Imagine there's 5 tumblers instead of 3, and the chambers are also longer meaning there are more possible 2 vs 3 move combos to figure out. The player will figure out each tumbler one at a time. If they are stuck going in order, that means they have to keep clicking the first ones to work on the later ones. With free movement, you can try the later tumblers and come back to the first ones that you already know. It's a bit of QoL I predict will become important with harder locks.
    Ah, sorry I meant that players could move to any tumbler they wanted but by moving via events and not by walking around the lockpicking map.
  17. hiddenone said:
    It depended on the enemies,
    Ah, this is a pretty solid strat! Can I ask which gun? And did you theorycraft what to do with attributes?
    hiddenone said:
    Ah, sorry I meant that players could move to any tumbler they wanted but by moving via events and not by walking around the lockpicking map.
    Hmm, I tried something like this before, but now that you got me thinking it on it I realized what I did wrong. I will def revisit since this method could allow me to do “press menu/cancel” instead of the weird hold shift I have. This is also something I know @TheAM-Dol feels strongly about, heh.
    hiddenone said:
    But it may not be a terrible idea to see if there's a plugin for half or quarter tile movement instead of full pixel movement since that may play a little better with events
    I shopped around a bit and the other ones I found had their own share of compat issues, along with too many shortcomings

    Sorry I quoted this out of order :hswt:
  18. Can I ask which gun? And did you theorycraft what to do with attributes?
    I used the pistol, I wanted to try out the other one but hitting twice meant two chances for a crit so it was hard to pass up. And then the enemies didn't respawn so I couldn't play around with the b-tac. :rswt

    For attributes my plan was to increase Ambassador's Critical Hit Rate, Computer's RAM, and Fabricator's Energy, though that was because I knew diplomacy wasn't an option in the game yet and I had found the debug barrel so ammo and chemicals weren't a concern. If that wasn't the case then for the full game I'd increase Ambassador's Charisma and all of their Energy by a few points, and then figure out which of Ambassador's Physicality and Efficiency attributes was more useful at the moment.
  19. @hiddenone Ah, you know Tony actually has the opposite mindset who wants less hits for bigger crits. Mathematically, he’s wrong XD but good to hear someone thinking about that.

    Love to see the thought process! I’ll have a whole rant about. Builds and stuff in the dev chat (assuming I get around to it this week). But the main mild spoilers here are that:
    A: ammo doubles as the money of the world
    B: there are guns that do more damage but cost more ammo
    So that’ll be some stuff to consider for how valuable Efficiency is as a stat!
  20. Finally, an update! Wish I had more to show but there's still a lot going in behind the scenes. This is why I went to recruit a mapper!

    Not doing a full feedback push this time, but feedback is always welcome!

    ALSO: game now starts in a debug area that will let you skip to 0.2.x content.

    Check out the itch page for the content: https://woootbm.itch.io/automatic-messiah

    Changelog v0.2.3
    • New zone: Line of Crawling Dead
    • New dungeon: Crab Mound
    • New mini-game: Hacking
    • Lots of Skill/Weapon tuning
    • Lots of new Weapons
    • Programs added
    • Vendor added
    • Crafting added
    • Many skills now have randomized animations
    • Reduced amount of player attacks that have Knockdown/Stun and introduced new statuses for better build synergy and variety
    • Fixed "x/100" showing on items
    • Some adjustments to UI in combat
    • Updated many skill descriptions to have icons to inform the player on key functions
    • Fixed frame rate loss issue
    • Cleaned out unused files to reduce project size
    • Lots of fixes I can't even remember

    PS. I have gif's in my screenshot sections now, wowee! @TheAM-Dol will be so proud!