Wait. YOU made Densetsu no Kusoge?!?!? You're my hero. Can I ask, what was your inspiration? Ms. Littlefish and I see some Mother 1 homages.
Yep. You can even find the project thread buried among others in this forum.
For the inspiration and whatnot, it all kind of started when I was joking about the possibility of a crappy games contest on the RMN forums, and how I would beat everyone. I'm a bit of a gaming masochist, who likes dissecting utter garbage like Action 52, Super Pitfall, Lester the Unlikely and whatnot just as much as with good games, and I have an unusual amount of patience when playing such games. When this contest came about, I didn't really have any ideas and I wanted to stay more involved with some of the projects I'm working on prior to the event's creation. Then, I decided, for the lols, to make the worst RPG Maker game imaginable and submit it to the contest. I figured it would at least be something... Different.
:p
To give you a more direct answer, it's mainly inspired by a Japanese-only RPG called
Hoshi wo Miru Hito (aka Stargazers), which in Japan, was widely regarded as one of the worst RPGs ever made. It's also where I got the title, as Stargazers is commonly dubbed as "Densetsu no Kusoge," which literally translates into "Legendary Game" in English. After playing the game myself, it really made me realize all the things we gamers take for granted in... Like being able to properly save your experience points, store equipment in an actual slot instead of immediately discarding any equipment you own upon purchase, and actually being given a sense of direction at the beginning. Essentially, I was taking some of the things that particular game did wrong, and not only accentuate its problems, but add even more asinine design choices to make it worse.
I can see where you got the Mother 1 vibe, though, with its similar graphic style and psychic power stuff. It had some influence, but not as much as the game I just mentioned. You can think of the game as encompassing just about everything wrong with '80s game design, while adding even more fallacies to make the game psychologically painful to play.