MV - MARGO - On the Brink [DEMO LIVE!]

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Started by SomaelCK 93 posts Page 4 of 5 View original ↗
  1. So I was designing a delivery quest where you have to transport an object.

    Usually, in many JRPGs, they don't really show the item is being physically carry by the MC. So I was like (to annoyance of the artist)... what if the player character physically carry this huge object on the map?

    We ended up making full sprite sheet for a short side quest lol

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    CBS is coming along nicely, if I say so myself.
  3. Forgot to update the tread other day! As MARGO is a slow-pace RPG with focus on tactical decision making, every move you make have to be deliberate. Using the right ability at the right time will change the tide of the battle.

    Spike Aura vs Fast Annoying Swarm of Enemies.



  4. Making a boss fight. My aim is to make every boss encounters "feel" unique, epic and grand. Let me know what you think :kaojoy:
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    Cards redesigned!
  6. I think MARGO - On the Brink's first showcase to general public in an event was a great success!

    A lot of people waiting in que to play MARGO, till the end of the event! We set up two computers for demo play but both of them are filled all the time.We are the only ones who are showcasing an RPG Maker project in the event.

    What's surprised me is that almost everyone one sat down and played the 30+ minutes demo to the end. Being an RPG, MARGO was quite text heavy and I thought people would drop it around midway. Instead we had players waiting in que til the end of the events. Some couldn't even play it due to long que.

    Got a lot of feedback as well. Many enjoyed the story and game's aesthetic! Said it's very interesting so they want to see it through the end.

    This event was a much needed confident booster for me! Will work on releasing the playable demo and get the game release on Early Access next.

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    We had an eager player as soon as the event started!

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    Lucky that we set up two computers!

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    A long wait que to test play MARGO.
  7. A new character joined the party!

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    MARGO was stuck in early dev phase for so long that it took like 3 and a half year for a new character to make its appearance. I'll be updating about this new "Whisper(?)" abilities soon.
  8. Curious, naive, and loaded with powerful guns! Recipe for success! :kaoluv:
  9. Update : Pip will be designated offensive character. Pip's abilities will do various "follow up/chase" attacks if certain conditions are met, such as rolling an even/odd numbers.

  10. "Oddbital Strike" :wub :biggrin:


  11. Made battle map with parallax scrolling and the result is pretty good! And there is new battle animation for Pip as well.
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    Busy with fixing the info texts in my game. I'm really bad with these stuff. Hopefully they are more easy to the eyes now.
  13. Introducing two new Whispers; Lapis and Jasper

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    What's unique about them is they are actually just one Whisper with two different split personalities. They transform between kind and mellow Lapis and rather feisty and brash Jasper.
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    Gameplay-wise, their cards reflect this duality. Lapis cards transform into Jasper, and Jasper's into Lapis, and vice versa after the cards have been used. Jasper cards are offense-oriented, while Lapis cards focus on healing and buffs. Although these cards aren't as strong as specialized role-focused Whispers like Lullaby or Bulwark, their ability to switch between two different roles gives them an overall advantage in utility.

    That's all. See you all in next update.

    Cheers!


  14. Boss fight, new OST and new font!
  15. Time for an update, folks! After nearly four years, MARGO - On the Brink has finally moved out of the early production phase. We now have an hour-long gameplay demo that showcases our vision for the title. Having spent years in early production, there's a lot of outdated information that needs to be refreshed.


    What is MARGO - On the Brink ?

    MARGO - On the Brink is a turn-based 2D RPG with roguelites deck-builder elements. You play as a nameless girl, [Null], trapped in a crumbling reality known as the Brink, a world filled with broken and useless things. As her life slowly fades, [Null] must find a way to recover and escape the Brink.

    However, the Junkyard is patrolled by malevolent entities called the Watchers. They are determined to destroy [Null], whom they see as "The Pretender" and the greatest threat to their world. [Null] must form unbreakable bonds with benevolent beings known as the Whispers and connect them to a primordial energy know as the Source, empowering them to stand against the Watchers' tyranny.

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    What are the main characters like?

    We strive to make every character you meet in MARGO distinct and memorable, except for the main character, [Null], who is your typical JRPG silent protagonist. Instead of introducing the characters through posts, we want players to meet them in the game and let the story unfold naturally.

    We hope these characters stay with you long after you finish the game.:LZSsmile:

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    Gameplay?

    MARGO is a slow-paced, turn-based RPG where strategic decisions are key to mastering the game. As a roguelite deck-builder, you must utilize every random card you have to win battles. Even a single wrong move can end a run.

    When defeated in combat, you lose all collected cards and dungeon progress. However, the levels of the Whispers and their cards are retained, allowing you to start the next run a bit stronger. There’s no unnecessary grinding, as enemies do not respawn unless the run resets, and there are no random encounters.

    Combat Showcase


    Side Quests?

    We apply the same design philosophy to our game's side quests as we do to our characters. We want them to stay with you long after you've completed the game. There will be no fetch quests or "kill X number of enemies" quests. There are no side quest markers or quest logs. Instead, we want players to discover side quests organically for a more rewarding experience.

    Side Quest/Content Example
    There is a side quest involving the Garbage Pile and Depressed Monitor you met in the game. They can be totally missed out if player don't give attention.

    A lonely depressed broken monitor
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    A friendly pile of garbage
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    What about making them meet each other?
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    Match Maker
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  16. Hell yeah! Congrats on the next stage of your game! Cant wait to try out the demo.
  17. It's been a while! Just a quick update!

    MARGO is going to be in another showcase event in coming 15th of August. Shortly after the event, We will be releasing the first version of demo for everyone to play!
  18. I really liked the game's interface, I would say that the mapping could be improved, but when I watched one of the videos I noticed the use of lighting and this made the maps much better.
    I think it could be a great, professional game.
  19. Eternidade_1 said:
    I really liked the game's interface, I would say that the mapping could be improved, but when I watched one of the videos I noticed the use of lighting and this made the maps much better.
    I think it could be a great, professional game.
    Thank you!

    Ha ha yeah, we can't really go all out with the mapping (yet) due to the nature of the game structure, as the results, some dungeon/cutscene maps might look bare.

    And back to update



    The permanent currency shop system and the various upgrade and booms players could purchase to improve the dungeon run is now fully functional. With that, the combat system I've been building from the ground up for 4+ years is now feature complete. (Well, almost, there are still some features locked for the full game). Player will know what to expect from the full game by playing the demo now.

    Thanks for all the supports folks and stay tuned!

    -Cheers