Just an FYI, I'm not sure how your packaged your game up, but windows defender does not like it all. It kept getting deleted every time I unpacked it. Had to manually flag it as safe while still zipped up and once again unzipped.
MV - MARGO - On the Brink [DEMO LIVE!]
● ARCHIVED · READ-ONLY
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Oh thanks a lot for the heads up.Just an FYI, I'm not sure how your packaged your game up, but windows defender does not like it all. It kept getting deleted every time I unpacked it. Had to manually flag it as safe while still zipped up and once again unzipped.
It was encrypted with Enigma Protector. Probably that's why it's getting false positive.
But it didn't happen with my Window Defender lol. Weird. -
Stupid windows defender. I've never had a problem with my own games where I used enigma but I've had reports from some players where it happened. It's weird. Just giving a heads up in case anyone else has the same problem. Game is running smooth though.
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just disable it all together as it isn't as good as they claim anyway :)Stupid windows defender.
@SomaelCK I try it out when I got the time :) -
Thank you!just disable it all together as it isn't as good as they claim anyway :)
@SomaelCK I try it out when I got the time :)
I'll submit the game file to Microsoft for false positive flagging as well. It will stop Window Defender from freaking out in future update. -
I played it a bit, but some part's might be a bit slow, but not my graphics
stylish.
for what I have played, the choice was a bit far right which is better is centered
on left/right below the question on teleporting (can screenshot what I mean).
the story so far and saving the scene is really nice, and the dialogue fading out/in
is really cool.
I will continue as the story is interesting and want to know more on the
battle mechanic which I don't get yet as it seems it doesn't respond or
is very slow, so I play a bit more to see how things works.
but so far, you put a lot of time into in some of the scene, specially the start
where some things was going on at waking up.
so keep up the good work, it looks really good :) -
Uploaded a new demo with less intrusive encryption. Hope it will stop freaking out the Window Defender. I've submitted the game to Microsoft for inspection as well. Once verified, WD will stop flagging the game as malware!
Sorry for the inconvenience! -
I continue a bit but had to go, on the loot part some books like think to
set a card, you can place them, but the problem there is, there is no selection.
it just move the cards, it would be ideal to change this with an arrow pointing.
I do notice is shift to the left if you put it further. but replacing for new cards,
this is super annoying. (not sure how to use them exactly or what "hack" does.
it could be selected, but it does nothing. -
I continue a bit but had to go, on the loot part some books like think to
set a card, you can place them, but the problem there is, there is no selection.
it just move the cards, it would be ideal to change this with an arrow pointing.
I do notice is shift to the left if you put it further. but replacing for new cards,
this is super annoying. (not sure how to use them exactly or what "hack" does.
it could be selected, but it does nothing.
Oh, that's a data cache. By opening it, you gets cards which you can pick the card you'd like for your current hand (You can hold 5 cards in the begining).
Hack option is locked for now. It's basically "Magic" option in RPGs which the Main Character learned nothing yet, so can't be selected yet.
In battle, you have to select a card you want to use. Then press (Shift Key or Square/Y for controller) to prime/ready/comfirm the card selection. Then use "Execute" command and the primed card(s) will be used on selected target. MC auto attack the selected target regardless.
I know this one is a bit confusing lol since you have to confirm selected card with Shift key in install menu. The reason for that later part of the game, you can select up to 3 cards from your hand for card combos. So it's designed in a way where you make the card selection, the confirm with Shift button. The selected cards will be used when you pick execute command.
Sorry for the confusion! Maybe I should tutorialized this section better! -
I'm not sure if you've changed this, but just fyi - this may not be a good idea.It was encrypted with Enigma Protector.
Because MV creates HTML-based games, wrapping them in Enigma can cause some assets and plugins to not load correctly. There are several threads about this if you're curious for a more technical description. -
Thanks for the heads up! I noticed a few slow down and mistiming but no major errors so far in the demo.I'm not sure if you've changed this, but just fyi - this may not be a good idea.
Because MV creates HTML-based games, wrapping them in Enigma can cause some assets and plugins to not load correctly. There are several threads about this if you're curious for a more technical description. -
Hello, @SomaelCK! I wanted to cover MARGO because it looked extremely promising. The Feedback Festival helped push me to make this review, but trust me when I say I would have picked it out regardless due to the amount of work you put in to make the game look the way it does.
I had to stop an hour and 30 minutes into my playthrough - because if I didn’t, I genuinely would still be playing right now. Which is a big thing for me to say.
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MARGO Review+ Breathtaking title screen and music, especially with how it continues when you press New Game.
+ The game does not let up with how gorgeous it is, ranging from the expressive overworld sprites, full screen animated CGs and the full-bodied animated sprites for characters in combat. It is easily the best part of this game, and barring the little RPG Maker icons you’d probably never tell this was made in MV. Very good work.
+ I’m really digging this cybermaze aesthetic. Reminds me of Digimon.
+ I do like that for as much as the game is chock full of lore (EG. The Source, the fact these little computer faeries can be used as weapons and spells, etc.), the game doesn’t shove it down your throat for the entire experience. You’re kind of expected to piece it together yourself, which is far more preferable.
+ It helps that the actual writing helps make the characters very charming (like my boy Bulwark, what a chad + the shy computer that makes blushy faces at you)
+ Despite the fact our main character girl doesn’t speak, her sprites make her very emotive and that’s more than enough to win me over. In fact, there’s so many little touches (ex. Casting a shadow when against a door, sitting down on the ground to listen to the computer, etc.)
+ The save room where our little gal and the computer faeries are sitting resting on a bench is so adorable.
+ This has to be one of the most unique menus I’ve ever seen in RPG Maker. It’s so slick and cool-looking, especially the card stuff. However...
+ I do like that the enemies are patrolling the overworld so you’re not just ambushed by random encounters. Very nice.
+ This card gameplay is genuinely addicting. Like it’s luck-dependent due to being a roguelite deck-building game (read below for my issues with that), but it turns this otherwise simple battle system into something I can see people sinking tons of hours into.
Especially given how the effects of your little computer faeries activates immediately when you select them.
Running into those card caches gives me the same dopamine as gacha hunting, I’m not joking.
+ Oh interesting. The floors are randomized, since the floor I started on in my next attempt wasn't the same as the last time.
= The enemies say “Subjucation” in cutscenes, which I’m pretty sure is supposed to be Subjugation instead.
= Oh hey, I use this Gradient Wipe plugin. It’s pretty handy for animating text boxes.
= I do think how the game is packaged is very interesting. It’s the entire game, but without any of the usual folders. How did you do that?
- Oh no... you have all of this custom art yet you stuck to default RTP sound effects...
Okay, but in all seriousness, you really need to commit to find more SFX that’s unique to your game since it’s a bit uncanny to see a default light sparkle animation with Bulwark or Lullaby when the game is otherwise so polished.
- No keyboard rebinding. Please install Yanfly Keyboard Config or have your coder create a custom version that fits your game.
- Super-not-a-fan of hiding the Options Menu and the Quit Game button inside of the “Main Menu” section. I know, that sounds weird, but when players press X to access the menu, seeing the Options and Quit selections THERE instead of inside of a submenu feels more natural. (I genuinely thought the options menu didn’t exist because of this, for reference). Likewise, you should have the options menu at the title screen, so players can choose if they want the game to be windowed or not.
- The forced full screen is very annoying without the ability to toggle it on or off.
- (!!) The game seems quite resource intensive for my laptop. I also saw characters flicker when making new expressions and frames, which tends to happen due to how RPG Maker MV handles multi-frame characters.
- A typo or two: “What’s luck!” when you get a Life Crystal from the treasure cache should be “What luck!”, removing the “s” since it’s not necessary.
- So my issue with this combat is that, while you can apply the effects of your little computer faerie friends on top of your normal attack, it’s also very easy to run out of options or get blindsided. For example:
* You can’t retreat if you know you can’t win (There’s no “run” option)
* Once a card is used up, you have to find a data cache to get new cards since you’d be out of options otherwise.
* You can only really hit one enemy at a time, there’s not really any AOE skills.
* While I do like that the two starter orb enemies die in one hit no matter what, the one that has more HP and can stun you out of the blue is a huge issue.
- There's also not much tutorialization on how the cards work, nor does it ever really tell you about the "barrier gauge" that nullifies 1 hit for every filled pip you have. That seems like it would reduce confusion on how your game's mechanics work.
Here's the thing. It's one of the best looking RPG Maker games I've seen come out of anybody who frequents our forum - which is no small feat, given how much effort I've seen people put into their games.
The roguelite deck-building element is very addictive and incentivizes the player to explore and fight however they want, and the base gameplay isn't too complicated. The game also has a ton of cute little moments that made me want to see how our Main Gal (I don't know if she's Margo, so I never call her that) tries to save the world because she's so cute.
But when luck is no longer in your favor, the game spirals out of control almost immediately. I know that's kind of the conceit with these kinds of games, but in this one it stings because you're given just enough to make it feel like when you go down it's your fault.
The awkward placing of the options didn't help much either, since the game starting in full screen and having no way to change it or my keybinds actively hindered me when I was trying to write my thoughts down.
I dunno. All I can say is that I am very excited to see what comes out of this game, because it's clear that there's an incredible amount of love and attention put into it. -
Hi sweetie! So I been keepin' my li'l Alice eye on yo game for a while now, but thanks to ongoing shenanigans, I FINALLY MANAGED TO ACTUALLY PLAY THE THING! :biggrin: For a bit. Here's what I thought!
SpoilerIt's a pretty cute game looks-wise! MC is adorbsie, especially in combat, and the li'l sword sprite is a sweetie! I'm not super sold on yo palette choices, but it's yo aesthetic, and it definitely looks like "this is my MARGO aesthetic" instead of "I ripped this from Cave Story" :wub
I loooove that the dungeons are randomly generated (right?) bein' the li'l ADOM girl that I am. There were some funky things that happened to me tho, like havin' two card drops behind a wall? I dunno how much of this is intentional - I do like it if generated dungeons pop somethin' weird in ma face sometimes - but anyway! :kaoswt: The only thing I missed tutorial-wise is, HOW DO I EXIT THE DAM DUNGEON!? :kaodes:
Fightin' wuz fun! Like I said, the MC and her sidekicks look edible! :wub Also, the system is pretty fun for li'l me who's never played a deck-building dungeon crawler before. At first I wuz like, WHAT, DO I LOSE MY CARDS WHEN I USE THEM?! I PAID TOP DOLLA but after a while I wuz like, yeaaaaa spend that dough girl! :kaoluv: Maybe I got lucky but I had a pretty big surplus of cards by the time I stopped playin'!
The "Drain" card wuz weird tho? At first I wuz like, woah, dis card a diamond, YOU CAN DRAIN ONE ENEMY AND WHACK ANOTHER? But then yo whacks always miss? I tried this several times, is it intentional?:kaoswt: If you meant it so that when you use "Drain", you don't get to hit wid yo sword, I'd just make it so that there's no annoyin' sword attack that always misses!
Writin' was nice, I think? I wud go things over wid yo writer one more time, see if y'all can't mix up that "MC wakes up, they have no memory" thingy. I haven't played a game fo' real since 2012 but it was old news then! :kaosigh: I don't mean to scrap the mute, memoryless MC, but please do mix up at least yo intro!
Aaaaaand like @RCXGaming said, the game wuz pretty resource-intensive. I know you like all yo bells and whistles, but maybe some of the whistles cud be toned down? I dunno!
Anyway, ad summam: it looks and feels like a really nice game, honey! I had fun! I kept goin' deeper into the dungeon instead of bein' like, what's on Netflix? And I know y'all developin' like a bunch of munchkins, so Ima keep my li'l Alice eye trained on ya! :wub SMOOCH :wub