Realm of Perpetual Guilds

● ARCHIVED · READ-ONLY
Started by RagnarokZero 12 posts View original ↗
  1. The journey begins with four silent protagonists. They go into dungeons, fight 

    enemies, defeat bosses, and level up. But, is that all there is to their lives?

    Meanwhile, in the real world, a group of bored game designers are looking

    to bridge the gap between the virtual and real worlds. Will your protagonists

    simply fight respawning enemies for all of eternity or will they achieve 

    greater things?

    Features:

    Free-turn Stamina Battle System (Mixture of SMT Nocturne and Chrono Cross).

    Full recovery after every battle.

    Save from menu at any time.

    10 Classes to choose from at start of game. High replayability value

    12+ hour game

    7 Challenging dungeons (game is intended for those who like battles)

    Selling Price: $2.00

    Gameplay Demo:

    https://www.youtube.com/watch?v=dhPtQAw9uks

    Gameplay Demo #2:

    https://www.youtube.com/watch?v=2EjE3i4OlgY

    Link to Demo and Full versions of game:

    http://ragnarok99999.itch.io/realm-of-perpetual-guilds

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  2. Those maps are pretty bare bones...empty really, about as much effort was put in them as your profile it seems. Unknown indeed.
  3. I don't want to be blunt, but this doesn't seem like something I would want to pay for. It seems there could of been more done to the presentation overall, and from what I can tell from the screenshots is that there was little effort actually put into this. I would say before trying to sell this game, it would be best to first get opinions in the Project Development or Early Project Feedback Threads, but that's just me o.0
  4. I watched the video, and I'm sorry to have to say this, but it did not look interesting.  Your screen shots do not suggest that much work went into this and, to be honest, look like something that someone with only a few weeks experience of RM could put together.  It has the look of the sort of game which has given rpgmaker a bad reputation among some players.

    If you really want this to go commercial, I'm afraid a lot more work is going to be needed.  Could I suggest that you pull the release now, and put your demo out for feedback from people on this site who will then be able to help you to improve it.
  5. I believe he just posted this here to try and sell it and is not actually a active part of this community.

    However if this is not the case I believe some very good suggestions were given here. Feedback is always important as it gives us a new perspective and helps us grow.
  6. Why would you have full recovery after every battle, it completely eliminates any kind of challenge when you don't have to preserve your characters HP.
  7. It depends. If the game is primarily story-driven, resources are very limited, fights are evented and not random and each fight feels like a mini-boss of sorts with a requirement to strategy, a full heal after battle would make sense, since the danger for a game over occurs after each fight.

    For games that are focused more on exploration, resource hogging, with a bit of grind, and many of the encounters you face are standard mob encounters, a full heal after battle would remove any bit of challenge.
  8. Also, how is being able to save from the menu a feature?
  9. Awful. 0/10 would not buy.
  10. DITR said:
    Also, how is being able to save from the menu a feature?
    Well, it lets people know that they can save anywhere instead of having to rely on sporadic save points (which in and of themselves are a fine option, depending on the developer's taste).


    I personally can't vouch for the quality of this game, but I still feel bad for the backlash the developer has received, because I went through the same thing.
  11. I watched "Gameplay" Demo Video #2, and for the first 2:30 or so, I was having some good laughs.  I thought it was pretty funny, in a tongue-in-cheek melodrama sort of way.  But as the video progressed and the melodrama gave way to vapid exposition, I realized you probably weren't going for 'funny'.

    I think you should, though!  Your setup is so wonderfully ridiculous that if you write it in the right style, you'll have something really fun.  Use South Park's "faux melodrama" episodes, like the World of Warcraft or Game of Thrones themed ones, as inspiration for your writing.  Really ham it up, and make a big deal out of things that clearly aren't.  Have fun with it and don't feel any shame as you do so (but try your best not to make the characters unlikable).

    And if you want to sell your game, comedy or not, pay attention to your presentation.  A big, tiled, purple square floating in space just looks lazy.  It's not going to make people who only have a few seconds to look at each game decide "I want to try out that one."  It's totally cool if you can't make a good-looking map yourself (it's one of my weaknesses, too) - find someone who's better at mapping or sprite art to join your team and give it a good look.
     

    Seriously.  This concept plus hyperbolic, tongue-in-cheek writing plus a cleaner presentation plus good, player-friendly gameplay elements... you'd have something a lot of people will like.
  12. From what I've seen in the screenshots, I'm not impressed.  If you look over in the "Game Map and Screenshots" thread, you'll see that the praiseworthy maps, some of which DO use just the RTP, really look distinctive, use their space well and otherwise strongly convey a sense of the game world.

    I agree with the other posters --- definitely post the demo over in the Project Feedback section and take any constructive comments and implement them, before trying to go commercial with the game.  Playtesting is crucial.  Without it, you'll release a commercial game which will flop, because players don't enjoy the game.

    Remember, the in-game maps are crucial because they are a large part of how players will see your game world.  Great mappers often use a lot of little things to dramatically change the feel of a map --- some of the tricks are subtle tints to affect mood, translucent fog, and parallax mapping.  Clever use of these, and effective maps, can really dramatically boost the quality of the game.

    Basically, I think a commercial release should be far more polished than this one seems to be.