The story of this project spawned almost entirely from my mild annoyance at the annual raising of Starbucks' iced coffee prices. Also from my recent fixation on juvenile delinquent media.

This is a short little RPG Maker game that contains even less explanation than the other RPG Maker games I've produced. It's more or less a means of testing out mechanics and creating assets with the hope that they can be tweaked and/or reused later. My hope is to over time create a series of similar tiny projects under the "Good for Nothing" label to help develop a setting and battle system that I can be satisfied with using in an eventual larger project. 

All that being said, any interaction or feedback on this game is appreciated! And as always, thanks for playing!


Plugins Used:

  • Galv's Message Sound Effects
  • Tor Damian Design's Bind Pictures to Map
  • Yanfly's Core Engine
  • Yanfly's Battle Engine Core
  • Yanfly's Element Core
  • Yanfly's Buffs/States Core
  • Yanfly's Skill Core
  • Yanfly's Message Core
  • Yanfly's Battle Status Window
  • Yanfly's Visual HP Gauge
  • Yanfly's In Battle Status
  • Yanfly's Instant Cast
  • Yanfly's Action Begin/End
StatusReleased
PlatformsHTML5
Rating
Rated 1.0 out of 5 stars
(1 total ratings)
AuthorPhil Johnson
GenreAction
Made withRPG Maker
Tags2D, Casual, RPG Maker, Short

Comments

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(+1)

Time to get critical. 1. Gotta let people know how to select and go back in the menus. I just dragged my fingers across each key to figure out how to do anything (Z is select and X is deselect by the way) but we got there. 2. the GP system is super sick and I don't recommend just telling the players how to restore it or gain it in the first place but seeing that I couldn't do anything at first was a bit confusing and I'm sure could turn some people off. Telegraph the path to using "hype up" for the first time but after they let everyone experience the battle system on their own. 3. The character indicator line blends in too well. Make it stand out more. I initially got confused during combat on who I was using and what was going on. 4. Maybe make a way for the player to see each character's status as they're selecting their moves. I forgot what my characters were spec'd into from time to time so that'll help as the projects become more complex. 5. In the future it would be cool to have a compendium on the different status effects and what they do. No need to explain them per se in combat, but as new status's are discovered it would be cool to be able to review them in like a notebook or journal in game.  I gotta go right now, but I'll leave a list of all the things I loved another time, and the list is much longer than this one. Great step in the right direction and keep on making games my friend! S*** went hard B-) (man with sunglasses)

The feedback is much appreciated! I agree that some form of tutorial would definitely be an improvement, and the extra suggestions for clarity and QoL are great ideas! :D

(+1)

Amazing!!! A great introduction to your world and an engaging take on the JRPG battle mechanics I normally HATE! The battle animations are well done and the dialog witty and sharp. Very proud to see how much progress you've made as an artist and am excited to see what comes next.