iblamevictoria
Towns Guard
- Xy$
- -0.10
Oh hey.
I'm making a game called Space Age. It's a game that I've been working a lot on, and though I have a long way to go until it's at a quality I would be happy with I'm still chugging along. Think of this as a prototype! I hope you like what I have to show.
HERE'S A LINK TO THE DEMO: https://rpgmaker.net/games/9693/
Any feedback or further questions? I'd love to answer them! Just reply to this thread and I'll try to get to any that I receive.
Thanks for checking my game out.
[note: I know spritework is pretty messy. The character sprites are about the quality I want them at, but the environment is just prototype work. I'd still love feedback on my sprites.
I'm making a game called Space Age. It's a game that I've been working a lot on, and though I have a long way to go until it's at a quality I would be happy with I'm still chugging along. Think of this as a prototype! I hope you like what I have to show.
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Space Age puts you in control of a little boy named Coda. He's a nice enough kid, but certain circumstances put him in a rough situation. The world is ending. Or people think it is. Strange grey creatures have been popping up around the place, all different shapes and sizes. They seem peaceful enough, but the adults have reason to believe that they won't stay that way. Along with the grey things, something seems off with people in general. Some people don't seem like they really belong. And to make things a little bit worse; one day his father up and leaves him without a word of warning. The only thing his father leaves behind is a bus ticket and a note telling him to hitch a ride to Coda's Aunt's house, who he's never met. Coda isn't very happy with THAT solution, and runs away to find his father instead.
That's where our story begins.
The world is ending, and all Coda cares about is finding his dad.
That's where our story begins.
The world is ending, and all Coda cares about is finding his dad.
Coda:
Coda is the main character of the game. He's well-meaning and independent, but is a child and is inexperienced. The world of Space Age is just as unfamiliar to him as it is to the player. As the player you will travel the land as him, learning new fighting styles and searching for his father, Geoffrey, who abandoned him not too long ago for a reason that he would not say.
Lil:
Lil is the little sister to El Pollo, the notorious gangster. She's equipped with a bb gun and an itchy trigger finger. She's one of the first party members that Coda is able to pick up, and has a "quest" that lasts for a large part of the game.
Geoffrey:
Geoffrey is Coda's father. He abandoned Coda without saying a word one night, leaving only a note and a bus ticket. His motivations are mysterious and his timing is horrendous. For a little while the end of the world has been inevitable and it seems like it's all coming to fruition now.
Coda is the main character of the game. He's well-meaning and independent, but is a child and is inexperienced. The world of Space Age is just as unfamiliar to him as it is to the player. As the player you will travel the land as him, learning new fighting styles and searching for his father, Geoffrey, who abandoned him not too long ago for a reason that he would not say.
Lil:
Lil is the little sister to El Pollo, the notorious gangster. She's equipped with a bb gun and an itchy trigger finger. She's one of the first party members that Coda is able to pick up, and has a "quest" that lasts for a large part of the game.
Geoffrey:
Geoffrey is Coda's father. He abandoned Coda without saying a word one night, leaving only a note and a bus ticket. His motivations are mysterious and his timing is horrendous. For a little while the end of the world has been inevitable and it seems like it's all coming to fruition now.
Space Age will be originally scored by ME. Would you have guessed it? I've been making music casually for a year or two, and finally think it's of the quality that I want for the game.
I hope you like what you hear.
I hope you like what you hear.
-No more grinding off of random encounters. Seriously. It's something that bogs down tons of games. Every encounter is unique. You'll never encounter the same fight twice and every fight will mark progress within narrative and/or objectives, not just through EXP progress. This is a high priority within the project.
-Lots of party members to make friends with! (Around 20 have been planned out and about 10 have been balenced properly.)
-A battle system that DOESN'T rely on hair-pulling RNG!
-A man named "Bad Eric"! (Spooky!)
-A nice blend of comedy, thrills, and some horror-themes!
-Original venues all across a modern fantasy world:
-Lore that doesn't shove itself down your throat in 10 minute long intro cut scenes!
-A currency system that isn't cumbersome and inflated! Managing money is it's own challenge!
-Choices that have real consequences on how your character, or fellow party members, look and play!
-Lil personal quests for some party members!
-SPOOKY EMOTIONAL TRAUMA.
-Lots of party members to make friends with! (Around 20 have been planned out and about 10 have been balenced properly.)
-A battle system that DOESN'T rely on hair-pulling RNG!
-A man named "Bad Eric"! (Spooky!)
-A nice blend of comedy, thrills, and some horror-themes!
-Original venues all across a modern fantasy world:
The Forest: Wow I hate when forests are the first levels of games. So I also did this. THIS one is meant to be pretty original. Once this area was a vibrant downtown city, but now it's been reabsorbed by an unnatural force of nature. What a fun oxymoron!
The Town: The town is weird. Everyone smiles. Everyone pays attention to you. If you didn't know better then you'd probably say that there was something fishy going on. They did try to give you a house after all. For free. Upon entrance. A free house to a child who they don't know.
The Mansion: A mansion on a snow-capped hill with a single resident. Who is she? And what's going on with the noises in the attic? This area focuses on puzzles and exploration in an interesting setting.
The Port: A port city with an Asian flavor. Something's up with the local gang, and you intend to find out. You'll explore a beautiful city in an attempt to stop a bad thing from happening to all of the residents, one by one. This area takes time into effect, using sleep as a valuable resource, but also as a harsh penalty.
AND MANY MORE.
About three more actually.
The Town: The town is weird. Everyone smiles. Everyone pays attention to you. If you didn't know better then you'd probably say that there was something fishy going on. They did try to give you a house after all. For free. Upon entrance. A free house to a child who they don't know.
The Mansion: A mansion on a snow-capped hill with a single resident. Who is she? And what's going on with the noises in the attic? This area focuses on puzzles and exploration in an interesting setting.
The Port: A port city with an Asian flavor. Something's up with the local gang, and you intend to find out. You'll explore a beautiful city in an attempt to stop a bad thing from happening to all of the residents, one by one. This area takes time into effect, using sleep as a valuable resource, but also as a harsh penalty.
AND MANY MORE.
About three more actually.
-Lore that doesn't shove itself down your throat in 10 minute long intro cut scenes!
-A currency system that isn't cumbersome and inflated! Managing money is it's own challenge!
-Choices that have real consequences on how your character, or fellow party members, look and play!
-Lil personal quests for some party members!
-SPOOKY EMOTIONAL TRAUMA.
HERE'S A LINK TO THE DEMO: https://rpgmaker.net/games/9693/
Any feedback or further questions? I'd love to answer them! Just reply to this thread and I'll try to get to any that I receive.
Thanks for checking my game out.
[note: I know spritework is pretty messy. The character sprites are about the quality I want them at, but the environment is just prototype work. I'd still love feedback on my sprites.
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