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Monster World RPG
08.09.2017, 16:05
https://preview.ibb.co/cOwwba/title.png (https://ibb.co/dXObba)
presents
https://image.ibb.co/kVptNF/title2.png (https://imgbb.com/)
You can download it by visiting its official website:
Link entfernt, weil Urheberrechtsverstoß ~Caro
Watch here the videos:
https://www.youtube.com/user/MonsterWorldRPG/
E-mail:
info AT monsterworldrpg DOT com
SUMMARY
GAME NAME: Monster World RPG
DEVELOPER: MAX TEAM & MOTA
TOOL USED: RpgMaker2003
RELEASE TYPE: full free game (ver. 1.0)
CUSTOM MENU: yes
LANGUAGE: english
SIZE: 148 MB (zipped)
About Monster World RPGť
Monster World RPG is a fan game inspired by the Monster World (Wonder Boy in the US) series, made by SEGA and Westone for Arcade, Sega Master System and Genesis.
It's no a sequel, prequel or remake, but a brand new game in rpg style instead of platform.
The game you can download here is the COMPLETE VERSION, a complex rpg game developed with RpgMaker2003 with many different monsters.
Along with Max, the main hero, there's other five characters, which can be inserted or removed from the team as you wish.
Also there's many sidequests: all of them are kept in a special “book menu”, so you won't forget them.
The main hero also can be customized with different spells, magic weapons, and more.
The full version of the game is only the one you can download form its official website: the other version you can find around the net are old incomplete demos.
SCREENSHOTS
https://image.ibb.co/fdZM9v/1.png (https://imgbb.com/) https://image.ibb.co/nD3sGa/2.png (https://imgbb.com/)
https://image.ibb.co/drKA2F/3.png (https://imgbb.com/) https://image.ibb.co/k4BONF/4.png (https://imgbb.com/)
https://image.ibb.co/i9DEUv/5.png (https://imgbb.com/) https://image.ibb.co/bUXmba/6.png (https://imgbb.com/)
https://image.ibb.co/geqYNF/7.png (https://imgbb.com/) https://image.ibb.co/jW6jUv/8.png (https://imgbb.com/)
https://image.ibb.co/dyMwba/9.png (https://imgbb.com/) https://image.ibb.co/kZN2Ga/10.png (https://imgbb.com/)
STORY
The place is Aqua Kingdom.
The hero of this story, Max, lives in the Valley of Peace near Purapril, the capital.
Since his friend Shion left for Purapril to do his knight duties, Max life got boring.
A morning while hunting in the woods he found a strange creature he never seen before.
Unsure about the creature's "taste" he decided to avoid making it his meal, but keep it as his pet.
Now that he has a "party member" he decide that's time for him to leave the valley for a more exciting life.
He decide to go to Purapril to meet again his friend Shion but while attemping to enter into the city two guards block his way forcing him to travel somewhere else.
Where will Max go now? Will Max be able to enter in town? And what is happening there?
Unbeknowst to him his "adventurous life" has already begun . . .
CHARACTERS
https://image.ibb.co/jYiypv/chara.png (https://imgbb.com/)
MAX
The hero of the game. He's a fighter, so he won't learn new skills by leveling up. Instead, he gets new skills by learning them from other people, by equipping certain equipment or getting special items.
PEPE
Pepe is a strange animal that no one knows its species or place of origin. He can only say “pepe”, so Max gave him this name. His species is unknown so he's considered an “odd pet”. Pepe starts with some skills and learn more as his level increases. He can't use any equipment, but only attacking with his claws.
PRISCILLA
Priscilla is a small fairy from Alsedo, the fairy village. She lives with Eleanora, the fairy queen. Being a fairy she mainly knows healing and assist spells.
SHABO
Shabo is a death god, wich is actually a species, not a deity. Shabo knows many spells, mainly attack spells but also some assist spells. If used wisely he can be a great ally.
HOTTA
Hotta is a dwarf from Lilypad, the dwarf village. He can't use spells but istead uses special skills. He's a very strong character and can greatly damage the enemies. His only weakness is that he's the slowest character.
JUNIOR
Junior is a baby dragon from Begonia. He may be just a baby, but due to his dragon lineage his power is great. He's almost as strong as Hotta and is faster, but has lower resistances and less skills.
About MAX TEAM
MAX TEAM is a two men team composed by:
Massimo - author, storyboarder, chara designer, final tester, main advertiser;
Fernando - main programmer, tiles & faceset designer, music & sound, beta tester, final scripter.
MAX TEAM has also many friends who gave help listed in the credits of the game.
FEATURES
• One thing that I hate of rpgmaker games are the charasets: they are to small and so the characters looks too much unexpressive. So we used the characters slots at their limits and sometimes for bigger characters we used more than a slot.
https://image.ibb.co/eA6Uwa/a.png (https://imgbb.com/)
• In rpg usually you got experience point or buy equipement in order to increase your party stats. This can be entertaining at the beginning, but later it becomes repetitive. For this reason, even if we kept the experience and equipment system, we decided to put in the game a way to customize your hero to give him different skills and map abilities in order to reach different zones (like castlevania or metroid).
https://image.ibb.co/k0iL2F/b.png (https://imgbb.com/)
• Another weak points of rpgmaker videogames is that being them "free games" there's no manual or other things. Plus they lacks menu that usually are present in professional games. MWRPG has an online guide.
https://image.ibb.co/dhDL2F/c.png (https://imgbb.com/)
• Last, a common rpg game engine will become rapidly repetitive and unappealing. Due to this MWRPG has many platform elements and minigames.
https://image.ibb.co/kC44Uv/d.png (https://imgbb.com/)
• In order to advance in the game is more important to find secrets and upgrade items more than levelling up: in this way you have not to waste an entire day in fighting monsters.
https://image.ibb.co/fg3ypv/e.png (https://imgbb.com/)
PEOPLE WHO LIKED OUR GAME (BETA):
http://www.idealsoftblog.it/2010/02/monster-world-rpg-wonder-boy-diventa-un.html
https://fanboydestroy.com/2012/10/12/max-teams-monster-world-rpg-taking-a-sega-classic-to-the-next-level/
https://fanboydestroy.com/2013/12/05/monster-world-rpg-update-bug-zappers-working-overtime/
http://computerplusadventure.blogspot.it/2010/03/monster-world-rpg.html
http://forum.outerspace.com.br/index.php?threads/monster-world-rpg.65891/
FINAL WORS: READ PLEASE !!!
IT'S IMPORTANT !!!
Please feel free to comment the game on the forum as much as you want.
Your feedback is important for us.
In any case, to simplify our work for a future release of a version 1.1 of the game, you should send your comments to us to the following email address:
info AT monsterworldrpg DOT com
Thanks in advance and enjoy our game!!!
https://preview.ibb.co/cOwwba/title.png (https://ibb.co/dXObba)
I never thought that day would finally come. Congrats on finishing the game!
WattsApp
08.09.2017, 23:52
Too bad fan games are forbidden here. So 10 years of work for nothing. :( :( :(
Too bad fan games are forbidden here. So 10 years of work for nothing. :( :( :(
There is a difference between a fangame that is inspired by another game and doesn't use illegal ressources and a rpg maker digimon game with ripped ressources from three thousand different commercial games, that is just a shitty copy.
Do you see illegal content? Than go and flag it.
Do you not see illegal content and just want to show some bad manners? Please leave.
@Monster World RPG if this is all original stuff (as far as I can see) color me impressed.
Monster World RPG
10.09.2017, 13:11
NEWS:
now "Monster World RPG" has also an official Facebook Page:
https://www.facebook.com/Monster-World-RPG-127490791229998/
Brian Griffin
10.09.2017, 14:04
No matter if you have a Facebook page or not. If your project contains stolen ressources from commercial games then you cannot publish it here. Please take own ressources.
I played the game up to the beginning of the 2nd chapter. I think it's a decent game but noticed that by now, I have standards even for fan-made games to which this project does not live up. Therefore I decided to stop it. Anyway, here are my expressions.
First note, I never played or watched any of the games that inspired this one. So any references or conclusions you expected from the player to make based on them went completely over my head.
For positive things I can praise the visuals which are bright and colorful and probably match the style of its exemplars.
Early on I once considered to stop playing this game, because the initial balancing is bad. Pepe seems to faint after a few looks his way and can't be euqiped at all. The first chance to buy weapons is in a village under siege and is quite pricy. After I decided to grind for the necessary money for the best sword, thanks to it and the levels gained while collecting money, it was fairly smooth sailing up to the 1st chapter's final boss which was quite challenging.
It's such a strange decision that one can buy equipment only for the main protagonist, since this seems to be the only way to provide elemental defense.
As for combat itself, being able to miss only creates chances for frustration. Also, sometimes no damage values appear but my characters still seem to loose HP. I especially missed feedback on techniques that reduce certain stats as a secondary effect, because there is no indication whatsoever. Enenmy skills can be vague as well. I mean, I got that "Cling" was a buff spell but the name itself doesn't resonate with increased defense with me.
Last, but this could be due to the maker, early on I thought I could not use items during battle or flee (never did, though), because the last line in the action box is completely black like a blank entry, so it seems there are only 3 availably actions. Quite misleading.
The manual is a nice idea but quite clunky to maneuver through. Especially all those lists in the journal are confusing due to their size and can't be exited quickly with the "Cancel" buttons, one has to go for the "Exit"-entry all down the list (and long lists don't seem to wrap over from top to bottom for quicker navigation).
(Bug(?)note: After helping in the Barobaro(?) library, I noticed some entries in the enemy list 3, but there were only a few names, but I could not open the information.)
Sidequests could also do with a simple check mark next to them instead of reading the complete description th check its current status (or did I miss something there?).
The gear selection was unnecessarily clunky as well. Why do I have to unequip my current gear before using another one. If the game can check wether I have another one equipped, switching over directly to my new choice should be no impossible task, no?
The clunkiness also reared its head for me during the cooking sidequest, since it seemed to require very small pauses instead of doing smooth circular motions on my keyboard's arrow keys.
And the firebreathing minigame seems to expect the use of a turbo controller. I used "Enter" and the Space bar together which did suffice in other RPG Maker games, but not here. Maybe I was close and could have made it, but Enter smashing is the least creative of minigames, so I did not bother.
That's enough for gameplay experience, what about worldbuilding?
While I saw a lot of places already during that 1st chapter, it reeked of the approach of old games, probably due to its source material. Except for plot relevant NPCs, most flourish only the generic smalltalk oneliners about the weather and what not. They are only there to give the game the look of a living world, but they fail to provide the feeling of such a world.
A glaring example are the various bar tenders, which only share a bit of information after you purchase a drink (to which no one hints at all, one has to know this by default). But if for this, it's wasted money because they really only give you a bit of information: "There's a place called [XY]." That's all! No gossip, no rumour associated with those places, no aknowledgement, why it could be interesting for the player to venture there. This feels so uninspired.
Speaking of inspiration. I had to look up the spot for the hidden entrance/warp to the fairy queen. because, as I mentioned, I never played any of the games this one harkens back to. So I did not think of inspecting those inconspicuous flowers, that don't stand in any way - just like in the original, which I learned to my dismay later.
Another thing that irked me wrong and might be copied from the original. You can't save at inns without resting there, which requires money, which I was a little bit short on very early (see above). This decision is even more confusing once you meet other people who give you the choice between resting and saving.
Some gameplay elements which I would have to use later, are confusing during the 1st chapter. For one, the flying "?"-blocks. I have a fairy in my party and I also can purchase Wing Boots, so why can't I interact with these? The same can be said about all those tiny doors. The hero even says that only small person could get through. Well, I'm accompanied by a (seemingly) small fairy and a dwarf child(!) and none of them even thinks about even trying to squeeze through there. If it said, the doors were tiny, I could somewhat follow the (unmentioned) line of thinking, but as it stands, it's simply major flavour disconnect. At least have some early NPC mention the spell or item or whatever, which I'm apparently supposed to use there.
About the soundtrack I will only note thate I recognised quite a few themes from commercial games which always makes it harder for your game to create its own identity.
My conclusion is, that the game is okay, but ultimately not for me.
Monster World RPG
10.09.2017, 21:26
I played the game up to the beginning of the 2nd chapter. I think it's a decent game but noticed that by now, I have standards even for fan-made games to which this project does not live up. Therefore I decided to stop it. Anyway, here are my expressions.
(...)
My conclusion is, that the game is okay, but ultimately not for me.
Thanks for your reply, but I believe you were too much in a hurry to review the game cause you have just played its tutorial...
Chapter 1 is literally one ... per cent of the whole game.
If now you are at least curious to continue to play I suggest you to watch some of the video from the youtube channel to make an idea about how big the game is and how all the flaws you had noticed so far are in truth just the natural limitations of an "introduction".
It is just complaining that Megaman has not all the power ups from the beginning.
Make me know.
I might consider it, but honestly, apart from the (imho) shaky balancing at the beginning, I fail to see how most of the things I mentioned should improve as the game goes on. As far as content goes, I was aware that I had only seen the tip of the iceberg (judging by the extensive lists for characters, enemies and sidequests in the journal).
The one thing that might change is the chattiness of the NPCs and if it does so, I would wonder why this can't be the same during this introduction.
Last but not least did I already delete my savefile, so I would have to start all over again, so there would be some additional motivation required. Maybe I fetch a peek into the later content in some LP and decide from there. And if all fails, just remember that not all players connect with all kinds of games, no matter how great they may be. ;)
Brian Griffin
11.09.2017, 02:15
Hello this game contains illegal ressources so please put it down and not publish it. We dont want illegal fan games here.
Someone notified us because they found ripped ressources in your game. By german law, we must comply and delete any possible link to the download. Sorry for the inconvenience.
AntonRpg
11.09.2017, 13:42
i´d defidently try it. Looks super cute :D
WattsApp
11.09.2017, 17:14
Someone notified us because they found ripped ressources in your game. By german law, we must comply and delete any possible link to the download. Sorry for the inconvenience.
It was not me!! :O (Just saying, because "Sabaku" told me to do it.)
I even downloaded and played it. :) Nice game. Ima sure you'll get the output you deserve in other communities.
Monster World RPG
11.09.2017, 20:05
I have to say I didn't know or even imagine German laws forbids the release of games which uses mixed resources from other games even if they are FREE and there's no form of earning from the for the aothors.
By the way, if the German law say this and if the problem is simply resolved by removing the link to the download source, I believe nobody have nothing to to worry or to apologize from nobody.
I believe those laws are too strict: we are talking about free fan gaming, nothing more. As I said, if that is the law, none of us can do anything against.
Regards.
I have to say I didn't know or even imagine German laws forbids the release of games which uses mixed resources from other games even if they are FREE and there's no form of earning from the for the aothors.
By the way, if the German law say this and if the problem is simply resolved by removing the link to the download source, I believe nobody have nothing to to worry or to apologize from nobody.
I believe those laws are too strict: we are talking about free fan gaming, nothing more. As I said, if that is the law, none of us can do anything against.
Regards.
The problem is, using resources from other games is basically a copyright infringement. Now I understand where you are coming from, you wouldn't really expect a big publisher going after a small indie game (we are not talking big games like the Metroid 2 remake, which was killed by Nintendo, but small ones that reach maybe a few dozends players). The problem is, it's still against the law. And some lawyers are basically jerks and target people like these in particular. And well, no matter what you say, if you release a game using resources from old SNES games, unless the publisher allowed for you to use said ressources, you loose and have to pay "damages".
So, yeah. Most of the time nothing happens. But if it happens, you are fucked. And in case of this forum, if a game contains ressources from comercial games, someone sees this and reports it to the moderators, they have to delete it. No one expects the moderators to know every game and to download every game and look at each indiviual set or sound whether or not it's original, an edit or stolen. But if someone reports it, well, they have to act and remove the downloadlink.
You are still allowed to post a thread and present your game to this community, we can stil discuss it (and, well, search on our own, ahem), but you are not allowed to directly link to it.
I guess that's also a problem of the then-and-now. Laws haven't changed that much, but the application has. When RPG-Maker was established in... about 15 years ago, there weren't any virtual console games etc. and the RPG Maker 2000 was not available for purchase in Europe. So everyone who used it, had to download it for free, because some Russian guy, Don Miguel, translated it and offered it for free download.
In these times my internet at home was at single-lane ISDN-speed (64 kBit/s) which meant that the download of the standard RTP took - I guess - 45 minutes to one hour. There was no Youtube and Google not the search engine of the choice. I guess I used "Metager". Vampire's Dawn was the first game I played and my first project I made myself was made from resources offered by RPG-Maker-Download pages or pixel them myself. A lot of them were ripped of the classic games like Chrono Trigger, Terranigma, etc. It was very common. No one had a problem with that. No one had even a problem with emulators and ROMs.
In 2009 the virtual console was established by Nintendo. And the old-games were re-released because of nostalgia and because of the fact that more and more people got rid of their old consoles due to the lack of CRT-screens and because there were more and more console generations in-between. I cannot connect my Super Nintendo Entertainment System to my TV, because the picture is outrageous and the input lag makes it impossible to play. So - of course I can use an emulator, but the video game industry discovered that they can milk the old games again - for a low price - but profitably. And HDMI-able mini versions of the old consoles with a best-of-choice of their games sell like hot cakes.
Thatwhy the companies have a commercial interest in their old games, which - I think - they didn't have 10 years before. And copyright will be applied like never before.
That's also a serious problem. You know about file-sharing-warning-lettes? This is a German speciality: In Germany lawyers can write to you a warning letter and ask for money for just the letter. And not 10 or 20 or 50 Euros, no... mostly about 500 to 1000 or even 3000 Euros (especially for brand cases - even if unintentional). For a single letter. Also the cautioned has to sign a "cease and desist declaration with penalty clause". If he uses a lawyer himself, he can leave out claims for compensation in a by his own defense lawyer modified cease and desist declaration with penalty clause. So this might be not that expensive. Of course this is moneymaking business and we have more than enough law offices who "defend" the companies in cases of copyright infringement. These lawyers also search cases for themselves. Although every idiot meanwhile knows that file-sharing is a 100% chance to gain such an expensive invoice, there are still enough trying it.
But of course many more cases exist: If you sell anything in eBay or if you use a photo for a homepage as if you don't own every right even it's Creative Commons. If you use a name for a local business which could be also in use by another local business... So a single ripped resource or MIDI is meanwhile a reason for not accepting a game.
I read that you started your game in 2005. I started also a game in 2003 and developed it with friends until 2007. But I would never publish it, because it contains some MIDIs from other games and resources from some other games. Like many projects did. But today it is absolutely out of the question. Then we didn't know the law case but now - everything has to be either self-made or at least the rights have been cleared. 10 years many and me believed that it was a legal grey area to use resources from old games which were not published anymore. Today it's clear. There are plenty of creative-commons-resources to use. But I don't have the time and fun to reintroduce legal resources in an old game which lies fallow for almost ten years and where I lost the interest. It's a shame, because you're game looks like a monster-boy-fan-game. According to the SEGA-logo I assume this is your intention.
But you have to understand the forum's staff. They have a risk of a warning letter with expense, if they leave the download link to your game unremoved. Because you are from outside Germany, you have nothing to fear. But the guy in the impressed has to pay for all this.
Monster World RPG
13.09.2017, 21:12
But you have to understand the forum's staff. They have a risk of a warning letter with expense, if they leave the download link to your game unremoved. Because you are from outside Germany, you have nothing to fear. But the guy in the impressed has to pay for all this.
You were quite exhaustive in your explanation.
Maybe I explained bad myself.
Since when the admin explained me the problem I had nothing to complain and, to tell the truth, I hadn't nothing to complain even before that.
I'm perfectly ok with the download link being removed.
Regards
I'm sorry, I'm not very often reading here, because I've got only limited time, so I went down very fast. There was this guy who wrote that "illegal fan games" are undesirable in this forum. This is of course not the truth. Thatwhy I wanted just explain what's the matter - in not so harsh words. Because I do not doubt that this could be great game. You worked almost 12 years on it and it looks like a cool Monster-Boy-RPG.
But thanks to the almighty search engine everyone can find your game in the shallows of the internet within a minute.
So I wish you a successful release start.
All the best.
Brian Griffin
14.09.2017, 00:46
There was this guy who wrote that "illegal fan games" are undesirable in this forum. This is of course not the truth.
No this is the truth. Noboby who has a forum wants to go to prison because foreign User wants to release a illegal fan game.
Mordechaj
14.09.2017, 09:31
And nobody does go to prison, they may be made to pay a hefty fine, worst(?) case.
The forum does have a certain policy regarding fan games and cases of copyright infringement in general, but that policy most certainly is not "we don't want illegal fan games here." For one part, because it is virtually impossible to make an RM2k(3) game without any copyright infringement whatsoever, and for the other, because you can put it more politely than that. OP is generously presenting a game they made using ripped ressources, not maliciously advertising a copy they pirated (arrrrrrr).
In any case, since OP has made clear they understand the situation, and since I think we can all agree that the forum staff does a rather amazing job at providing a platform for all kinds of games and complying with copyright claims, the discussion may turn back to the presentation of the game which for itself does not constitute copyright infringement. Neither does downloading and playing the game.
Monster World RPG
14.09.2017, 19:54
Since it is now clear nobody acted maliciously and that there's no problem into simply advertisign the project if there's no download link, if we have to discuss something in this topic could it be about the game?
I believe some people went off topic a little too far.
I appreciate the intervention of people who undertood the situation, but it only fuel the flame someone is trying to do.
Otherwise I will ask the admin to remove this topic in order for me to repost it in the correct way with no dowload link to be seen or found.
I'm pretty sure who criticized the post from the beginning are here for flamming cause one of them even commented "10 years wasted".
I want this guy to reflect that maybe I advertised the game even on other 20 forums around + deviantart + youtube + facebook and I receive a lot of positive feedback?
Regards
Not sure if intended, but in the Bat Monster Lair (the one with the Side Shot Gear), the Lucky sword does not double the GP (another 12) but yields a whooping 106 GP per battle. It's the only of the 1st chapter's lairs where this happens.
The Lucky sword's message box after EVERY.FRICKIN'.FIGHT is one of the gameplay pacing issues I noticed early on with the game. Another offender is the countdown when Pepe goes collecting pages in the libraries. Given, one tends to try more than the minimal times, having forced upon some constant waiting period makes those taskes more nauseating, at least to me.
There might be other instances (Jan-Ken-Pon, I seem to remember), but those two are (so far) the biggest offenders in that regard.
Also, one question: Is the first GP jar supposed to only store money? To me, it seemed like the quest giver said that it would also add to the stored money every 4 minutes. But it keeps telling me the amount of money I stored, without mentioning any interest. (I did not take any gold out of it so far).
No idea, how much time this would need, but I would prefer if all equipment descriptions contained all absolute stat changes (or factors, if you use something like that). "CP +2" does not tell me much but that it raises Charm, and probably more so than something with "CP +1". And what other stats are affected and to what extent is to anyones guess, until after the purchase.
An even more crucial information to put into the description box is the fragility of an accessory. After witnessing a gauntlet and a helmet break after a merely few battles, I avoid equipping found or quest-earned accessories in fear of having them break, too.
Firefly84
17.09.2017, 08:09
@Ark_X:
I'm not so far into the game, but the Winged Shoes for example has a warning when looking at them in the shops. But I admit, who knows something like that after some days.
I believe the gp jar doesn't work correctly, I did take out gp and i received the same amount of gp after 4 minutes ingame already went by.
Op do you know that treasure is the right way to write it yet on the pirate ship at chapter 1 shabo line wasn't written treasure but differently,i do notice some grammar mistakes in the game, i didn't write them down though and I wonder what is your native language btw?
Am at the start of chapter 2 now.Don't know what to think of the game,but you said that chapter 1 was an introduction and iI do kinda like it, except the part of random encounters for enemies instead of enemies on map sometimes,but i do see why this was made so and some rpg maker games spoiled me with having enemy on sight and fight at touch.
I also like that you didn't make gold so easily farmable and xp only if you fight bosses and stronger enemies you get more it does feel like a monster world beggining and i am a fan of wonder boy in monster world,also the way getting to a new area has better equipment than the other areas or that you unlock that shop after a time is kinda like in monster world.
Oh and in the caves where you can climb down through the well in purapril it's pretty obvious that there is a green arrow pointing at the wall and that Max says it's different what do i need there,i already found other secrets in the caves,but wonder if mostly hidden doors are only on the north part of the game maps,or are there also doors hidden in all other directions?
Also does anyone know the estimated normal time to beat this game?
Would be pretty usefull info for me.
Firefly84
17.09.2017, 21:10
I need more time for the minigames. I can't heat the water for the sun-glasses-machine.
Five more seconds would be sufficient there.
I'm handicapped without any reflexes and I'm not the fastest either.
I tried Space/Enter, Enter/Enter (if you have a NUM-pad), but only get 4 of 5.
@fonzer:
Look for anything that looks out of place like not burning laterns, ivy on walls etc.
I have found many secrets but haven't been able to open all chests yet.
Look behind houses and trees, too, to find money bags.
Have you found the Spanish speaking bush near the Dragon Rider Village (next to the cave to Purapil)? Try it and look for the effects. Only one of the effects is really useful.
@Ark_X:
I'm not so far into the game, but the Winged Shoes for example has a warning when looking at them in the shops. But I admit, who knows something like that after some days.
Really?! I can't find anything like that. In the shop, I see the same description as in the equipment menu ("These boots have wings (no terrain damage)"). Nothing about being breakable.
Checking out the boots on the tables doesn't give any information at all, either (I only tried this in the hero's home village).
Checking out the boots on the tables doesn't give any information at all, either (I only tried this in the hero's home village).
Actually it does give information in whatever shop you are.You just have to try to approach them in the right way and then press enter not from below but from the side in the home shop.If you wanted to know the winged boots last only 15 seconds before they get destroyed on terrain that does damage,lava,swamps and there was one more but i forgot what it was.
Firefly84 :
No i haven't found the spanish speaking bush yet.
Sry to the developer, but this is stupid. I thought of checking them from the side as well, but only on eye-level not standing one tile above the object I wish to interact with. I noticed a similar behaviour in the colloseum where NPCs with bigger sprites only react if you talk to them from a specific tile. But that was definitely not the only instance.
EDIT: And inspecting the gauntlets in a shop doesn't say anything about them being breakable, so this is also no reliable source of information.
Monster World RPG
18.09.2017, 22:09
Me too do not know if the lucky sword "bug" in the bat lair is intended. I'll coount it as a bug to check for the release ov version 1.1
THe pacing down from the lucky sword is sometig I believe I can do nothing about. Maybe... For now use it less. ;)
THe coutdown for Pepe before collecting the pages is something I do not consider as a pacing down.
THe music which play and you have to wait to end for each jankenpo round indeed pace down the game: it will be shortened in the future.
There might be other instances (Jan-Ken-Pon, I seem to remember), but those two are (so far) the biggest offenders in that regard.
The first totem gp problem will be checked out.
No need to add absolute values in equipment description. THe description say its "level":if you want to see the absolute value the games tell it to you automatically when you select it, even before purchasing.
ABout acccessories fragility: indeed we forgot to mention it. It was a reference from accessories from WOnder BOy in Monster Lana. We remembered only to add a sign on the wingboots pedestal in shops not because we wanted to alert about their duration but about the fact they avoid you to get terrain damage. We will improve their descriptio for thefuture.
By the way even if it is someting which can be improved it isn't that big problem. THe game helps you alredy too much in my opinion.
We are two people: italian and brasilian. ENglish is our second language.
Random encounters are cool. Grind a little at the beginning, then there will be some item which decrease them dramatically.
THe grass arrow in the cave is for later: you will be told of it. If you are still not told about it leave it alone.
I believe hidden doors are only to the north. It depend what you intend for door..... ;)
15 hours to finish the game if you know already the solution of it and if you don't do any fight. I may estimate 30 hours for a normal people then.
Some people have problems with some minigames. I will make some tutorials on youtube channel. THere's alrady one to watch.
If you have relly problems send me your savefile and I will do it for you. Rpgmaker has its limitation we can't overcome via programming.
I assure you all minigame could bebeaten on any pc without cheating. You ust have to get the right pace to play a platform game in rpgaker.
We will consider add a few more time.
THe talking bush isn't spanish but portougese. The programmer forgot some test icons around he used during preliminary debugging. They will be removed in version 1.1
THe right side to check some items or person could be a problem at first but not that big.
Me too do not know if the lucky sword "bug" in the bat lair is intended. I'll coount it as a bug to check for the release ov version 1.1
For your information, something similar happens on the path to the coloseum.
THe pacing down from the lucky sword is sometig I believe I can do nothing about. Maybe... For now use it less. ;)
You seem to trigger an event. Can't you make it shorter or completely pass on the message box (that means, simply add the bonus GP in the background without telling the player each time). Or only trigger the sound effect, but don't keep the hero from moving.
For the Jump'n'Run section in the temple next to the dwarf village, the Maker controls are pretty rigid. Therefore I would prefer if you placed another saving statue right in front of this section.
EDIT: Oh, and an item shop (for potions and the like) at the colosseum would be convenient since it is a bit far away from the neyt town (where the supply might not even be updated as the game continues?). The items you could buy there should aknowledge how far you are into the game, so not only potions or holy waters when you are one fight away from the champion title.
Monster World RPG
20.09.2017, 18:14
For your information, something similar happens on the path to the coloseum.
You seem to trigger an event. Can't you make it shorter or completely pass on the message box (that means, simply add the bonus GP in the background without telling the player each time). Or only trigger the sound effect, but don't keep the hero from moving.
For the Jump'n'Run section in the temple next to the dwarf village, the Maker controls are pretty rigid. Therefore I would prefer if you placed another saving statue right in front of this section.
EDIT: Oh, and an item shop (for potions and the like) at the colosseum would be convenient since it is a bit far away from the neyt town (where the supply might not even be updated as the game continues?). The items you could buy there should aknowledge how far you are into the game, so not only potions or holy waters when you are one fight away from the champion title.
For the lucky sword I believe it is too slow cause a doule event which check if its used in conjunction with the hadbag (which also give you more money)
Good idea to add a savepoint near the kump& run section. I guess why we never mond about it....
Maybe the third damsel in the coliseum will be hosting am intem shop as you said in ver 1.1,
Monster World RPG
22.09.2017, 21:29
I would like to share with you this very complete review of the game by XBuster (author of "Monster World Legends"):
https://rpgmaker.net/games/10013/reviews/5767/
What's the code to the chest in Pirate Girl's room? I mean, I got the clue that I have to look at the paintings and that the titles probably hint at which objects I have to count.
In the room itself it's ambigious what actually counts as "LIGHT REFLECTED" - all the windows, only the big ones or all blue ones. I tried 2 and 5.
Next to the captain's room ("WHERE THE FRUIT GROWS") I would take the number of trees (4).
And from the aanchor room ("NATURE CAN HURT") the number of cacti (although they look rather like low plants with big leaves) - I counted 8, but some are only partially visible, so it's not clear-cut, too.
From my question you can tell that I rescued the first 2 girls and therefore got the means to interact with the "?"-blocks. I still think it would be nice, if the game aknowledged the possible idea of players that certain characters should be able to help with some of those things (I mentioned the blocks and the tiny doors in my first post).
For example, if Priscilla is in your party, if you check out a block, she could tell that she is able to reach it (fairy => flying) but cannot hit it hard enough or something.
And in case of the tiny doors she or Hotta might say that it's even to tight for them to get through. You could even let the hint at the actual method of getting through by the choice of there words (it still should sound natural, because the probably won't know how to to it exactly). And of course once they evolve, they are obviously too big and won't comment about this anymore.
Now that I also have access to spells the management of gears and genes sits even less well with me. Why do I have to unequip the current one and can't switch directly from one to another? It works for spells, too!
The sphinx dungeon I did not enjoy very much. That English is not my native language is probably a factor, but I could hardly solve any of the riddles by myself. Luckily they all seem to be copied fom somewhere else, so I found the solutions online easily.
I recently played another game that use this kind of obscure riddles as well, but it was less frustrating because there were several steps of hints the player could get. Maybe you could consider something like that, too.
(Also I have my qualms the most with the "2 sons, 2 fathers"-riddle because it's even more of trick question because of its ambiguity.)
Anybody knows what i need to do or find so i can use those star shaped blocks?
Seems like i can't progress until i find that out since porororo sky needs that.
Edit: Ah sorry my mistake the blocks were actually walkable there.
What's the code to the chest in Pirate Girl's room? I mean, I got the clue that I have to look at the paintings and that the titles probably hint at which objects I have to count.
In the room itself it's ambigious what actually counts as "LIGHT REFLECTED" - all the windows, only the big ones or all blue ones. I tried 2 and 5.
Next to the captain's room ("WHERE THE FRUIT GROWS") I would take the number of trees (4).
And from the aanchor room ("NATURE CAN HURT") the number of cacti (although they look rather like low plants with big leaves) - I counted 8, but some are only partially visible, so it's not clear-cut, too.
My question is still valid if anyone knows the answer (fonzer maybe, since you seem to have passed that area already).
My question is still valid if anyone knows the answer (fonzer maybe, since you seem to have passed that area already).
To unlock the pirate girl chest use 487
Also Ark_x you already have spells unlocked?
I kinda don't have em yet and i am almost at the end of chapter 2 i think.So could you tell me how you unlocked spells?
Thanks, fonzer! Again (like in similar situations in other games), it was the one option I dismissed right away (counting all windows), but I feel I can't blamed too much for it because the 2 last windows in the painting are shut and therefore don't reflect any light.
@fonzer
Did you find the wizard in the desert village? The entrance is behind the wall with a little bit of grass on the 2nd floor of the right building. You have to give him golden items you find. So far I have 4.
1) Golden jug behind secret door in the tunnel from fairy village to the town
2) Crown from the rat king
3) Necklace from the golden octopus (deliver the 1st letter)
4) Treasure from the sphinx dungeon
5) Golden Harp in Pirate ship wreck (west of Poseidon temple)
6) Golden Mirror from golden vendor machine in the casino. Ancient golden coin from cyclop researcher in the Lava fields (behind the falling rock section).
Hope this helps!
@Game: Small convenience request. It always bothers me if the selection at the start of the game is one "Start" even if I already have a game state. Too often I rush to get the game started (wanting to continue) and then accidently start a new game. Then I am forced to reset the game and actually select "Load".
Please have the game check if there already is a savestate and if there is, put the selector on "Load" instead. It's a small detail, but still noticeble.
EDIT: I'm definitely not enjoying the minecart minigame. A big part of the frustration comes from the fact that failure means "Game over" screen, reload your save state (which at least is right next to the section, thanks a lot), click away the save guy's confirmation message (which annoys me everywhere else at least a bit as well - I want to start playing and not have to be stopped right away by some banter everytime I (re)load the game) and than walk over to the minecart and click through the ENTIRE minigame explanation again.
Two suggestions:
1) Don't trigger a "Game over" but offer a retry of the minigame right away (and if the player chooses "No", put him back to area before the minigame).
2) Offer a lower difficulty after a number of consecutive failed tries (3~4). I would prefer a lower speed of the incoming obstacles but if that's to hard for you to change, increase the life for the game.
EDIT 2: Did Max call Byna "Mela" after rescuing her from Dancon? I read the message box a little bit to fast, so I'm not sure. Junior definitely does a bit later, as well as the Oracle once you return after having rescued both girls. Did I miss something there?
And getting the Hawk-Gene right away but not using it inside the tower at all seems a bit lame.
EDIT 3: Aaaaaaaaaand another minigame made tedious - the Robobat quiz. I would prefer if there was (another) save opportunity after activating the bat so I don't have to
1) do the Enter-smashing again and again
2) click through the entire dialog.
It's no fun, so at least let me retry the quiz right away and don't punish me for not remembering every small detail of the game (because most of those quizzes' questions are not about very memorable topics).
Monster World RPG
03.10.2017, 16:17
Just passed to make all of you know I'm reading your comment and suggetions and I'm taking note of them for ver. 1.1.
I do not know if every modify requested could be applied, but in a way or another we will try to do them if possible.
Thanks for your precius feedback.
Anybody knows sidequest set 1 quest 8 where i can find it?
At least it has a lot of ???
Also on the game i think i leveled up to much and the game is rather too easy now when fighting lol not like it wasn't easy before.Think Max is level 43 at chapter 3 only Hotta,Junior and Shabo are somewhere level 25 or below,since you have to level them extra.
Ah yeah i did feel like the minecart game was too fast but staying in the middle was actually easier,lost only once.Luckily i didn't need to repeat the robobat quest.
I felt kinda tedious doing the mouse climbing on those dissapearing grey blocks that let you drop if you are on them in the 2nd chapter of the game when saving Bock Lee wife,think being that carefull for so long and how many times i needed to repeat it didn't go well with me.
But all together i am enjoying the game.
Monster World RPG
03.10.2017, 21:42
Anybody knows sidequest set 1 quest 8 where i can find it?
At least it has a lot of ???
Also on the game i think i leveled up to much and the game is rather too easy now when fighting lol not like it wasn't easy before.Think Max is level 43 at chapter 3 only Hotta,Junior and Shabo are somewhere level 25 or below,since you have to level them extra.
Ah yeah i did feel like the minecart game was too fast but staying in the middle was actually easier,lost only once.Luckily i didn't need to repeat the robobat quest.
I felt kinda tedious doing the mouse climbing on those dissapearing grey blocks that let you drop if you are on them in the 2nd chapter of the game when saving Bock Lee wife,think being that carefull for so long and how many times i needed to repeat it didn't go well with me.
But all together i am enjoying the game.
If you are still in chapter 3 you can't still possibly unlock the eight sub quest. Wait...
Many complain about the difficult of some minigames. BUt I believe thta if they are not impossible to do a little difficulty is needed to the game or then it will be too easier and there won't be hype to see "what's next".
In any case, as I told, I'm taking notes of your suggestion in order to decrese the "tedious" factor some part could have.
So, I finished chapters 2 & 3 and am inside the Firey Tower with a really big urge to ragequit. The moving flame obstacles on the floor where you have to get 2 keys will align in a pattern after a few tries which prevent you from getting past them. The way in which the maker detects collision makes such traps a nightmare.
I have a really hard time to think that this section was actually playtested (without help from the RPG Maker), not even dreaming of the majority of playtesters concluding "This is fun!".
EDIT: I still made it through, but I would recommend to make every passage at least 3 tiles wide. 2 tiles width lead to aggravating scenarios for the player (imho).
I got 2 questions:
Anyone found the spot to use the flute? From the hint it's probably some kind of cave or small chamber.
I'm also missing the second-to-last gear in the menu (3-way shot, I suppose from Dragon Rider's list of skills). Where is the associated monster lair?
Anyway, here are my other impressions so far.
62 gold in the Pygmy village was pretty lame. Seeing it between the Charmstone and the Heartbox, I expected a ancient coin or something like that.
At least make it a bigger (more noticeable) amount of money.
The mouseblockpath in the Lavafield ruin's (leading to the 2nd purple key) could be split up in 2 or 3 segments. Let's just say that I was anything but feeling happy when I missed the timing on the very last grey tiles...
And then you even switch those grey tiles off again and keep me from a shortcut to the next room! Some german LP'ers has a term for this kind of unnecessary padding by a convoluted and longer than necessary path - "Wegverlängerungsspirale" (roughly translated as spiral path to prolong the (obligatory) route).
Minor criticism: Weights in the air should cast a shadow underneath to present the perspective better. I noticed this especially in the sunken section behind thr right of the 3 doors. (The chains connecting both to the same steel beam wasn't obvious to me at first).
Putting a lot of dead ends into a section where I can't use the Lion gene (to avoid random battles) seems like an evil intent by the developers.
Wait a minute! The Lion gene grants Max enough strength to lift the key while Bock couldn't. But Bock could lift those weights about which Max mentioned, they were too heavy to move even while I had him using the Lion gene at that time! Well, the key pedestal probably only checks for the Lion gene and not actual strength...
- If you speak again to Long Pygmy, he's called Chinese Pygmy instead.
- Party never actually splits up (proven by any cutscene of the main quest), so why force the player to swap the active party around to trigger character-specific side-quests? And why don't get all characters healed, if I rest at an inn or any other recovery point?
- In a similar vein: While I like the idea of using genes to customize Max' abilities, it's cumbersome to swap genes to interacte with certain obstacles (e.g. ?-blocks, Pygmy doors)
(Although that would make the Lava field's ruin pretty straightforward and boring - at least not outstanding)
I wouldn't mind so much if the change of genes was a lot quicker (maybe mapping it to the number keys). But around a dozen clicks per gene change is only annoying.
And after all, at least to me there is next to no feeling of acomplishment of overcoming those obstacles (and maybe it's not even intended). It's simply "Do you reckognize this kind of block and know its proper gene?" and then crawl through the menu to activate it.
- Any feedback on cooking? Amount of actual healing and status boosts are negligible and can on only be bought from the specific chef anyway.
Aside from making those items more effective, they should be more available - for example from the mole merchants. Another option would be to allow Priscilla to cook those items in ANY chef's kitchen (without the minigame, just providing the ingredients).
(On that regard, I'm very happy that ingredients can be bought from mole merchants, so one doesn't have to always go back to Xenobia after learning what they need next.)
Regarding the mole merchants: Why aren't all merchants updated, once you unlock the next "level" of moles (this would also fit with the moles appearing in more and more spots).
And regarding negligible things: While I very much like that even most bosses can be affected by "Burnt" and "Shocked", these debuffs get less useful as the game goes on because of the entirely fixed amount of damage they do - always 7 HP on every "tick", no more, no less.
With later enemies having more HP, I hopefully don't have to elaborate any more on the resulting problem...
Is Shabo supposed to be the black (or red) wizard of the party? Because after "Drain" he doesn't seem to learn any attack magic for a long time (even after his transformation).
And for being so luck-based, his "Pilfer"-move is pretty MP-pricey.
After saving Tanya and the princess I visited both of them before seeing the oracle - which told me to go to the princess. Duh!
And after acting so much like a generic villain, it was nice that Drancon had an actual bigger plan to go with. Just as well as being able to use all the other heroes for the fights with the dragons heads.
(Side note: Hawk-Man's "Sunflower"-skill says "Water attack + FROST vs all enemies", but only targets a single enemy with an ice gryphon - not very sunflower'y. The item has the same description, but I never used them so far. (EDIT: Ok, sunflowers lure the gryphon, just like those flowers for the coyotes.) And Bock has "Thunder Saber", but can't use it. EDIT The same is true for Alien and Max with Bock's Gene.)
The battle with Drancon on the other hand was really lame after this setup. First, informing the player to get everything ready, just to have been stripped of accessories just like every other Drancon battle (mind you, I don't remember if accessories were explicitly mentioned).
And that fight with Drancon was just that - like any other fight before, banning of items and accessories, but still no real challenge.
Even with this being not the final battle of the game, that was very disappointing.
"Hey, Priscilla, that was the 4th chef you learned recipes from" - " Oh, indeed it was." - "Yeah, Chameleon will welcome you." ...
[Chameleon's note] "Sry, will be back some uncertain time in the future. (trololol)"
Sry for being sarcastic, but the Ice Castle was a pinnacle of creativity regarding gameplay. Always having to go back and forth between opposite ends of corridors to activate a switch that clears the way on the other end. Very entertaining. [/sarcasm]
Fear the mighty beaver! [/sarcasm] ...floating with bunny ears [/sarcasm]
Information from Drancon's background story - greetings from "Final Fantasy IV" *sigh*
1st shooting section between stars: The right edge is a (almost) totally safe spot. It's also the best spot to shot the enemy ships fom because they pause there for a few moments but rarely seem to shot from there. Unexpectedly trivial compared to all the other mini games (although those were just so by requiring so much dexterity).
During the 2nd phase, I noticed nothing of regenerating shields! That phase was just as easy but still somewhat infuriating to me, because there was no indicator for confirmed hits on the giant enemy - no blinking after being hit neither an lifebar or something like that. So for a while I thought I had to do something special. This notion was supported by the big missiles fired occasionally, which stood out to me because of their color.
I thought, maybe I have to reflect them back at the enemy. But it was in vain, because there was no rythm to the missiles appearance, there was no spot on the grid to actually hit the missile with my laser AND THE MISSILE WAS A ONE-HIT KILL TO ME! So I had to do the whole section again, including the non-skippable cut-scene with the non-skippable explanation about the minigame.
After trying to simply shoot the UFO in general and staying out of it's reach (peace of cake since it doens't move itself) I finally noticed what a lame fight that actually was.
Yeah, Mega Man-style boss rematches! EDIT: And as weak as the original bosses, so maybe inspired by Lavos' shell from Chrono Trigger. EDIT˛: Ok, so there IS a twist! EDITł: But still no real challenge.
(And the enemies here drop potions. POTIONS! What a joke...)
The music during the first Biomeka fight was actually a nice change and then the usual boss theme returned for the 2nd pahse. :( Where's the first one from?
(And Biomeka is only worth 12 GP??? What a cheap boss! ;))
"And that's how Samus Max destroyed yet another planet."
I actually expected the reborn Drancon or maybe his brother to become the final member of the party but a random alien works too, I guess. Especially with the expectation to be able to reuse the Royal Knights! Kinda neat idea, actually.
But it feels lazy that there is no skill trivia for all knights.
Why do I suddenly have to use SHIFT for the Scanning minigame when ENTER was perfectly fine for the same kind of game to fix the spaceship? I'm using Windows and having to press SHIFT reapetdly will trigger a pop-up asking to enable SHIFT LOCK. And no, I don't want to deactivate that behaviour!
At least the time is lenient so far (4 knights scanned). EDIT: Ok, managed them all with only one retry for the 7th knight.
The cuty army was worth more than Biomeka. :D
Genie summoning: Talk about ear-grating music!
Pepe powers up - with whiskers.
Lost Unicorn woods: Note much of hints there to me, except a confirmation sound AFTER taking a right turn. Couldn't have told that from ending back the start when taking a wrong turn (or from Max spelling it out).
Oh, another mouse-path. At least not as long, but still denying any shortcut on the way back.
Side-note: Traps like moving flames should stop while the message boxes of the Lucky Sword or Handbag are displayed. Otherwise one may very well get caught in the trap with no chance to evade.
Flute i believe,you just have to go to echo tower sign and press enter on the sign if it's the echo part,it's south of pororo island where otako is,if you need more hints above that i can say it.
I am not sure about the 2nd last gear but maybe you missed it underwater before entering poseidons domain left the grass or seaweed is stable but behind it it's actually walkable through.
I am actually at chapter 4 now pretty far into it.Looking for the rainbow key and from legendary equipment i only have the sword no other gear though so i wonder when that shows up.
Also what is up with ninja village the contestant is still at the casino even in chapter 4,i only didn't do the jankenpon tournament since i lost,i did win the karaoke one though and got some accesory.
Firefly84
19.10.2017, 16:03
There is a trick with the last round of jankenpon. Don't choose any of the sings but keep them moving (pressing up or down).
If you choose a sing then you will loose.
I'm playing other games for this time being so I'm still at chapter 2 I think.
@fonzer: Ah, didn't think of Echo Tower, now that you mentioned it, it's quite obvious to me, too. (EDIT: And that all for a glorified shining grenade.)
I will check underwater again for the monster lair. Thanks a lot, anyway.
Regarding the Legendary Gear, someone in the Kingdom of chapter 4 mentioned the need of the ability to teleport, so I guess it's connected to the Genie from the lamp (haven't encountered any evil genies yet, so mine only has his default escape spell).
@Firefly: I'm not sure if you have to not press anything. I did cycle through the options and after a few moments, the symbol appeared above the opponent, but I could still switch mine to the superior option.
For anyone interested, the prize is the Lucky Sword which (roughly) doubles the moeny from battles.
Ah it's true i got all 4 genies and there appears it unlocks a secret place,but what i have to do there i have no idea to open that big door.
Edit : actually i found out how to get through,if somebody won't know i can tell them.
Monster World RPG
21.10.2017, 13:45
So, I finished chapters 2 & 3 and am inside the Firey Tower with a really big urge to ragequit. The moving flame obstacles on the floor where you have to get 2 keys will align in a pattern after a few tries which prevent you from getting past them. The way in which the maker detects collision makes such traps a nightmare.
I have a really hard time to think that this section was actually playtested (without help from the RPG Maker), not even dreaming of the majority of playtesters concluding "This is fun!".
EDIT: I still made it through, but I would recommend to make every passage at least 3 tiles wide. 2 tiles width lead to aggravating scenarios for the player (imho).
I got 2 questions:
Anyone found the spot to use the flute? From the hint it's probably some kind of cave or small chamber.
I'm also missing the second-to-last gear in the menu (3-way shot, I suppose from Dragon Rider's list of skills). Where is the associated monster lair?
Anyway, here are my other impressions so far.
62 gold in the Pygmy village was pretty lame. Seeing it between the Charmstone and the Heartbox, I expected a ancient coin or something like that.
At least make it a bigger (more noticeable) amount of money.
The mouseblockpath in the Lavafield ruin's (leading to the 2nd purple key) could be split up in 2 or 3 segments. Let's just say that I was anything but feeling happy when I missed the timing on the very last grey tiles...
And then you even switch those grey tiles off again and keep me from a shortcut to the next room! Some german LP'ers has a term for this kind of unnecessary padding by a convoluted and longer than necessary path - "Wegverlängerungsspirale" (roughly translated as spiral path to prolong the (obligatory) route).
Minor criticism: Weights in the air should cast a shadow underneath to present the perspective better. I noticed this especially in the sunken section behind thr right of the 3 doors. (The chains connecting both to the same steel beam wasn't obvious to me at first).
Putting a lot of dead ends into a section where I can't use the Lion gene (to avoid random battles) seems like an evil intent by the developers.
Wait a minute! The Lion gene grants Max enough strength to lift the key while Bock couldn't. But Bock could lift those weights about which Max mentioned, they were too heavy to move even while I had him using the Lion gene at that time! Well, the key pedestal probably only checks for the Lion gene and not actual strength...
- If you speak again to Long Pygmy, he's called Chinese Pygmy instead.
- Party never actually splits up (proven by any cutscene of the main quest), so why force the player to swap the active party around to trigger character-specific side-quests? And why don't get all characters healed, if I rest at an inn or any other recovery point?
- In a similar vein: While I like the idea of using genes to customize Max' abilities, it's cumbersome to swap genes to interacte with certain obstacles (e.g. ?-blocks, Pygmy doors)
(Although that would make the Lava field's ruin pretty straightforward and boring - at least not outstanding)
I wouldn't mind so much if the change of genes was a lot quicker (maybe mapping it to the number keys). But around a dozen clicks per gene change is only annoying.
And after all, at least to me there is next to no feeling of acomplishment of overcoming those obstacles (and maybe it's not even intended). It's simply "Do you reckognize this kind of block and know its proper gene?" and then crawl through the menu to activate it.
- Any feedback on cooking? Amount of actual healing and status boosts are negligible and can on only be bought from the specific chef anyway.
Aside from making those items more effective, they should be more available - for example from the mole merchants. Another option would be to allow Priscilla to cook those items in ANY chef's kitchen (without the minigame, just providing the ingredients).
(On that regard, I'm very happy that ingredients can be bought from mole merchants, so one doesn't have to always go back to Xenobia after learning what they need next.)
Regarding the mole merchants: Why aren't all merchants updated, once you unlock the next "level" of moles (this would also fit with the moles appearing in more and more spots).
And regarding negligible things: While I very much like that even most bosses can be affected by "Burnt" and "Shocked", these debuffs get less useful as the game goes on because of the entirely fixed amount of damage they do - always 7 HP on every "tick", no more, no less.
With later enemies having more HP, I hopefully don't have to elaborate any more on the resulting problem...
Is Shabo supposed to be the black (or red) wizard of the party? Because after "Drain" he doesn't seem to learn any attack magic for a long time (even after his transformation).
And for being so luck-based, his "Pilfer"-move is pretty MP-pricey.
After saving Tanya and the princess I visited both of them before seeing the oracle - which told me to go to the princess. Duh!
And after acting so much like a generic villain, it was nice that Drancon had an actual bigger plan to go with. Just as well as being able to use all the other heroes for the fights with the dragons heads.
(Side note: Hawk-Man's "Sunflower"-skill says "Water attack + FROST vs all enemies", but only targets a single enemy with an ice gryphon - not very sunflower'y. The item has the same description, but I never used them so far. (EDIT: Ok, sunflowers lure the gryphon, just like those flowers for the coyotes.) And Bock has "Thunder Saber", but can't use it. EDIT The same is true for Alien and Max with Bock's Gene.)
The battle with Drancon on the other hand was really lame after this setup. First, informing the player to get everything ready, just to have been stripped of accessories just like every other Drancon battle (mind you, I don't remember if accessories were explicitly mentioned).
And that fight with Drancon was just that - like any other fight before, banning of items and accessories, but still no real challenge.
Even with this being not the final battle of the game, that was very disappointing.
"Hey, Priscilla, that was the 4th chef you learned recipes from" - " Oh, indeed it was." - "Yeah, Chameleon will welcome you." ...
[Chameleon's note] "Sry, will be back some uncertain time in the future. (trololol)"
Sry for being sarcastic, but the Ice Castle was a pinnacle of creativity regarding gameplay. Always having to go back and forth between opposite ends of corridors to activate a switch that clears the way on the other end. Very entertaining. [/sarcasm]
Fear the mighty beaver! [/sarcasm] ...floating with bunny ears [/sarcasm]
Information from Drancon's background story - greetings from "Final Fantasy IV" *sigh*
1st shooting section between stars: The right edge is a (almost) totally safe spot. It's also the best spot to shot the enemy ships fom because they pause there for a few moments but rarely seem to shot from there. Unexpectedly trivial compared to all the other mini games (although those were just so by requiring so much dexterity).
During the 2nd phase, I noticed nothing of regenerating shields! That phase was just as easy but still somewhat infuriating to me, because there was no indicator for confirmed hits on the giant enemy - no blinking after being hit neither an lifebar or something like that. So for a while I thought I had to do something special. This notion was supported by the big missiles fired occasionally, which stood out to me because of their color.
I thought, maybe I have to reflect them back at the enemy. But it was in vain, because there was no rythm to the missiles appearance, there was no spot on the grid to actually hit the missile with my laser AND THE MISSILE WAS A ONE-HIT KILL TO ME! So I had to do the whole section again, including the non-skippable cut-scene with the non-skippable explanation about the minigame.
After trying to simply shoot the UFO in general and staying out of it's reach (peace of cake since it doens't move itself) I finally noticed what a lame fight that actually was.
Yeah, Mega Man-style boss rematches! EDIT: And as weak as the original bosses, so maybe inspired by Lavos' shell from Chrono Trigger. EDIT˛: Ok, so there IS a twist! EDITł: But still no real challenge.
(And the enemies here drop potions. POTIONS! What a joke...)
The music during the first Biomeka fight was actually a nice change and then the usual boss theme returned for the 2nd pahse. :( Where's the first one from?
(And Biomeka is only worth 12 GP??? What a cheap boss! ;))
"And that's how Samus Max destroyed yet another planet."
I actually expected the reborn Drancon or maybe his brother to become the final member of the party but a random alien works too, I guess. Especially with the expectation to be able to reuse the Royal Knights! Kinda neat idea, actually.
But it feels lazy that there is no skill trivia for all knights.
Why do I suddenly have to use SHIFT for the Scanning minigame when ENTER was perfectly fine for the same kind of game to fix the spaceship? I'm using Windows and having to press SHIFT reapetdly will trigger a pop-up asking to enable SHIFT LOCK. And no, I don't want to deactivate that behaviour!
At least the time is lenient so far (4 knights scanned). EDIT: Ok, managed them all with only one retry for the 7th knight.
The cuty army was worth more than Biomeka. :D
Genie summoning: Talk about ear-grating music!
Pepe powers up - with whiskers.
Lost Unicorn woods: Note much of hints there to me, except a confirmation sound AFTER taking a right turn. Couldn't have told that from ending back the start when taking a wrong turn (or from Max spelling it out).
Oh, another mouse-path. At least not as long, but still denying any shortcut on the way back.
Side-note: Traps like moving flames should stop while the message boxes of the Lucky Sword or Handbag are displayed. Otherwise one may very well get caught in the trap with no chance to evade.
I had written a full reply to you but some errors occoured in the forum.
Write me at
info AT monsterworldrpg DOT com
so I won't encouter problem in rewriting it from scrap!
Just a heads up, I finished both my earlier questions, thanks again to fonzer.
Question about Earth genie dungeon: Hint or solution to the "intelligence" puzzle (colored blocks and switches) - the intelligence part seems to be about the fact that there appearently are two (grey) switches to many. It's also odd that one block is of a significantly lighter shade of purple than the purple switch. All the other blocks' colors match a lot better with their respective switches.
@Monster World RPG (the user): That's unfortunate and occured to me as well. I made it a habit to write everything I want to post here in an extra txt-file (I'm taking notes there while playing anyway) and copy-and-paste it from there.
Just a suggestion, because I'm not sure wether I'm going out of my way to mail to you. If I do it will be alongside posting the same message here in the forum for the information of other interested people.
I would really like to read your reply and I even won't care if you adress only a few points at a time over multiple post whenever you have the time.
EDIT:
Anyway, here's some more impressions:
I already thought a while back that Heart Boxes start to loose in value because the increment only by 10 HP compared to the 400+ HP some of my characters have by now.
And then in the last(?) chapter you introduce Life Drops which only increase by 1 HP (even if you usually find them in multiples)??? If one drop increased Max-HP for everyone at the same time I might understand, but so...
On that point, I felt overleveled for quite some time. Max is close under 80 now and Pepe and Priscilla are in the late 60s, early 70s (the rest is around 40 because I use them a lot less because of ther low agility or limited skill pool).
But mind you, since I aquired the Lion gene, I had it active as much as possible to lower the encounter rate. But I did flee only very few encounters I still had.
For quite a while, even bosses didn't pose a real threat, especially for Max often crit'ing for around 1k because of the Ishtar Sword.
Why did you introduce the player so early to the Debug and Legendary Equipment as well as the Star Shards if they are usable so late in the game? To me, a registered quest creates the expectation that I can progress it fairly soon, not actually several hours into to the game later (having the quest stretch over a big portion is no problem, but there should be visible progress at regular intervals).
I would have mentioned the equipments only as rumor from some townsfolk and only created the quest entry, once they are in reach (for the Debug equipment maybe once you get the first piece of the set).
Regarding the Star Shards, there was also a lot of unnecessary info right at the start. It would have been enough to tell that these are valuable but mysterious, but it would be still wise to collect them. And of course mention that they are often well hidden. But don't say anything about their connection to a character who joins much, much later. Alien himself explained well enough what to do with the shards.
Smaller impressions:
If deactivating the Debug Equipment removes all Equipment, why do I leave the menu entirely when exiting the "Setup"-menu? Rather, send me directly to Max' equipment screen!
Do Oasis Boots also work especially well in the Snow Desert or do they discriminate between regular deserts and the frozen desert?
I have the feeling that the dungeon design got weaker close and during the 4th chapter. Halls and floors seem to be long for the sake of being long, one has to run back and forth a lot with making only little actual progress through the dungeon (it's like, I want to go up, but for every screen up I have to switch between the ends of 3 screens to the left and right multiple times).
It's only dragging, not entertaining.
Didn't Igor say he intended to upgrade the money saving idols, not only placing more of them. But the (probably) final encounter in Rapadagna only made him place some of them around the area. There was no word about an upgrade (higher interest rate maybe) and they still don't add interest anyway.
And why, oh why, can you only deposit up to 99 gold per action? I have 30k right now and if I wanted to profit from the supposed interest, I would want to deposit at least 1k at once.
Bug? If you equip the Handbag to a character but don't have him in the active party, the Handbag still triggers after every battle. The only exception seems to be Alien.
If movable objects are stuck, there shouldn't be the "grind on the ground"-sound when walking against those objects.
Things that stand out as odd to me:
Only Pepe has an animation in the Party-setup.
Only the first and last gear in the menu are colored.
I was also kinda confused with that colored blocks puzzle with two grey switches,but then i simply pushed the blocks on the 2 grey switches and the rest on the line since it seems those colored switches are rather hints how you should use them with the grey switch and the white line.
Also still didn't find the rainbow key. Where is it?
If the rainbow sword is the key it's still stuck in rainbow tower since i didn't find all secrets,there isn't even a hint what kind of secrets i missed anywhere.
And the word it's somewhere with rainbows,i could only think of rainbow tower i don't know any other places for rainbows
I was also kinda confused with that colored blocks puzzle with two grey switches,but then i simply pushed the blocks on the 2 grey switches and the rest on the line since it seems those colored switches are rather hints how you should use them with the grey switch and the white line.
I tried something like this before as well, but with all blocks very close around the corners of the white outline (so all touching at least another block).
Now I tried again and managed to find the (a?) solution - which doesn't seem to have any real logic to it.
That's what I tried first after reading fonzer's post.
24332
But what actullay worked looked like this.
24331
There's no real symmetry or anything else indicating why this should be correct instead of my first two ideas (the very first was the one with all blocks around the lines corner).
Oh well, at least another genie down. Also, I must not have listened to the Max' genie close enough during its introduction because I went to the genie in Rainbow Tower to see if they could share some powers. Sadly no.
Monster World RPG
22.10.2017, 20:18
The solution for the intelligence test in dao’s prison is imply to put the blue and the red stone on he grey title in order for them to “connect” with the violet wall. The other tiles and stone are just there to deceive you.
62 gold in the Pygmy village was pretty lame. Seeing it between the Charmstone and the Heartbox, I expected a ancient coin or something like that.
At least make it a bigger (more noticeable) amount of money.
We’ll change it in 100 gp.
The mouseblockpath in the Lavafield ruin's (leading to the 2nd purple key) could be split up in 2 or 3 segments. Let's just say that I was anything but feeling happy when I missed the timing on the very last grey tiles... And then you even switch those grey tiles off again and keep me from a shortcut to the next room! Some german LP'ers has a term for this kind of unnecessary padding by a convoluted and longer than necessary path - "Wegverlängerungsspirale" (roughly translated as spiral path to prolong the (obligatory) route).
I agree it was hard as hell. Maybe we will just shorten it, maybe…
Minor criticism: Weights in the air should cast a shadow underneath to present the perspective better. I noticed this especially in the sunken section behind thr right of the 3 doors. (The chains connecting both to the same steel beam wasn't obvious to me at first).
Good point.
Putting a lot of dead ends into a section where I can't use the Lion gene (to avoid random battles) seems like an evil intent by the developers.
You’re right. I agree they should be cut out form next version.
Wait a minute! The Lion gene grants Max enough strength to lift the key while Bock couldn't. But Bock could lift those weights about which Max mentioned, they were too heavy to move even while I had him using the Lion gene at that time! Well, the key pedestal probably only checks for the Lion gene and not actual strength...
Gotcha! You got the meaning of it by yourself. The fact is that Lion Gene don’t give a map ability which have a direct use on the environment, so we came up with the idea of a special seal for the key which is removable only by “lions” unregarding the brute srtenght. In this way we give a little of backgroud story for the ruins via a dialogue between characters.
If you speak again to Long Pygmy, he's called Chinese Pygmy instead.
Because originally he was called by that and we forget to change every dialogue. Next version will have it fixed. Long Dragon was called “chinese dragon” (he and the pygmy came in pair).
Party never actually splits up (proven by any cutscene of the main quest), so why force the player to swap the active party around to trigger character-specific side-quests? And why don't get all characters healed, if I rest at an inn or any other recovery point?
Because we wanted to force the player to change their active member and try some different battle strategies. THen yoy have to admit that at least for the first time you encounter a minigame NPCs you have to guess which is the correct person to bring to him.
ABout the Inn issue: I dunno, maybe we can change that, I’m not sure about it.
In a similar vein: While I like the idea of using genes to customize Max' abilities, it's cumbersome to swap genes to interacte with certain obstacles (e.g. ?-blocks, Pygmy doors)
(Although that would make the Lava field's ruin pretty straightforward and boring - at least not outstanding)
Sadly Rpgmaker had its limitation. Using your words, in a similar vein, if possibe I would have liked to make the player able to switch between genes, party members, gears, spells, ecc, more quicly via soething like L1, R1, L2 and R2 buttons and some over impressed images over the screen (paper mario like). This give more than an explanation.
I wouldn't mind so much if the change of genes was a lot quicker (maybe mapping it to the number keys). But around a dozen clicks per gene change is only annoying.
Same reply as above.
And after all, at least to me there is next to no feeling of acomplishment of overcoming those obstacles (and maybe it's not even intended). It's simply "Do you reckognize this kind of block and know its proper gene?" and then crawl through the menu to activate it.
I agree with your opinion but just for the latter parts of the game but as I said above, rpgmaker has its limitations andthen you have to consider that we can’t change the rules at middle of the run.
Any feedback on cooking? Amount of actual healing and status boosts are negligible and can on only be bought from the specific chef anyway.
Aside from making those items more effective, they should be more available - for example from the mole merchants. Another option would be to allow Priscilla to cook those items in ANY chef's kitchen (without the minigame, just providing the ingredients).
(On that regard, I'm very happy that ingredients can be bought from mole merchants, so one doesn't have to always go back to Xenobia after learning what they need next.)
I believe we won’t change that in anyway. I don’t feel the need of it. If you want some very special item you have at least to walk around a litte or the game will be too easy (it help the players in many way already enough in my opinion). Maybe we can incerase a little the goode effect of thoose recipes to make them more valuable items.
Regarding the mole merchants: Why aren't all merchants updated, once you unlock the next "level" of moles (this would also fit with the moles appearing in more and more spots).
Because it is not the merchant which get updated but the “holes” from which they came from: no “update”, no mole. Thera are 3 sets of mole holes.
And regarding negligible things: While I very much like that even most bosses can be affected by "Burnt" and "Shocked", these debuffs get less useful as the game goes on because of the entirely fixed amount of damage they do - always 7 HP on every "tick", no more, no less.
With later enemies having more HP, I hopefully don't have to elaborate any more on the resulting problem...
I dunno, effects shouldn’t affect too much the hp loss of enemies in my opinion but just help you in injuiring them more easily without getting injuried yourself.
Is Shabo supposed to be the black (or red) wizard of the party? Because after "Drain" he doesn't seem to learn any attack magic for a long time (even after his transformation).
Shabo isn’t supposed to be black or red wizard: we simply get inspired by each characters skills from the original games from the original series. Shabo is simply what he is. WHen you will finish the game give me more feedback on him, maybe we will be able to balance better his skills.
And for being so luck-based, his "Pilfer"-move is pretty MP-pricey.
I agree. Maybe we will fix this.
After saving Tanya and the princess I visited both of them before seeing the oracle - which told me to go to the princess. Duh!
IN-universe explanation: she decided she have to talk to Max only while he was going to talk to the oracle.
OUT-universe explanation: just common lame rpg videogame mechanics.
And after acting so much like a generic villain, it was nice that Drancon had an actual bigger plan to go with. Just as well as being able to use all the other heroes for the fights with the dragons heads.
Thanks.
(Side note: Hawk-Man's "Sunflower"-skill says "Water attack + FROST vs all enemies", but only targets a single enemy with an ice gryphon - not very sunflower'y. The item has the same description, but I never used them so far. (EDIT: Ok, sunflowers lure the gryphon, just like those flowers for the coyotes.) And Bock has "Thunder Saber", but can't use it. EDIT The same is true for Alien and Max with Bock's Gene.)
We will check the number of targets of sunflower:yu got exactly how it works – it lures he gryphpn. Later in the game you can also find the gryphon nest with lot of sunflower. Hawk man skill description in Alien morph menu give some backstory for them. If you visit Mela she also gie some hints with her garden.
We are already aknowledged of the thunder saber bug, thanks.
The battle with Drancon on the other hand was really lame after this setup. First, informing the player to get everything ready, just to have been stripped of accessories just like every other Drancon battle (mind you, I don't remember if accessories were explicitly mentioned).
Something got changed a lot during debugging different version of the game not making us noticing this smaller problem. Drancon didn’t always removed your accessories in previous beta demos. We will check this a little.
And that fight with Drancon was just that - like any other fight before, banning of items and accessories, but still no real challenge. Even with this being not the final battle of the game, that was very disappointing.
Drancon fight are always the same as they were in the original WOnder Boy in which he never change strategies even if he changed head shape.
So we kept this.
But you have to consider that your fina battle with him is the whole battle against Hydrancon, so with 8 dragon’s heads and Drancon’s soul and that the special parto of this battle is the fact you can use knights and the complexity of its cutscenes and story.
"Hey, Priscilla, that was the 4th chef you learned recipes from" - " Oh, indeed it was." - "Yeah, Chameleon will welcome you." ... [Chameleon's note] "Sry, will be back some uncertain time in the future. (trololol)"
He is a big troll. BUt in the end you will notice that everytinhg wil came in proper place, just for the players sake.
Sry for being sarcastic, but the Ice Castle was a pinnacle of creativity regarding gameplay. Always having to go back and forth between opposite ends of corridors to activate a switch that clears the way on the other end. Very entertaining. [/sarcasm]
Probably you are right, but we won’t change it!
Fear the mighty beaver! [/sarcasm] ...floating with bunny ears [/sarcasm]
I too feel it was a lame idea for an important boss, buti t was just like that in the original game we got inspired of!!!!
By the way, later there will be for real a character called “the great beaver”. You have oracle powers of a rare kind...
Information from Drancon's background story - greetings from "Final Fantasy IV" *sigh*
You won’t believe it: I never played any f the FF installements.
Simpy: fictional characters backstory are always the same and in a more limited number than you can imagine.
I wasn’t even aknowledged, until someone told me, that the beginning of the game (with Max in bed) was reminiscent of Zelda a link to the past!!!
For Drancon I got inspired more by the Asgard arc from Saint Seiya, nothig more. The other part just came up form my fantasy (and not final fantasy!).
To be honst: I played Ergheiz, but I believe it is not the same as playing final fantasy…
1st shooting section between stars: The right edge is a (almost) totally safe spot. It's also the best spot to shot the enemy ships fom because they pause there for a few moments but rarely seem to shot from there. Unexpectedly trivial compared to all the other mini games (although those were just so by requiring so much dexterity). During the 2nd phase, I noticed nothing of regenerating shields! That phase was just as easy but still somewhat infuriating to me, because there was no indicator for confirmed hits on the giant enemy - no blinking after being hit neither an lifebar or something like that. So for a while I thought I had to do something special. This notion was supported by the big missiles fired occasionally, which stood out to me because of their color. I thought, maybe I have to reflect them back at the enemy. But it was in vain, because there was no rythm to the missiles appearance, there was no spot on the grid to actually hit the missile with my laser AND THE MISSILE WAS A ONE-HIT KILL TO ME! So I had to do the whole section again, including the non-skippable cut-scene with the non-skippable explanation about the minigame.
After trying to simply shoot the UFO in general and staying out of it's reach (peace of cake since it doens't move itself) I finally noticed what a lame fight that actually was. [/QUOTE]
Nothing to add, you said everything! It was just to vary a little the game, it is not neccessarily lame.
And as always: rpgmaker has its limitation.
DId I had a budget adn a team professionaIs, I would have made MWRPG even greater!!!!
Yeah, Mega Man-style boss rematches! EDIT: And as weak as the original bosses, so maybe inspired by Lavos' shell from Chrono Trigger. EDIT˛: Ok, so there IS a twist! EDITł: But still no real challenge.
(And the enemies here drop potions. POTIONS! What a joke...)
We did them exactly like in the original games, except we add he cyborg version which the original lacked (I believed the original did note even implied they were cybernetic replicas). What do you mean by “potions”?
The music during the first Biomeka fight was actually a nice change and then the usual boss theme returned for the 2nd pahse. Where's the first one from?
Which one?
(And Biomeka is only worth 12 GP??? What a cheap boss! )
Right.
"And that's how Samus Max destroyed yet another planet."
This time aain we did the scene exaclty like in the original WOnder Boy in Monster World which is from 1991.
I actually expected the reborn Drancon or maybe his brother to become the final member of the party but a random alien works too, I guess. Especially with the expectation to be able to reuse the Royal Knights! Kinda neat idea, actually. But it feels lazy that there is no skill trivia for all knights.
Thanks.
We added the trivia only for skills that were added later for the knight to balance their in a better way and that could have not been imediately recognized by the player as being associated with each knight.
Why do I suddenly have to use SHIFT for the Scanning minigame when ENTER was perfectly fine for the same kind of game to fix the spaceship? I'm using Windows and having to press SHIFT reapetdly will trigger a pop-up asking to enable SHIFT LOCK. And no, I don't want to deactivate that behaviour!
At least the time is lenient so far (4 knights scanned). EDIT: Ok, managed them all with only one retry for the 7th knight.
Right, I ask it myself….
The cuty army was worth more than Biomeka.
Pirates are famous to have tresaures differenty by alien creatures!!!
Genie summoning: Talk about ear-grating music!
That was its music form the original game: blame SEGA.
Pepe powers up - with whiskers.
If you look carefully at him his colors got more complex. Some new pixels give him more depth.
And ina dialogue the charactets told you he has even grown a bit.
The problemi s, guess whay, that rpagmaker has its limitations.
IN the original game Pepe third form got whiskers and become bigger, but the characters slot of rpgmaker aren’t big enough.
In the ened even the pther party memebr third evolution are simply a recoloration or a minor variation fo their appareance if compared to their first form.
If you think at it, in Dragon Ball Movie Ressurection of F movie, Freeza long waited next evolution was simply a recoloration of him! And TOEI sure had more money to spend on it than we had for MWRPG!!!
Lost Unicorn woods: Note much of hints there to me, except a confirmation sound AFTER taking a right turn.
Couldn't have told that from ending back the start when taking a wrong turn (or from Max spelling it out).
And i twill remain like that forever.
Oh, another mouse-path. At least not as long, but still denying any shortcut on the way back.
Maybe the one in kashmir ruin will be shortened to be more like this one.
Side-note: Traps like moving flames should stop while the message boxes of the Lucky Sword or Handbag are displayed. Otherwise one may very well get caught in the trap with no chance to evade.
Good point, we will make somthing about that
I already thought a while back that Heart Boxes start to loose in value because the increment only by 10 HP compared to the 400+ HP some of my characters have by now.
Heart boxex are in the game to be like that, just a minor upgrade to Max HP. Obiously they were more useful when at lower level, ut we can’t change rules at mid game and we didn’t want to create more powerful heart boxes in order to stay faithful to the original game.
And then in the last(?) chapter you introduce Life Drops which only increase by 1 HP (even if you usually find them in multiples)??? If one drop increased Max-HP for everyone at the same time I might understand, but so..]
On that point, I felt overleveled for quite some time. Max is close under 80 now and Pepe and Priscilla are in the late 60s, early 70s (the rest is around 40 because I use them a lot less because of ther low agility or limited skill pool).
But mind you, since I aquired the Lion gene, I had it active as much as possible to lower the encounter rate. But I did flee only very few encounters I still had.
For quite a while, even bosses didn't pose a real threat, especially for Max often crit'ing for around 1k because of the Ishtar Sword.
Life Drops simply came in place of heartboxex even in the original series and we kept it like that, good or not this idea is.
The fact is that maybe you really got over leveled, but I won’t believe it is a problem
I was fearing the opposite: in other words I believe it was too difficult to level up and win battles later in the game. BUt since many people clais battles (especially random ones) are a pain in the butt, I’m hapy they are not always that difficult.
Why did you introduce the player so early to the Debug and Legendary Equipment as well as the Star Shards if they are usable so late in the game? To me, a registered quest creates the expectation that I can progress it fairly soon, not actually several hours into to the game later (having the quest stretch over a big portion is no problem, but there should be visible progress at regular intervals). I would have mentioned the equipments only as rumor from some townsfolk and only created the quest entry, once they are in reach (for the Debug equipment maybe once you get the first piece of the set).
Eichiro Oda introduced us to the existence of “ONE PIECE” more than 10 years ago at the beginning of his manga and we still don’t know what it is and won’t know for anothre 10 years. MWRPG just last 50 hours.
Regarding the Star Shards, there was also a lot of unnecessary info right at the start. It would have been enough to tell that these are valuable but mysterious, but it would be still wise to collect them. And of course mention that they are often well hidden. But don't say anything about their connection to a character who joins much, much later. Alien himself explained well enough what to do with the shards.
IN earlier demos they were not shards but gems. In earlier demos Alien did not exist because we came up with the idea of him just after sega released “Monster World Complete Collection” which featured as extra content development material about scrapped characters, like the genies and Aline itself.
In the original project, in place of Alien, you should have found around pieces of a robot to create a new party member.
If deactivating the Debug Equipment removes all Equipment, why do I leave the menu entirely when exiting the "Setup"-menu? Rather, send me directly to Max' equipment screen!
Rpgmaker limitations. We couldn’t do it better.
Do Oasis Boots also work especially well in the Snow Desert or do they discriminate between regular deserts and the frozen desert?
Good question. I will talk about this with the programmer.
I have the feeling that the dungeon design got weaker close and during the 4th chapter. Halls and floors seem to be long for the sake of being long, one has to run back and forth a lot with making only little actual progress through the dungeon (it's like, I want to go up, but for every screen up I have to switch between the ends of 3 screens to the left and right multiple times). It's only dragging, not entertaining.
I believe the opposite: later in the game dungeon become more complex tha before.
I agree that the later dungeon in rapadagna look gigantic if compared to the ones from Aqua. THis is a problem which is a consequence of the different artistic style of Monster World IV form the othe installements of the original series.
Let’s consider chapter IV as a chapter for expert players.
Didn't Igor say he intended to upgrade the money saving idols, not only placing more of them. But the (probably) final encounter in Rapadagna only made him place some of them around the area. There was no word about an upgrade (higher interest rate maybe) and they still don't add interest anyway.
And why, oh why, can you only deposit up to 99 gold per action? I have 30k right now and if I wanted to profit from the supposed interest, I would want to deposit at least 1k at once.
You ask too much! I wil talk about this with the programmer. IN any case, first he upgraded them then he spread the even in Rapadagane (the real prize for winning his minigame in rapadagna is to have the totem even there in that foreing land).
Bug? If you equip the Handbag to a character but don't have him in the active party, the Handbag still triggers after every battle. The only exception seems to be Alien.
I dunno, will ask the programmer.
If movable objects are stuck, there shouldn't be the "grind on the ground"-sound when walking against those objects.
That is the sound of Max back aching.
Only Pepe has an animation in the Party-setup.
Because if he stop moving his ears he will fall on ground, while the other can stay up simply on their feet. I believe that even Priscilla and Shabo in their first form are animated: I wil check this out.
Only the first and last gear in the menu are colored.
Because those colors come directly form the original game “Wonder Boy: Monster’s Lair”.
@Monster World RPG: First, thanks a lot for the detailed answer. But before I cover it a few things I spotted in between.
Bug: On route to Sanctuary Stream, after beating the Chest mimic next to the star blocks, the treasure chest to its left opens by itself. But you still have to check the chest to actually get its contents (some Life Drops).
Bug: I got the Spirit crest from Aegis Sanctuary and did the first time trance. After that I collected the remaining 3 crests (+ 1 along the Legendary Equipment) and only then did the next trances one after another. But after the 4th trance (where Biomeka got shot into space) when I got back to the oracle, the Wind crest lost its color again and the two spots above it were still empty.
After the cutscene at the queen I could use the 5th crest normally to go to heaven, so nothing was broken beyond repair.
Suggestion: As far as I can tell, only the Monster Lairs have a rainbow over the entrance, if you did not get the item the boss left behind. I would really appreciate if every dungeon entrance had that too, if you're missing at least one hidden door or gold spot in there ("dungeon" as in going by the list in the genie's warp menu). Reason being that dungeons tend to be too long for my liking to check them all again from beginning to end.
Now to your answer. You mentioned quite a few things that bothered me because they simply were that way in the original game(s). I guess that's fine but I told you in my very first post that I never played those and am therefore judging your game completely as a standalone. I know that nostalgia is an important factor in fan games (I love all those references in the Hyrule Warriors games for example) but to players unfamiliar with the original some of those things might just seem strange.
In my opinion that should justify checking for each reference if it's really necessary to be copied to the point just for the sake of that specific reference. But if you decide against that (as it seems) I won't waste time and words to convince you otherwise. But maybe you'll keep this in mind for future projects.
Because it is not the merchant which get updated but the “holes” from which they came from: no “update”, no mole. Thera are 3 sets of mole holes
I did notice that it was the holes that got updated from "inactive" to "populated" (so to speak), but from the mole chief's explanation, I got the impression that all the holes are connected (2nd and 3rd "level" holes are added to the network due to Hotta's help later), so it seems strange to me, that the earlier holes (which should draw from the same base/warehouse in the network) have the moles with the minor goods.
Shabo isn’t supposed to be black or red wizard: we simply get inspired by each characters skills from the original games from the original series. Shabo is simply what he is. WHen you will finish the game give me more feedback on him, maybe we will be able to balance better his skills.
All my characters are now at their maximum capacity, I guess (having done the Heaven section), but I still have to try them out. The comparision definitly gets a bit skewed at the moment because Shabo, Hotta and Junior are lagging behind quite a bit in levels and that manifests especially in their low speed (even Shabo).
I know Final Fantasy and probably a lot other RPGs did that "small active party out of bigger roster" thing, but if the inactive characters don't level along automatically the less I am inclined to use them later on just for the sake of them catching up. At least I am more willing to swap characters around if they are not worse simply because of a few missing levels. And I know it can be done with the maker (not sure if it needs a script, though) because at least one game here in the forum did that.
Drancon fight are always the same as they were in the original WOnder Boy in which he never change strategies even if he changed head shape.
So we kept this.
But you have to consider that your fina battle with him is the whole battle against Hydrancon, so with 8 dragon’s heads and Drancon’s soul and that the special parto of this battle is the fact you can use knights and the complexity of its cutscenes and story.
As far as reference goes, see above. Beyond that, here our reception seems to differ. I did not see all the dragon heads + final Drancon as one battle (maybe as one encounter, but that's something different to me). To me, the fight with the heads with characters I could never use before felt special but was also the prelude to the actual (chapter's) final battle. These things set the ante for me of what to expect from it. It should go beyond this in some way or at least be on par with it. And sadly, it didn't in the slightest.
It's probably also because of the Save point before Drancon (which SHOULD stay, don't get me wrong here!) which makes it feel seperated from the dragon head battles to me.
You won’t believe it: I never played any f the FF installements.
Simpy: fictional characters backstory are always the same and in a more limited number than you can imagine.
I wasn’t even aknowledged, until someone told me, that the beginning of the game (with Max in bed) was reminiscent of Zelda a link to the past!!!
For Drancon I got inspired more by the Asgard arc from Saint Seiya, nothig more. The other part just came up form my fantasy (and not final fantasy!).
To be honst: I played Ergheiz, but I believe it is not the same as playing final fantasy…
Well, the sleeping intro has its own trope (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodMorningCrono) by now, so that didn't feel copied to me at all.
But the (seemingly) Big Bad Drancon and the hero Max appearently being brothers and Drancon being manipulated by a bigger bad on the a moon, that's some very specific similarities to FF IV's plot.
We did them exactly like in the original games, except we add he cyborg version which the original lacked (I believed the original did note even implied they were cybernetic replicas). What do you mean by “potions”?
I meant the actual item "Potion" which restores a (at that time of the game) really low amount of health (30 HP or so). These are dropped by the random encounters on the station (mechanical mini octopi, I think).
The music during the first Biomeka fight was actually a nice change and then the usual boss theme returned for the 2nd pahse. Where's the first one from?Which one?
When Biomeka is still inside the mechanical cage.
If you look carefully at him his colors got more complex. Some new pixels give him more depth.
And ina dialogue the charactets told you he has even grown a bit.
The problemi s, guess whay, that rpagmaker has its limitations.
IN the original game Pepe third form got whiskers and become bigger, but the characters slot of rpgmaker aren’t big enough.
In the ened even the pther party memebr third evolution are simply a recoloration or a minor variation fo their appareance if compared to their first form.
If you think at it, in Dragon Ball Movie Ressurection of F movie, Freeza long waited next evolution was simply a recoloration of him! And TOEI sure had more money to spend on it than we had for MWRPG!!!
I admit that, but Freezer got a whole new color scheme which makes for a drastic (visual) change while Pepe's alterations are a lot more subtle.
Eichiro Oda introduced us to the existence of “ONE PIECE” more than 10 years ago at the beginning of his manga and we still don’t know what it is and won’t know for anothre 10 years. MWRPG just last 50 hours.
Maybe, but the One Piece is directly connected to Ruufy's goal of becoming the Pirate King (getting one means getting the other, actually) and therefore is a main driving factor.
The equipments in your game on the other hand are introduced more like "oh, and while you're on that adventure, why not look out for these special things". As I said, I wouldn't mind so much (probably not at all) if early on in the game there was simply rumors from some NPCs and maybe anecdotes in a few books.
And I mean, why even make it sidequests. These are special equipments with promising names, of course I want to have them. That's probably more of a reason, why getting the quests so early without being able to do anything until so late, annoys me so much.
IN any case, first he upgraded them [the money totems] then he spread the even in Rapadagane (the real prize for winning his minigame in rapadagna is to have the totem even there in that foreing land).
I can't remember him saying anything about actually doing an upgrade. In the first encounter he planned to do it (and spread the basic version around Aqua) and at the other 2 times he "only" gave me some items. And the last time he puts them up in Rapadagna as well.
Ok, that was quite a lot again! More actual game review some next time.
Monster World RPG
02.11.2017, 14:38
@Monster World RPG: First, thanks a lot for the detailed answer. But before I cover it a few things I spotted in between.
Bug: On route to Sanctuary Stream, after beating the Chest mimic next to the star blocks, the treasure chest to its left opens by itself. But you still have to check the chest to actually get its contents (some Life Drops).
Bug: I got the Spirit crest from Aegis Sanctuary and did the first time trance. After that I collected the remaining 3 crests (+ 1 along the Legendary Equipment) and only then did the next trances one after another. But after the 4th trance (where Biomeka got shot into space) when I got back to the oracle, the Wind crest lost its color again and the two spots above it were still empty.
After the cutscene at the queen I could use the 5th crest normally to go to heaven, so nothing was broken beyond repair.
Suggestion: As far as I can tell, only the Monster Lairs have a rainbow over the entrance, if you did not get the item the boss left behind. I would really appreciate if every dungeon entrance had that too, if you're missing at least one hidden door or gold spot in there ("dungeon" as in going by the list in the genie's warp menu). Reason being that dungeons tend to be too long for my liking to check them all again from beginning to end.
Now to your answer. You mentioned quite a few things that bothered me because they simply were that way in the original game(s). I guess that's fine but I told you in my very first post that I never played those and am therefore judging your game completely as a standalone. I know that nostalgia is an important factor in fan games (I love all those references in the Hyrule Warriors games for example) but to players unfamiliar with the original some of those things might just seem strange.
In my opinion that should justify checking for each reference if it's really necessary to be copied to the point just for the sake of that specific reference. But if you decide against that (as it seems) I won't waste time and words to convince you otherwise. But maybe you'll keep this in mind for future projects.
I did notice that it was the holes that got updated from "inactive" to "populated" (so to speak), but from the mole chief's explanation, I got the impression that all the holes are connected (2nd and 3rd "level" holes are added to the network due to Hotta's help later), so it seems strange to me, that the earlier holes (which should draw from the same base/warehouse in the network) have the moles with the minor goods.
All my characters are now at their maximum capacity, I guess (having done the Heaven section), but I still have to try them out. The comparision definitly gets a bit skewed at the moment because Shabo, Hotta and Junior are lagging behind quite a bit in levels and that manifests especially in their low speed (even Shabo).
I know Final Fantasy and probably a lot other RPGs did that "small active party out of bigger roster" thing, but if the inactive characters don't level along automatically the less I am inclined to use them later on just for the sake of them catching up. At least I am more willing to swap characters around if they are not worse simply because of a few missing levels. And I know it can be done with the maker (not sure if it needs a script, though) because at least one game here in the forum did that.
As far as reference goes, see above. Beyond that, here our reception seems to differ. I did not see all the dragon heads + final Drancon as one battle (maybe as one encounter, but that's something different to me). To me, the fight with the heads with characters I could never use before felt special but was also the prelude to the actual (chapter's) final battle. These things set the ante for me of what to expect from it. It should go beyond this in some way or at least be on par with it. And sadly, it didn't in the slightest.
It's probably also because of the Save point before Drancon (which SHOULD stay, don't get me wrong here!) which makes it feel seperated from the dragon head battles to me.
Well, the sleeping intro has its own trope (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodMorningCrono) by now, so that didn't feel copied to me at all.
But the (seemingly) Big Bad Drancon and the hero Max appearently being brothers and Drancon being manipulated by a bigger bad on the a moon, that's some very specific similarities to FF IV's plot.
I meant the actual item "Potion" which restores a (at that time of the game) really low amount of health (30 HP or so). These are dropped by the random encounters on the station (mechanical mini octopi, I think).
When Biomeka is still inside the mechanical cage.
I admit that, but Freezer got a whole new color scheme which makes for a drastic (visual) change while Pepe's alterations are a lot more subtle.
Maybe, but the One Piece is directly connected to Ruufy's goal of becoming the Pirate King (getting one means getting the other, actually) and therefore is a main driving factor.
The equipments in your game on the other hand are introduced more like "oh, and while you're on that adventure, why not look out for these special things". As I said, I wouldn't mind so much (probably not at all) if early on in the game there was simply rumors from some NPCs and maybe anecdotes in a few books.
And I mean, why even make it sidequests. These are special equipments with promising names, of course I want to have them. That's probably more of a reason, why getting the quests so early without being able to do anything until so late, annoys me so much.
I can't remember him saying anything about actually doing an upgrade. In the first encounter he planned to do it (and spread the basic version around Aqua) and at the other 2 times he "only" gave me some items. And the last time he puts them up in Rapadagna as well.
Ok, that was quite a lot again! More actual game review some next time.
I don’t consider the stream sanctuary gold chest issue as a bug. It was something made different just for a single time. It was our choice, maybe it was weird, I admit it, but not a bug.
Thanks for the report about spirit crest, we will check this out. That part caused a lot of debugging to us.
The rainbow outside some monster’s lair were done in that way by purpouse. In that vein you have to consider the monster lair as a small room with a secret. SInce it’s secret only appear at certain condition we decided to highlight the whole entrance in order for the player to not miss its secrets.
By the way, your suggestion for making other dungeon more user-friendly whent to search for secrets will be taken into account, but in a totally different way we have already decided.
About nostaliga: maybe I did not digress to much about it in my original reply. We left many things like in the original game simply because we didn’t feel the need to “upgrade” them. One example are the gear sprites. It didn’t crossed our mind to change their colors. For me their color was good. But all the other stuff were upgraded a lot. Try to search for the riginal sprites from wonder boy the dragon’s trap for example and confront the knight sprites we have done with the many beast incarnation of wonder boy from the original games.
About the other stuff in the “spoiler” window: abot many of those issues there’s nothing more I have to say, it is matter of opinion, but there are a few which deserves another reply:
- Max and Drancon are not brother in any way. I don’t know if you explanined bad yourself or if I didn’t get what you was trying to do. In any case they are not brothers.
- In any case many we are already discussing/working on many of the things you told us cause they are an interesting point of view.
If I could/have the will/have concrete possiblities, I would have crowfounded a project to create an original game with no copyright issues and with an original game engine which does not encounter the limitations of rpgmaer and that re-run the story and features of MWRPG: in that case I believe that ALL of your indications could have been taen into account!!! ;)
Monster World RPG
19.11.2017, 16:40
Hi,
it’s Massimo here, author of Monster World RPG and member of the game developer duo known as “MAX TEAM”.
After a few months since the release of our well-received fan-videogame “Monster World RPG”, I’m here to give you some info.
Me and Fernando, the programmer of the game, are already working on the release, scheduled to happen within the next year, of the enanched version of our game, a “fixed” version created thanks to the beloved feedbacks many players send to us during the last months.
Usually it is me who "follow" directly our advertising activities on the social networks and so I take this chance to thanks our supporters again and also to give a special thanks to Fernando who, in thoose many years of developing the game, went through the “boring”part of development (a.k.a. “programming”) while I was doing the creative part by writing the story and debugging the game again and again (a.k.a. “play the game”).
If he did not decided to take over the project along with me sometihng like 10 years ago, today there won’t be any “Monster World RPG” for you to play.
As you probably know, I originally write the whole story (with minor differences from its final version) and had created the first demo of the game after I had ripped and customized many sprites from the original series of games from which our own took inspiration.
I believe setting the story, make the storyboard, debugging (again and again) and advertising the game it is an important work: but when you are into videogame creation, if there’s nobody which do the “programming thing”, there is nothing to release to the public!!!).
Fernando is also a skilled artist - he draw almost 99% of the original facesets in the game: remember to visit his deviantart page here:
https://fcm-nilesnake.deviantart.com/?rnrd=22935
More info about our game development history will come in a soon-to be interview by our n° 1 fan X-Buster, developer of another Monster World inspired game - link:
https://rpgmaker.net/games/3850/
Thanks again for your support to everybody.
Monster World RPG
29.12.2017, 17:08
Hello to everybody.
Other than wishing to you all for an happy new year, we would like to inform you about some news regarding the updated version of the game actually in the works to be released next year in august.
We would like to credit in the new version who of you was able to complete fully the game.
So, if you completed the game, send us proof at this address:
info AT monsterworldrpg DOT com
Tell us also if you want to be credited by your full name, by a nick name, or both.
It's unclear what aspect of 8-bit you are hoping to capture; technically, no, Unity will not run on 8-bit architecture. If you want to make a game in the style of 8-bit games at http://www.kizifan.com/adventure/friv-flappy-bird-2 , you will have to limit the colors, image resolutions, audio file depth, etc yourself to match the hardware you want to emulate.
Monster World RPG
23.03.2018, 20:49
X-Buster interview.
"Hello everyone, today we have a special interview with the creators of Monster World RPG; an incredible fan game and passion project based on the Wonder Boy series created by Ryuichi Nishizawa. We have with us the lead developer; Massimo and the co-developer; Fernando. In honor of the 30th anniversary of Wonder Boy, I will be asking 30 questions based on the game's development(which also includes questions unrelated as well).
Without further ado, let's get started shall we?"
- Continue reading at the following link: "-
https://rpgmaker.net/articles/2539/
Monster World RPG
08.04.2018, 16:50
FIXING FONT PROBLEMS IN WINDOWS 10
The problem might very well be about CLEARTYPE, a technology meant to improve clarity of texts in LCD screens, but it seems to get in conflict with Rpgmaker games.
1-Go to Control Panel and click on Fonts,
2-Go to Adjust ClearType text,
3-Click on “Turn on ClearType” to deactivate it, then click Advance and choose a text format you want (keep in mind the one it was on before).
Your regular computer font might look a bit weird, but you can always go back to activating ClearType and choosing the old format.
Bummer that his game didn't get much attention.
I played the first minutes and can say it has these classic feeling. I have to continue playing it, so that I can tell you more about it.
Monster World RPG
22.04.2018, 18:00
MWRPG related Youtube Video (in italian language)
"Monster World RPG (stream) - PEPE!"
https://www.youtube.com/watch?v=-LsfgYhVPmA
Video by:"RPG Waldorf Maker":
Youtube: https://www.youtube.com/channel/UCdgXmw8f_L4Go9xVRGMqsrA
Facebook: https://www.facebook.com/rpgwaldorfmaker
Twitch: https://www.twitch.tv/waldorf97
Support the stream: https://streamlabs.com/rpgwaldorfmaker
Multistreaming with https://restream.io/
Would you also make a German translate?
Monster World RPG
28.04.2018, 16:01
Would you also make a German translate?
Translation of the game or of the video?
About the game: no
about the video: its not a video of mine.
If you want a gameplay in german, there's an old let's play (about an older version of the game) here:
https://www.youtube.com/playlist?list=PL2E4AE9695B079EC3
Monster World RPG
22.09.2018, 14:17
An updated version is soon to be released within october and november.
This new version will contain many bug fix and improvements thanks to the numerous feedback we received from players.
Here's a short list of the imprvements:
- improved custom menus;
- improved and faster genes, gears and spells menu;
- new NPCs added in order to give the player some hints;
- mini-games and puzzle simplified when they were too difficult;
- removed some dead end or other unuseful stuff;
- general bug fix;
- other improvements which wil be completey listed in a what's new document along with the new release
There are eleven journal entry about the new release in the game facebook official page which contain even more information and screenshots.
https://www.facebook.com/Monster-World-RPG-127490791229998/
When the new version will be ready this post will be updated for you all.
Monster World RPG
13.12.2018, 22:36
Monster World RPG ver. 1.1 is out now ! ! !
Basic download: contains only the full-playable current (updated) version of the game and the resources needed for troubleshooting (163 MB RAR ARCHIVE).
Extra download: has the same contents of the basic download and contains also:
- art gallery;
- 4 MWRPG demos;
- icons;
- original soundtrack (by Vincenzo Colella);
- packages (DVD Booklet, DVD Case Cover and DVD Label);
- pixel art;
- videos;
- WonderBoy - The Sword of Legend (original and complete playable game by "The Cyberlynx".
(360 MB RAR ARCHIVE)
FInd the link in the official website
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