

I wonder if it couldn’t be cheated by having two different rooms, one version frozen and one melted, for a heavily affected room, and simply have the entrances to the rooms choose which one the player goes to based on a conditional page.Īgain, probably a lot more work than it’s worth, but it’d be pretty neat. Should only need to toggle one switch for a mechanic like this, but I’m not sure how simple it is for RPGMVX to continually swap out/alternate room layouts. Certain areas melt when the temperatures lower, removing walls and making certain treasures accessible, but also melting bits of floor into deep puddles and making other rooms inaccessible. In fact, I can already think of a meta-puzzle/gimmick for it: A thermostat that, when interacted with, either increases or decreases the temperature. I could see a garden/farm subsection.Īnother area I could see being added would be a sort of cold-storage/giant walk-in freezer. Out of curiosity, is the building in the courtyard going to be a greenhouse or a tool shed? The courtyard’s already a pretty nice idea, and it’s ripe for expansion. It’s just that it must be kind of difficult to squeeze variety out of a setting like this.

Sorry, but my current plans involve the game taking place entirely in the castle. TL DR: Game’s pretty okay, and if nothing else, it’s got my imagination running frankly, not a lot does that, nowadays.


I just completed most of the content about an hour ago, and figured I’d just sort of dump all of my thoughts here. I apologize for the giant, rambling post. That might be fun, especially since we already have access to items that afflict us with the necessary ailments. Do you think it’s possible to have status-based puzzles? Like, say, an area that can only be accessed through a weak bit of floor broken by one or more characters being afflicted with fat. The lack of puzzles was kind of disappointing I appreciate there’s not really a lot one can do in RPGMVX without scripting, though at least, not a lot that aren’t annoying.Leanne already intermittently picks off people instead of locked doors gating a lot of areas, why not have Leanne “unclog” some passageways at certain points? It’d be a much nicer way to integrate progression and story. Kass might’ve been strong enough to get free, but others might not. Here’s an idea, actually: Replace some locked doors with stuck characters. I can kind of understand there’s not a lot of possibility inside of the “sinister manor” setting, but still. It’s not that I’m put out by the existence of obstacles rather, I’m slightly disappointed by the lack of variety in them. The amount of locked doors was semi-frustrating.It probably helps keep the scope in check, but I find myself not particularly caring about the setting. It’s probably a little late in development to change something this big, but… I’m not sure I’m a fan of being confined to a mansion for the entire game.Granted, it seems you’re only putting people’s OCs in for such roles, so that’s probably not something you can fix without a lot more effort than it’s worth. A few more NPC’s to interact with might be nice, too, to make some stretches feel less sparse. The early hallways seem especially sparse. Maybe a little more variety in decor and furniture.Only just realized Kyra had this all along, and I am stupid. Gumdrop Goblins are the bane of my goddamn existence. For all the enemies that have mass-fatten/inflate attacks, it’d be nice to have a mass-deflate spell.Nothing wrong with easy, though, if that’s what you’re going for.
#Super fatty rpg save editor plus#
In addition, I only realized after poking through the game files that a lot of enemies could be fattened, as I hadn’t bothered to do so I never particularly felt the need to have Libra not cast Arcane Arrow/Doomwave, plus every other RPG in the world has conditioned me to assume that debuffs don’t work/aren’t worth it. Face-rolling’s pretty easy, especially when Wendy gets to Level 7 that’s when I recall trash mobs going from vague annoyances to completely trivial. Not particularly challenging, for the most part.
