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RPGM Mind and Magic [v0.11] [Axl/SleepDeprivedAxolotl]

3.90 star(s) 13 Votes

Sleepy Axl

Newbie
Game Developer
Mar 5, 2022
80
322
I don't know if nobody reported to you in the past few weeks, but the minigame with the guards in the facility (to get the blueprints for the chip) is bugged: the guards can see THROUGH walls if you stand at the same lane as where they are looking at.
Yeah... the plugin is pretty messy so I added a skip to it, just get caught 10 times.
 

dirani

Member
Jul 6, 2018
357
89
These games look incredible with a lot of freedom! Can someone tell me if it is worth playing now or and is it better to wait for another update? According to the change log for a V5 it seems to already have a lot of content is sufficient or is there too much "continuation announced in future W.I.P update"
 
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Brok TheDog

Active Member
Donor
Jun 2, 2018
650
802
Super mission infeasible because the detection of enemies and over cheater. And the worst you get caught when there's a fucking blackberry between the two and he can't see through (shit, maybe it's Superman's family). In addition if not bad luck you have 3 people who detect you, you type the message 3 times in a row while you are already back at the entrance. Direct deletion of the game.
 
Oct 10, 2019
363
449
I will be honest here and say that I usually don't really like mind control, not as a fetish at least, this game caught my attention with the artstyle and some of the overview, after playing the intro I had the feeling this was not going to be like most mind control games, the MC does not seem to be that much of an asshole and the general feel is more lighthearted,
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JustARandomGuy:D

New Member
Jun 5, 2020
3
2
These games look incredible with a lot of freedom! Can someone tell me if it is worth playing now or and is it better to wait for another update? According to the change log for a V5 it seems to already have a lot of content is sufficient or is there too much "continuation announced in future W.I.P update"
Well, I just had a new playthough with the new update and it has a decent content (between 1 or 2 hours if take some time to read), you could wait a to try it out later on but for now it's good enough to go.
 
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NoobGames

Newbie
Jun 1, 2019
55
115
Can you make this game available for Linux systems as well. Tried running it using Wine, but it won't start correctly. It should be relatively simple in rpgm
 
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Sleepy Axl

Newbie
Game Developer
Mar 5, 2022
80
322
Can you make this game available for Linux systems as well. Tried running it using Wine, but it won't start correctly. It should be relatively simple in rpgm
Gonna try and see, I was trying to make Android ports but that takes WAY much time and plugins may not even work...
 

Croatoan118

Newbie
Dec 16, 2019
18
4
When sneaking in to find the blueprints, sometimes after I white out, a guard will immediately see me through the walls.
 
May 30, 2023
52
45
Lot of promising elements here, I hope it comes together well over time. Obviously very early right now.

I'm curious as to whether it's planned to include some of the RPG combat type mechanics, or whether it's going to remain mostly just an adventure game with points of interest and dialogue trees. The main character has something like 203 HP which I thought was a slightly odd number and probably not a default, which made me think it was going to come into play at some level, but maybe not.

I'm going to provide some comments on things I think would be nice to look into for future versions, but don't take this to mean I'm trashing the game, I think what you've done is very good for an early project and I totally understand it's a sh*tload of work you're putting into this. Consider it more like a list of things to keep in mind as you develop if you find the time.

  • QOL things like being able to check girl status remotely (if that is going to matter) would be nice.
  • A time of day logo on screen or in the menu might be good, although you can kind of tell by just visual indicators it's nice to get confirmation
  • The rest interface labels are slightly confusing when it's night - when I click "rest all day" does it mean I'm going rest for 24 hours until tomorrow this time, or does it mean I'm going to rest for the remainder of whatever the current day is and wake up in the morning? The answer is the second, but you could avoid confusion by tweaking the labels or changing what options are displayed depending on your time of day.
  • The world map and the some rooms could be shrunk to reduce traversal time. The one zone in particular that made me feel this way was the starting town but it was a pervasive feeling and I've seen these kinds of issues in a lot of RPG maker derived games. A lot of real 16 bit RPGs were extremely physically compact in part because of technical limitations. Obviously in modern systems with RPG maker these limits don't exist, and it's tempting to go much bigger to get more plausible and visually impressive spaces, but usually it winds up making things worse and slower to navigate (even if the overall game is still excellent, like Defenstration). Shrinking the map is probably not a high priority, but otoh optimizing the play space is probably going to get more painful if it's deferred to a later time when you have 5x as many areas with all this scripting work already done. Totally your call, but I'm in favour of smaller = better (that's what I keep telling my girlfriend anyway).
  • The room layouts in some areas are prone to having the character getting snagged when using mouse based movement. That is, you tell them to go somewhere and the RPG Maker default character waypoint system makes you run into a wall instead. For, aherm, one handed games as you often find on this website, I think optimizing for mouse traversal makes sense. Any room that is like a little nook hidden away outside of a direct path line from the entrance is going to be a problem, but it can happen for all sorts of reasons; as you're playtesting your game I'd recommend just noting down where it happens and rethinking if the layout could be tweaked a bit without causing any serious damage. You can't make everything work perfectly here, but areas you want to come and go from a lot (rooms with beds, for example) should probably be considered in this context.


Anyway, cool game and I'll check back in later when there's been a few more updates to see how it's going.
 
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Sleepy Axl

Newbie
Game Developer
Mar 5, 2022
80
322
Lot of promising elements here, I hope it comes together well over time. Obviously very early right now.

I'm curious as to whether it's planned to include some of the RPG combat type mechanics, or whether it's going to remain mostly just an adventure game with points of interest and dialogue trees. The main character has something like 203 HP which I thought was a slightly odd number and probably not a default, which made me think it was going to come into play at some level, but maybe not.
I've already made a public post on Patreon about my plans for the game, not really interested in making more than puzzle solving and stuff like that (since it's too much work and I'd rather focus on the porn since MaM it's that... a porn game xD).

  • QOL things like being able to check girl status remotely (if that is going to matter) would be nice.
I actually thought of that, I'm planning on how to implement an item to be able to do so. (Still will take a while though).

  • A time of day logo on screen or in the menu might be good, although you can kind of tell by just visual indicators it's nice to get confirmation.
That's another thing I'd like to add, but since what I have right now works well enough, I don't really feel the need to implement it yet.

  • The rest interface labels are slightly confusing when it's night - when I click "rest all day" does it mean I'm going rest for 24 hours until tomorrow this time, or does it mean I'm going to rest for the remainder of whatever the current day is and wake up in the morning? The answer is the second, but you could avoid confusion by tweaking the labels or changing what options are displayed depending on your time of day.
Might change the text to "Rest the rest of the day", it's not really that much of a deal anyways.

  • The world map and the some rooms could be shrunk to reduce traversal time. The one zone in particular that made me feel this way was the starting town but it was a pervasive feeling and I've seen these kinds of issues in a lot of RPG maker derived games. A lot of real 16 bit RPGs were extremely physically compact in part because of technical limitations. Obviously in modern systems with RPG maker these limits don't exist, and it's tempting to go much bigger to get more plausible and visually impressive spaces, but usually it winds up making things worse and slower to navigate (even if the overall game is still excellent, like Defenstration). Shrinking the map is probably not a high priority, but otoh optimizing the play space is probably going to get more painful if it's deferred to a later time when you have 5x as many areas with all this scripting work already done. Totally your call, but I'm in favour of smaller = better (that's what I keep telling my girlfriend anyway).
  • The room layouts in some areas are prone to having the character getting snagged when using mouse based movement. That is, you tell them to go somewhere and the RPG Maker default character waypoint system makes you run into a wall instead. For, aherm, one handed games as you often find on this website, I think optimizing for mouse traversal makes sense. Any room that is like a little nook hidden away outside of a direct path line from the entrance is going to be a problem, but it can happen for all sorts of reasons; as you're playtesting your game I'd recommend just noting down where it happens and rethinking if the layout could be tweaked a bit without causing any serious damage. You can't make everything work perfectly here, but areas you want to come and go from a lot (rooms with beds, for example) should probably be considered in this context.

Anyway, cool game and I'll check back in later when there's been a few more updates to see how it's going.
Actually, already made the maps smaller and easier to navigate (believe me, they were WAY much worse...), and I have some plans to for open areas and I need that currently empty space to add more NPCs and stuff to interact with (for now it's just item descriptions and interactions with the objects).

As for the mouse movement, that's something I haven't even thought about xD since it's not really a problem and overall it can be solved by placing the free hand on the keyboard :KEK:.
 
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3.90 star(s) 13 Votes