Ready to Be Replaced (A Video Game Maker Quest)

I was just answering your question before continuing with my post, sorry if it was not clear. I just have a tendency to word vomit my posts. I should probrobly edit it to make that more clear. And yes your game is perfect for save files.
It's fine, it was just my inability to tell when the subject changed.

I went Sword and Sorcery mostly because it's an easy way to do an elemental advantage/disadvantage system. And decided to let Male Lead have fun in it too so Female Lead doesn't get all the glory.
 
Galactic Conquest - Shadowfleur New
[X] Galactic Conquest

Space games have always had a grip on the public, and you think this will have great appeal as a subject on home consoles too. BUT you gotta shoot for the stars (pun intended) to make consumers pick your game over Space Invaders or Galaga.

You propose playing as an Alien King, seeking to rebuild your civilization on a new planet. You will have the ability to build up your new home base, creating cities, managing farms, fending off armies from other planets, and hiring staff to manage processes in your cities. It's not quite a role-playing game - the goal is to fully populate your planet and have the most powerful planet on your star system.

It's certainly an unusual idea, but it's also a grabbing, unique one.

[X] American Ninja
 
[X] Mythic Sword: Tale of the Storm Dragon
-[X] They want you to work on a home console, the corpse of the industry, instead of an Arcade game? Fine! You'll do something that's more suited for being at home than at an arcade! You won't let the Big Boss get the better of you!
-[X] You'll develop a Roleplaying Game where the main two characters are a swordsman and a witch! In a land of sword and sorcery, two childhood friends are sent together to prevent a War breaking out from their kingdom and a hostile kingdom by showing off the power of two of their soldiers by slaying a dragon which had been harassing the kingdom of late out in the mountain range close to the borders of the two kingdoms!
-[X] The witch would have different kinds of elemental spells and the swordsman would collect different kinds of swords that were imbued with magical metals that allowed him to use different elements for attacks! You could even take the idea from the paper roleplaying games about different types of damage doing more or less damage depending on the enemy type! Really give your game something that would wow people and challenge them to think how they should play the game!

Gave the game a Tentative Title. It can be worked out later.

Edit: To break the current tie
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[X] Revolutionary Heroes
 
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[X] Mythic Sword: Tale of the Storm Dragon
[X] Galactic Conquest
[X] Atomic Heart
[X] Snowed In Tactics!
 
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[X] Mythic Sword: Tale of the Storm Dragon
[X] American Ninja

This are probably the best two for our purposes and strength of story making, hmm considering we are doing to be doing for home consoles. If we make mythic sword a good franchise should it be more final fantasy or dragon quest the first are each independent worlds with common thematics with the second being more in the same world.

American ninja meanwhile, it would be like making movies to be honest put a good plot with a strong character and we can have sequels upon sequels.
 
Snowed in Tactics! - SaberFail New
[X] Snowed in Tactics!
-[X] a turn based tactical game where the players control a group of kids participating in a snowball tournament against other kids in their neighborhood (like a simplified XCOM)
-[X] combat takes place in a grid, each kid can be placed on any grid on the left side of the screen, they all have a number of actions they can do before the turn is passed to another character, Move (each kid has a limited number of spaces they each can move in), throw(each kid's distance and damage is unique) reload (gather up snow from the ground, each kid has a different carrying capacity) and build (make a small pile of snow to guard from damage, takes a limited number of hits)
-[X] Characters
--[X] Cool Kid: the leader of the group, middle of the road stats, his snow wall takes 3 hits to break, carries 3 snowballs.
--[X] Big Guy: the muscle, slowest movement, high damage, highest HP, his snow wall can only take 1 hit, carries 4 snowballs.
--[X] Smart Kid: the strategist, slow movement, lowest damage, lowest HP, his snow walls can take 5 hits, carries 2 snowballs.
--[X] Little Artist: sister of the Cool Kid, highest movement, low damage, low HP, her snow wall is replaced by a snowman which draws enemy fire but can only take 2 hits, carries 1 snowball.



[X] Mythic Sword: Tale of the Storm Dragon
[X] American Ninja
 
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If we make mythic sword a good franchise should it be more final fantasy or dragon quest the first are each independent worlds with common thematics with the second being more in the same world.
I was thinking, though it is up to thread, of making it like the Ys series. Following a central character(or two in this case) and their adventures through the world of the setting.
 
[X] Galactic Conquest
[X] American Ninja
[X] Snowed In Tactics!

Hopefully okay for me to make a second vote post, let me know if I should edit my additional choice into my initial vote post!

EDIT: Thank you DarkKing98!
 
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[X]Snowed In Tactics!

Hopefully okay for me to make a second vote post, let me know if I should edit my additional choice into my initial vote post!
You need to include all your votes into your most recent post if you want the tally to count all of them.

Unless you want to vote only for Snowed In Tactics, in which case this suffices.
 
[X] Atomic Heart
-[X] An post apocalypse rpg game that take place after the nuclear war in 2080. Several centuries have past now you (the Player) as an new member of one the few remaining human settlement on this radiated planet must venture outside to prove you self worthy to get an permanent spot of that community.
-[X] It an turn base isometric game where you can fight, interact with npc form either combat build, social or steath ect, etc.Can even recruit people as companion if you have the charaisma.
-[X] The main plot: During the player journey through the out wasteland there is a rising mutant empire being lead by a so call Master that result in the massacre and disappearance of several settlement .As the player you either can stop or join this threat.
 
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Idea to add to American ninja, would it be fine to add a grappling hook mechanic looks simplified in what it does from point a to b and giving more depth to the game.
 
[X] Mythic Sword: Tale of the Storm Dragon
[X] American Ninja
[X] Snowed In Tactics!

Heh, this looks like good projects to be sure so posting again to confirm my votes.
 
Kid Action Heroes! - SailorDianamon New
I am making some weird expressions and movements consistent with some stereotypical nerd depictions, out of sheer excitement.

(I still have many game ideas, both pitched and unpitched, from a previous game design quest)

... Are we able to pitch ideas that we pitched there, but that never reached production stage?


Anyways, I have an idea, one which I didn't submit, as it was unfinished, but which a finished version might not work very well as a NES game, anyways, so I will instead post an abridged variant with less complexity, such as fewer characters, and hopefully a smaller file size? I also cut out characterization points, as the reason for those have been cut out.

The game is a platformer with little more than an excuse plot- a group of child supervillains have set up a series of levels for a group of child heroes to go through, for nebulous reasons that even the villains can't agree upon.

The overall level/areas don't need to be beat in any particular order, but you need to defeat the individual stages in order. There's no simple easy or hard mode thing going on- each character has different powers and gameplay styles, none of them overall easier or harder (or so intended- we might need to make some adjustments for balance issues?), but some stages are designed to be easier with some characters rather than others, but different players would have harder or easier times playing certain characters than others, so it's not so simple in that way? General Mega Man design philosophy.

There're weapons you can pick up as upgrades, that can be used by all characters unless specified otherwise- there are also some puzzle elements, probably with different

You cannot switch characters mid-stage, but can do so at the start of each new one.

MOTHY (Moth Of The Halcyon Youth(it has to abbreviate to "MOTHY", but I don't know if that's the best backronym?)) is a moth-boy; he can fly, if you start in a run or drop down from a high enough platform, but has the fewest hit points of all the playable characters- he can also open locked doors without needing to collect the keys that other heroes need to open gates or doors. He can't carry heavy or powerful weapons, or close-range ones, meaning you're limited to the sling he comes with, or, in some stages, a bow and arrow combo, or small ray gun; not specifically those, but light ranged weapons.

Princess is a young girl- she wears a princess (poofy ballroom) dress with a columbine mask with a built-in tiara-thing and has a delayed jump, owing to the fact that she lifts the front of her skirt before she jumps (for that same reason, she can't do a running jump). However, she has a controlled floating thing, like Princess Peach when she's playable in Mario games, only going off of just the skirt, without a parasol (there's a lot of petticoats, or something).

Auto is a robot, it's big, and blocky, and kind of like Guadromon in appearance? But maybe more silver in color, so it looks less rusted? It controls the heaviest, moving slowly with a weak jump, but has the highest health and defense of all the heroes. It has the strongest basic weapon, which can break through walls you'd normally need a bomb for, but takes time to charge.

Little Lionheart isn't a lion-person, but you could probably be mistaken, because he's wearing a pretty good lion kigurumi, and has Wolverine-type claws sticking out of the front paws (the kigurumi is full-on footie pajamas style, complete with gloves with a paw pattern. Fur-suit adjacent, but more casual? Basically a lion Halloween costume). In addition to weapons (which he's slow at using), he's able to scratch to attack.

Bo-Bo can can jump high, and maybe fly for short periods of time, and has a bullet-hell adjacent attack style, complete with abstraction- quickly shooting out abstract projectiles, such as cute stars, at the player. His design is based off of a jester's costume. His level is themed around clowns and circuses.

Nightshade is a sarcastic chlorokinetic- her outfit is a biker jacket over a somewhat ripped petal dress, sunglasses, and a headband. She summons vines and such in her boss fight, using them for both barriers and some of her attacks. During her attacks, as well as shortly after, the barriers are down, leaving her vulnerable, though you can also just destroy the vines, which also delays her vine-based attacks (which are her stronger ones). Her level is supposed to look like an abandoned city overrun with plants.

Jess dresses like a cowboy, complete with a bandana, and fights using an old-timey revolver. Your basic projectile-shooting boss. His level is, naturally, old-west themed, the boss fight being in the center of town, like a "showdown at high noon".

Kitten plays heavily into the cat theme, and can turn invisible during her boss fight, meaning her sprite vanishes; her hit box is still there and moves and works like normal, it's not an invincibility mode, or anything.

Gimmick's gender is ambiguous, and they fight with a mix of attacks from all of the villains- during their boss fight, they're surrounded by floating cards, and when they use an attack from one of the other villains, they flip the card with the emblem of one of the other villains, to show which attack they're going to use. Their level is based off of a Chuck E. Cheese-type place, but if someone was trying to make an "edutainment" Chuck E. Cheese.

When every villain has been defeated, you get the ending cut scene, where all the villains are piled overeachother in a comedic way, and the heroes all decide to go out for ice cream. There is no final boss, though, admittedly, Gimmick's boss fight does have that energy. This was unintentional on my part, and requires adjustment for balance.

Edit: an upload of the original character descriptions from the unposted thing for another Game Dev quest

MOTHY (Moth Of The Halcyon Youth(it has to abbreviate to "MOTHY", but I don't know if that's the best backronym?)) is a moth-boy; he can fly, if you start in a run or drop down from a high enough platform, but has the fewest hit points of all the playable characters- he can also open locked doors without needing to collect the keys that other heroes need to open gates or doors. He can't carry heavy or powerful weapons, or close-range ones, meaning you're limited to the sling he comes with, or, in some stages, a bow and arrow combo, or small ray gun. He was created in a lab recently, and so is naive and doesn't know many things, which is what most of his dialogue might center around.

Princess is one of the youngest- she wears a princess (poofy ballroom) dress with a columbine mask with a built-in tiara-thing and has a delayed jump, owing to the fact that she lifts the front of her skirt before she jumps (for that same reason, she can't do a running jump). However, she has a controlled floating thing, like Princess Peach when she's playable in Mario games, only going off of just the skirt, without a parasol (there's a lot of petticoats, or something). She's very… imaginative, and so there're things that she can see, or interact with, that aren't present when you're playing as other characters. This also includes obstacles and enemies that others can't see or interact with, some of which may be more difficult to defeat than the ones that are baseline, and maybe even some mini-minibosses? She also has infinite ammo with all weapons, but doesn't start out with one- stages typically often a weapon before the first enemy shows up, however. Character-wise, she is supposed to be like one of those preschool girls obsessed with princesses- behaviorally, she's almost like a toddler, with her loose grasp on reality, and extreme credulity, but she speaks in grammatically correct sentences, and can even read at a post-phonics level. She also claims to have knowledge of things she blatantly does not, with only MOTHY taking her nonsense seriously. They're not lies, as she 100% believes what she's saying, it's just utter nonsense.

Auto is a robot, it's big, and blocky, and kind of like Guadromon in appearance? But maybe more silver in color, so it looks less rusted? Auto speaks, well, robotically, with few contractions, and doesn't display emotion. It controls the heaviest, moving slowly with a weak jump, but has the highest health and defense of all the heroes. It has the strongest basic weapon, which can break through walls you'd normally need a bomb for, but takes time to charge.

Little Lionheart isn't a lion-person, but you could probably be mistaken, because he's wearing a pretty good lion kigurumi, and has Wolverine-type claws sticking out of the front paws (the kigurumi is full-on footie pajamas style, complete with gloves with a paw pattern. Fur-suit adjacent, but more casual? Basically a lion Halloween costume). In addition to weapons (which he's slow at using), he's able to scratch to attack. A natural leader, he kind of has that "generic protagonist"/moral paragon personality.

and

Bo-Bo is a child of seeming contradictions- he's male, but he dresses in what seems to be a dress (it's actually a Pierrot's blouse, or so he insists. He wears white-face clown makeup), it's repeatedly alluded to that he's Asian (and that the name "Bo-Bo" is just his own surname, repeated- "that's not how you pronounce it! I'm being clever!" (I can see him alluding to the actual pronunciation with him saying "bye-bye", which would be how it would be pronounced if he did repeat his name)), but he speaks in a heavy Bostonian accent, peppered with gratuitous Italian. Personality-wise, he's cheerful, distractible, and very affectionate with his friends- when he does get otherwise emotional, though, he's very dramatic about it. I can see him having generous homoerotic subtext with other male characters, part for comedy, and part because I actually do see him as being queer? He can jump high, and maybe fly for short periods of time, and has a bullet-hell adjacent attack style, complete with abstraction- quickly shooting out abstract projectiles, such as cute stars, at the player.

Nightshade is a sarcastic chlorokinetic- her outfit is a biker jacket over a somewhat ripped petal dress, floral net tights with rips in them, sunglasses, and a headband. She has mommy issues, and has the most intimate knowledge of normal crime, the two facts being related. She's the prickliest character in the game, probably, and a joke should be made based around that, with roses having thorns. She summons vines and such in her boss fight, using them for both barriers and some of her attacks. During her attacks, as well as shortly after, the barriers are down, leaving her vulnerable, though you can also just destroy the vines, which also delays her vine-based attacks (which are her stronger ones).

Jess dresses like a cowboy, complete with a bandana, and acts as the leader of the villains- he says he's the direct descendant of Jesse James, but such claims are unverified. As the leader, he's somewhat self-sacrificing for his friends, always putting them first, and acts as a sort of mediator for the team, in addition to having the final say on most decisions, and being the idea guy. He fights using an old-timey revolver, and acts as the straight man and voice of reason to the villains- he's the oldest of the villains, though still thirteen at most, and definitely not older than Gnowoman, though he could be her age rather than younger.

Kitten can turn invisible and plays heavily into the cat theme- she sneaks up on people, even among her fellow bad guys, and has a bit of a rivalry with Nightshade, who she feels needs to lighten up. She's a bit of a prankster, as well as a kleptomaniac, and has a crush on Jess. Able to turn invisible in her boss fight, against most heroes her sprite vanishes (her hit box is still there and moves like normal), but MOTHY can still see her outline.

Gimmick's gender is ambiguous- androgynous and flamboyant, they often change outfits between scenes, and fights with a mix of attacks from all of the villains- during their boss fight, they're surrounded by floating cards, and when they use an attack from one of the other villains, they flip the card with the emblem of one of the other villains, to show which attack they're going to use; Princess can prevent that attack by destroying the card. Gimmick can also attack using the cards as projectiles, throwing them. Gimmick will sometimes vibe with Bo-Bo and Kitten, but they have a trait those two lack, in that they are An Asshole. They still care about the others, but it's buried pretty deep down, which could be an element of Innocent Malice the other villains lack; they're the youngest villain, only a little older than Princess.

I cut out an underdeveloped hero- whose powers are basically the Braid gameplay mechanics both times. Part of the original idea was that different interactions would happen between characters depending on who you chose to fight and/or play as, but that would require 20+ cutscenes that were dependent on all that, and even with shortcuts, I value the idea of unique sprites to display character interactions, so even though it'd just be talking heads with some dynamic shapes or backgrounds, it's kind of important that all 9 Main Characters have a variety of expressions, though I guess that you could do the whole Joy Mech Fight thing and make separate sprites for every part of the space to save space? But even with all that (and having cut out some of the funkier things with the gameplay mechanics) done it still seems to take up a lot of space? Though I fear that we might end up having to invent Comic Sans (or something like it) if we want to make it an NES game anyways, because I don't know of any older comic book style fonts, and Comic Sans was invented in 1994)

[X] KAH
[X] American Ninja
[X] Spelunky
 
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