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RPGMaker MV: Mina's Revenge
Disclaimer: yes, I obtained Mina and Circe's permission to use their characters beforehand, and all plug-ins used are paid for (aside from the ones that are completely free), and credited in the game credits and also the "manual" document.
Originally I wasn't going to share it here, because I'm not really an active member here and I just think this is a useful place for archiving pictures etc. that are discovered. However, the Mina and Circe characters are part of the "lore" of here so I suppose it makes sense to share with the community. Here is the download file, but please read below to get all the information about it: https://mega.nz/file/02c3nQwC#k7p9Iq...2kr5PvOvEgSxH8 This game took a long time to complete. A big part of that, of course, is just motivation and falling into a slump many times. But also, making anything just takes ages, that's a fact of life. In fact, the earliest game-event pictures (ie not spritesheets, but the actual spanking pictures that you're here for) were made by scanning drawings, then colouring underneath, and... it shows. Then there are some that are entirely drawn in Krita. Then some that use 3D models from EasyPose and then drawn over, and finally the most recent ones use 3D models from Koikatsu, drawn over. So every full-screen picture was drawn entirely by me, but with different methods, and the quality is lowest in the earliest parts of the game. You can't complain, it's free. This game is made in RPGMaker MV (with a lot of use of the Yanfly engine plug-ins), and was exported for Windows/Linux use. I don't really want to export it for phone, Mac or otherwise, firstly because doing so is a pain, and secondly because I can't actually test it in those environments, I'd just have to assume it works and then any troubleshooting would boil down to "I can't help you". Please read the manual pdf included, as that includes controls, the basic system (damage calculations, status effects etc), and more. It even includes maps at the end of it, if you don't like those. Note: I am a mechanics and systems person, and I am more proud of the gameplay in this than any other aspect. So you may very well find it to be harder than a lot of these games. That said, grinding and "buying/looting better equipment" actually makes a huge difference if you don't want to play too tactically. You can even disable the random battles (see below) and explore a bunch of the maps, opening chests to get a head start if you really want. The game does not have an autosave feature, but you can save as often as you want, and more or less anywhere. The game has an item you can use (as often as you want) to teleport back home, as long as you're not in a battle or conversation. There is also an infinite-use item that prevents random battles for quite a while (it lets you know when it runs out), but note that if you go home and rest, that effect also ends. As for the actual spanking content, there are 12 different scenes, however six of these require you to lose against different bosses, and they trigger a game over. Were I to do it again, I probably wouldn't have incentives to lose, but we live and learn. Also, all of these scenes are "one and done", in that you can't go back and see them again other than by playing the game again. Also there are a couple of other non-spanking pictures, just of bathing and an orgy. If all you want to do is see the assorted pictures without playing the game (I understand, not everyone wants to play an RPG), just visit my pixiv here: https://www.pixiv.net/en/users/12867058 |
For the record, I can provide hints, advice, "please tell me specifically how X works" and so on, if required. If anybody finds any bugs (I did playtest it thoroughly and then also release it first to a small group of people, then in a more public capacity a while ago), I'll see what I can do.
That said, there is one thing that is not exactly a bug: point-and-click works for targeting, and if the mouse cursor is in the wrong place, then you can't tell the game to target someone else, because it thinks you're deliberately targeting a specific unit with the mouse. You can move the mouse to a "neutral" spot where it's not targeting anything and then just go about using the keyboard or controller, or you can simply play using the mouse. But if you're not aware of how the mouse controls work, it will certainly come as a surprise when you go "Hey, why can I only attack this one enemy, and also only heal them?" |
Hi zae, I can't find the drow in mountain caves, where is she?
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There are maps in the pdf, but I'll specify: in the mountain caves, there's a teleporter that takes you deeper, into the Underdirt. You'll find the drow in the Underdirt (it's a maze, I hear people love those*).
I was going to try giving directions, but that doesn't really work, you'll need to look at the pdf to see the maps. It has lines drawn in to show the quickest path. *They don't |
I dont want to be rude, but RPGmaker combat is so boring and kinda kills any game for me. I only got a few minutes in and i was already kinda done with it.
Probably a good game with good art, unsure. Just my take on it. |
That's why I spent so much time modifying it, using the Yanfly engine - you have one character who has to build up her rage bar by dealing/taking damage, gaining power then being able to use the rage to unleash special attacks, you have another who casts spells with a cooldown after each one, you have another who has to sacrifice HP to cast most spells (or take status effects, or also harm allies), and can summon an ally into battle, and then someone who spends items for recipes, and enter stealth before unleashing special attacks. There are things that are more effective against foes with status effects. There are ways to steal good status effects or transfer bad ones. There are damage shields and ways to bypass them.
Sure, it's not a proper tactical grid thing, I'd prefer it not just be "based on D&D 3E" but *literally* use that. But it's better than you'll get from Final Fantasy, Phantasy Star, Dragon Quest, Suikoden, Wizardry, and all hundred of the first-person dungeon crawl RPGs released for the PSP. And at the end of the day, if what you want is just the art: as I said, you can find it on my pixiv. If you want some other main gameplay loop, then that's beyond the scope of RPGM (if you have the programming knowledge to do other game types in that engine, you have the programming knowledge just to use another, better, engine altogether) and I'd have to suggest making it yourself rather than complain in games that *do* use it. If you want an RPGMaker game without combat... what even is the point? That's just walking from place to place, mashing the "advance dialogue" button, and eventually getting the pictures as rewards, but just with added work. |
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I disagree on the combat-less RPGM games being fine. While I appreciate the amount of effort that goes into some of them, I can't stand them. There is no gameplay, it's just "the relevant scenes" with a bunch of walking around in between them - regular stories, comics and animations exist, you're allowed to enjoy that media passively, people don't need to be fooled into thinking they're playing a game by holding a controller while reading/watching those. I honestly believe that if you're going to make a game without gameplay, you're better off just writing a story or drawing a comic or whatever.
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RPG is not defined by combat only. Three pillars of RPG is combat, exploration and social interractions. The better you ballance it the better experience player has. And ballance is not mean equal. Player experience is what we are aiming for. I agree with you that games without gameplay is boring but if gameplay is repeatable and combat is unavoidable it became a chore, not a proper gameplay. Erotic game with quarter of an hour path to one piece of erotic content is bad experience for most of audience here. I tried to make 'game with gameplay' from the start of me publishing games here. Still not satisfied with result so I'm definitely not the best example. But one thing for sure, If you want your game to be popular you should probably listen to your players. |
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