Like to add to Harbrons comments that in 2010 when I joined the speedgame for first time, I remember how in the rules it mentioned about "If you make your engine from scratch, we appreciate that", and although my game didnt get quite finished etc. I anyway made the engine from the scratch and I have always felt like it didnt really weight much at all in the end. And same in years after that too, that it have seemed to me like making your own engine / making your own assets, havent really weighed much at all, and not even the size of team, but only the end product. Hence giving advantage to bigger teams / ready assets.
But about using ready assets, although I personally like more when musics are made, there is also this skill of choosing right kind of music to your game. It is also hard to decide how much music should music been given in different cases. Like lets put it this way. Harbrons team had 4 members, including musician. Now I give plus from own musics, but what about a game like mine, where there was only one making it, and i picked a ready music from defautl list. Which should be bigger plus, me possibly picking good choice of music from a list, or them making good music from scratch? Its a very hard question, and only one of many.
Perhaps we should even have its own thread here for opåinions about how to rate speedgames.
Bugala - "a thief and a liar"
1. Was this a solo job or did you have a team? How big was your team? Do you feel your team was a good size?
One man team. Except that Dbrivera playtested my games first part when it wasnt finished yet, by my own guess, perhaps for one hour (And found one critical bug that i fixed). Then B-O tested the final product after i had already uploaded it as final, and based upon his play i still removed the cheat zone from the final version.
But other than that, one man team.
2. How would you rank yourself as a game developer? (i.e. Beginner, Intermediate, Semi-Pro, Professional)
3. Which game engine/platform did you use, or did you write your own from scratch?
4. Tell us about your code! Did you use any built-in scripts or code for your game, or is it written from scratch?
Except for the short dungeon part at ender part of game, all was built from scratch. That small dungeon part i took from my previous RPGmaker test project (Which whole project, in which that dungeon was half of it, took about 4 hours to make originally) and changed the scripts accordingly to fit this one to save time, since i thought i was running out of time there already.
5. Tell us about your art! Did you create the game art from scratch or did you use existing art?
I used RPGMaker VXAces basic versions graphics. Only exception is that there was this character creator in RPGmaker by which you can create similar looking characters by choosing options with your mouse. This I used to make main character and his face, plus one other characters face. Otherwise everything was there already in the basic package.
6. Tell us about your soundtrack and sound effects! Did you create the game soundtrack and sound effects from scratch or did you use existing music?
Similarly as in question 5, all the sounds and musics were picked from list of RPGmaker VXAces basic package. I guess i used maybe one third of the different available musics in that RPGmakers basic package.
7. Would you consider your game mechanics to be unique? How heavily is you game influenced by other games?
No. First of all, RPGMaker moulds your game quite heavily into certain type, and while i perhaps didnt use RPGmaker in to its default form, I dont think it was unique. I dont think I usually make anything Unique but I recycle old things sometimes in slightly different forms. Heres a quick list of what I can figure out where inspirations came from:
First of all, I havent played "Over the moon" that have been made with RPGMaker, but I think it was that one that they advertised as not having any fights. That one have opened my mind to the idea, that you dont have to make RPGmaker game that is traditional RPG, but you can do something else with it as well.
What I liked in "Conkers bad fur day" was that basically all the enemies seemed like persons. There were only very few enemies that were clones, and mainly all the enemies in that game were unique and you were able to have some sort of conversation with them. Hence I would say that one inspired me the thought that I didnt want any random enemies wandering around, but there would be only very few fight, and all of them predecided. This also presented me the idea that I wanted all the people in my game to be persons and town feel lively. Like you would know all the people in one way or other. Although idea is slightly different, the root of the thought resides in Conkers bad fur days person-like enemies.
That I made it into puzzle game was basically because I like point´n´click games, so practically I was making Point´n´click game with RPGMaker, and when you think of thsoe puzzles and their solutions, you can actually feel that they are more like point´n´click solutions, than say, 2D zelda puzzle solutions.
This Point´n´click approach also halfly accidentally made the game open world type. I didnt even realise it was open world until someone commented "I like your open world approach". I was simply thinking that I hate when in most point´n´clicks you have to solve every single puzzle. There have however been some exceptions where you either dont need to solve every puzzle, or you have many several solutions to same problem, also I liked like in for example Monkey Island series you have several clear tasks to work on same time, hence if you are stuck at one, you can look at the other two if you can figure out something for them. Hence i decided that my approach thorughout the game would be that you wouldnt need to solve each puzzle, only some of them. This way player shouldnt get stuck just because he couldnt figure out the logic in one of my puzzles.
Also the Sam Washburnello 3rd puzzle, well, those puzzles have been around in games as long as i can figure out. And old widows puzzle solution is also quite typical kind in that you have to figure out a way to see what that NPC character does in hidden.
That the fights initiate as spiritual battles, you could think them as unique as they havent ben that much in elsewhere, but even that is not really unique, since it is more of a natural extension, which is clearly proven by Muadib having very close to same system as me, and we both made RPG game this year. Also, not to forget that "Pilgrims Progress" - game also had something somewhat similar battle thinking although not as close as Muadib and I had in our products.
You could think it is unique that games idea is to convert people, set up a church etc. but not really. It is just a story, and its roots resides in me reading some heroes of faiths books which tell about their whole life, and I was thinking it would be nice to have a game about some of their lifes, so although this is fictional, roots are there.
That your character gets older. Well, that happened in Zelda Ocarina of time already. My version is just natural extension to that one.
Fight against nuadip, you can see this kind of fights in other games too, and not to mention that i by purpose made it look like some old C64 Ikari Warriors game in sense that it scrolls in height, that you cant move screen left or right, but only upwards. Very typical scrolling of 80s, and when you beat nuadip first time (by defending against the burning arrow), then nuadip runs forward to next spot, which is very typical in many many games.
So, no. I dont really think there is anything turly unique in my game. It is just a mix of many ideas, and if i would think even further, I could probably figure out even more things where their inspirations came from.