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What do you think?

Finally felt "compelled" to play this last December build. So far I'm glad you reduced Vaporeon's HP so it doesn't become a sponge. I'm somewhat surprised you didn't get a proper Zoroark sprite yet (although seeing MC going FTM is hilarious when poisoned), I was working on one at some point but because of this and that I never got to finish it.

I'd suggest assigning a healing spot on the bed, though, I got a bit invested in soloing the annihilation of those venomous burgers and perished, however, why is the Run Away option greyed out? I got eventually tired of fighting dead cows in buns and the fact enemies getting to you while you're trying to maneuver or open a chest is a pain in the arse plus getting you in repetitive combats I'm too lazy to fight at this point. My easiest solution is to make them tougher if you wish, but put less of them. Plus, make the goddamn battle font white, black font on dark background is unreadable,

I have noticed a few typos so some proofreading would be neat but what really grinds my gears is the emptiness of some maps. Don't get me wrong, this project advanced a lot since the last time I saw it, but my horror vacui neuron doesn't like it.

I love Pokemon as much as the next guy so of course I had to give this game a try. A little difficult especially when first playing as Runkachunk, but I like it so far...

But uhhh could you help me with where to go next? I opened the Mann Cave entrance so Scarlet and Alex could rejoin the party, but I have no clue what you're supposed to do next. An NPC in the store says you need a VIP Pass from Cameo Apartments? I do not know where that is, and I swear I looked everywhere, even trying to go back to the first town to see if anything was new...

captura_de_pantalla_529.png

LAMO!!! save file ?!

It's an okay demo. Personally I'm enjoying the game, but there's a lot of issues holding it back.

Bugs from old saves. Now, this is a severe issue because if you have a save from the game that is from an older build, START A NEW GAME UNLESS YOU KNOW WHAT YOU'RE DOING. The Item database has been recently updated, meaning that not only will your equipment will be gone, but also items needed to progress, for example, the VIP Pass for Electra's club, no longer work because the ID for the VIP Pass has been changed from 106 to 95. This WILL SOFTLOCK YOUR GAME. But fortunately, this is fixable if you own a copy of RPG Maker 2003 and/or know how to edit .lsd files in order to prevent this issue. Here's a screenshot of a build from around January (I say this because that's when I got my copy of the demo.) on the left, and the current built on the right.

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Needlessly to say; I just took a save, reedited it, and then continue playing the game as normal up to the end of the demo.

Also the Game Over screen is bugged. While I haven't gotten this one myself and only did so to test, "Save and Quit" doesn't work because after you save, the game quits, and reloading it will still quit the game.

The Battles are boring... I'll give the game some credit, PP management is a bit engaging as it can be restored in battle by using normal attacks or by guarding. But the game's battles aren't that great since, A, there are no elemental weaknesses you can exploit, yes there ARE weaknesses in the game, but they're based on elements you don't have, and B, battles, aside from boss battles, are annoying to deal with. The worst offenders are the Dream World enemies, because they're loud and obnoxious. There's no good reward in fighting them, which I guess works as an punishment for being bad, but still... Strangely enough, the current build removes the Burger enemies in the abandoned McDonalds, but I don't know why was this needed in the first place. It can't be due to the bugs in there, since at best, you would only need to change 3 event pages and that fix only targets the blockade enemies, since their priority was on "Autorun" and not "Parallel", and if they wanted to change so that they would block you, it could've just used an additional switch for once you've escaped. Also, the new battle messages are obnoxious and ruin the pace of battles. It's fun having them appear now and there, but it gets extremely annoying when EVERY battle does this. Why isn't there an option to disable the battle start ones or disable them once you've seen them? It's even more slow in battles because now battle loot messages have wait text commands. Why was this even necessary? Can't I just press Confirm to proceed?

Don't even get me started with skills. I hate EVERY SINGLE description of them. I don't care about two Diamond Storms, I didn't pick the move because "WOW!! It's Diancie's signature move!!", I picked the move because it would help me FIGHT enemies. Super Pokemon Eevee already nailed this issue, every skill description tells you the Type of the move, the Power value/Base value, whether it's a Physical or Special move, and if it targets all enemies, along with the effects it brings. There is no good reason to use Power Paw over Diamond Storm because Power Paw has a higher Physical Rate than Diamond Storm, and, because of how Magic damage is half of Physical damage, its Magic Rate doesn't overturn its' issues. Shadow Ball is practically useless because unless you amplify Saretta/Zoroark's Magic stat, it's terrible due to the Magic Rate being so low it doesn't replace Night Slash, and not to mention, Night Slash ignores enemy's defense, so what's even the point of using it??

Okay to demonstrate what I mean, here's a picture that explains it.

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And finally, too much water. Okay, well there isn't, but the point is exploration is a pain in the ass. While I like the game for being interactive, I hate the game's map design. My biggest issue is that the game doesn't close off places where it doesn't expect you to go to. Route 2 is an example because going north or south in there won't let you travel to somewhere, even though it looks like any place that would, namely the east of the map. It should close off places that doesn't go anywhere. You're supposed to get to Spookanna by going south in Route 7, but I didn't know this because unless I was checking the game's files, checking places that you think it'll let you go there can be a complete hassle. The Dreamworld is a big offender because two maps in it have doors that either don't work OR they do, but they're hidden away in the background. How was I supposed to know that there's a door in the labyrinth that doesn't use a door sprite, which needed to get 🅱️?? The town that has Renas in it have doors that do completely nothing, even though previously, doors that do nothing tell you there's no point in accessing them.

Overall, I like the game so far, and I can't wait for a full release.

Free

Switzerland Omelette Deluxe (7/10/25)

Version: 0.1.013 days ago
Added a sound test in District 571. Slight balance tweaks, fixed warps, some maps have been shrunken down 2 tiles. Made bosses have traditional "NICE JOB" screens in exchange for the lighting effects using tint. Fixed a Runkachunk equipment oversight when fighting Electra (room's still glitchy as hell though). Dream boss has been replaced. Began work on some spoilery battle stuff too. Game softlocks at an incomplete version of Cesar City and two party members haven't been fully replaced yet, this is yet another "i'm not feeling good" release".

Switzerland Omelette Deluxe* is a shitpost RPG that's currently in development.

One day, a Zoroark gets her plumbing ruined by a Vaporeon who broke into her house through the shower drain, only to leave the house and see that there's FAR weirder things going on... From haunted burgers to beat-em-up punks, she's going to get to the bottom of all of this, joining forces with a generic RPG Maker RTP guy and a certain fat idiot yellow digital fox.

*has nothing to do with omelettes or the country of Switzerland. Nor is it a "deluxe" re-release of a previous game.

#fangame #comedy #rpg #shitpost #rpgmaker2003 #rpgmaker #humor



mature
Fantasy Violence
Animated Bloodshed
Suggestive Themes
Language
Crass Humor

saretta if she wasn't with umbre and runkachunk if they weren't an obese moron

(for legal reasons this is a joke)

have i achieved the funny yet

Another month, another demo released. While development slowed down during April, I finally got enough new content to warrant distributing this publicly.

Got a rough draft of the next macguffin holder battle done, when i get the next area done i'll release the demo even if i haven't been making a whole lot of progress.

Game's not dead, I'm just making the plot up as I go along - I really need address the elephant in the room and do proper battle sprites.