Unfortunately, you guys got it a little late, but it’s here now! Menagerie: Remastered is me taking the things from Remastered that pissed you off or annoyed you, telling them to go die in a fire, then doing so, then me adding a whole bunch of cool shit.
Questions have been raised and i feel now’s a good time to answer the most common and legitimate for those contemplating if this is their kinda’ game.
It goes without saying that while certainly grounded in RPG roots, there are some facets of Menagerie: Remastered that people aren’t aware of, I think I’ll make this blog to address some of the most common questions or concerns I field.
#1. Why don’t enemies gives experience?
The answer? Only Plot progressive bosses and the goos you fight at first level are designed to give experience. Regular monsters that you can go after optionally are essentially crafting material pinatas. Tgis is by the the question I have asked the most because in most RPG’s you can grind off regular encounters, but doing that in a game like this would be detrimental. Every level up is very meaningful and all the content is designed around the assumption you have a certain skillset by the time you attempt it.
#2. Why does my game lag so much when harvesting?
The answer? Because of the item log that shows what you get as you get it, sadly I’ve tried multiple scripts for this and none seem to solve the issue, however, there is a way to cease the lag, at the expense of not knowing what you’re getting.
You see vassaly, when tooltips is of gones,
and fire automatik vorkload
lag is of remove, everywhere!
#3. Why are there so many contradicting art styles and stuff?
The Answer? Simply, this game has been basically what I’ve been working on over three years, and the styles lack consistency because I’ve been getting better and worse as time goes on, My goal has never been for my games to be graphically sound, my games are there to be fun, if you can’t get into that, then so be it; Krampus; this game ain’t for you.
#4. Have you received anything from Hussie about your work? Your style looks very similar to his Hero mode style.
The answer: I have not, and I don’t think he knows about it. If he does or not i don’t really mind, Hussie’s a chill guy from what I’ve observed and I’m not using his music, running gags, artwork or jokes, I’m only doing MSpaint work similar to his, which is outlineless contrasted bodies of color, nothing wrong with that.
The reason the art mostly looks the way it does is because it can still speak well for what it is and be portrayed sharply without taking an egregious amount of time to draw.
#5. OH GOD WHY ACTION SCENES IN THIS RPG I’M PLAYING?
The Answer? This isn’t new for me, Intelligence wasn’t the first game that did this either, my ideal for RPG’s reaches far beyond the scope of simple turn by turn state-based strategy combat, there’s gotta be some intensity in there… that’s where they and the picture cutscenes come in. I suppose you could call it a Hybrid RPG, since it has both Action RPG elements and turn based RPG elements. I’m not new to designing either; a lot of games I’ve played have been reliant on conveyance, which is the term to convey to a player in a non-obtrusive manner what it is they are to be doing, the arrows, the red flashes on a square before an aoe happens there, the exposing you to a mechanic in a controlled environment, it’s all very much in the design of that, the player should feel like it’s their fault when they mess up, and not the game or a cheap mechanic.
Anyone will be able to learn to play as they play it, I don’t assume your an idiot, I don’t hold your hand, I more give vague though unmistakable clues, and let you use your brain and feel smart when you figure it out.
#6. What prompted you to do the animated picture cutscenes, was it Homestuck?
The Answer? Not solely homestuck, in fact both Terra and Intelligence (which were released before I read Homestuck) had cutscenes like the ones in Menagerie, it’s more inspired by my desire to be a cartoonist and a game designer in one, Menagerie is a Cinematic RPG, for lack of a better term… a lot of it’s inspiration is pulled more from Invader Zim and other Cartoons from the 90’s that I watched in my youth, Homestuck just inspired me to go further and bolder.
Okay! That’s a wrap. Hopefully you’ll ask more questions so i can eagerly answer them. Thanks for tuning in.
0 comments