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nintendoduo · 2 months ago
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Playing the Super Nintendo's Forgotten Home-Made RPGs of the '90s (Part 1)
Did you know that the Super Nintendo housing a family of tiny spiders in your closet is also technically a device for creating RPGs? (As in role-playing games; sorry, everyone who imagined their SNES shooting out rocket-propelled grenades.) This is thanks to RPG Maker: Super Dante and RPG Maker 2, the two SNES-compatible installments in the long-running series of games about making games. Although neither made it outside Japan, in 1998 a group called KanjiHack released their own English translation for RM2 and encouraged players to send in their creations, to be showcased in an extremely 1998-looking website called The Fantasy Maker's Vault.
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How did that go? Well, four months later, KanjiHack announced they were fed up with receiving hundreds of half-baked, poorly-formatted games and were deleting all but the ones that were actually finished, which left them with exactly... one game. Shortly after that, the makers of RPG Maker submitted something of their own: a cease-and-desist letter. KanjiHack promptly shut down, and all those user-made SNES RPGs were forgotten forever. Or, well, until now.
Thanks to some digging on archive.org and a visit to an all-German Discord (shout out to Spatzenfärber at the RMArchiv & Makerpendium server!), we were able to find eleven English-language home-made SNES RPGs from the '90s. While playing through all of those historical artifacts across two livestreams, we were witness to things you wouldn't normally encounter in games with the Nintendo Seal of Quality, like crude jokes, ham-fisted attempts at social commentary, misspellings, underage substance abuse, and, of course, some weirdly horny stuff. Here's part one of our attempt to summarize each game, for posterity:
"Atonement" by RPG Advocate (05-08-1998)
Original description: A young girl sets out to establish friendly relations with an old enemy.
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Right off the bat, the earliest game uploaded to the Vault (and, apparently, the oldest surviving RPG Maker user game ever) starts with a girl being told to strut her stuff in front of "important dignitaries" in order to improve her kingdom's trade relations. Emphasis on relations. The protagonist is Maia, an image-obsessed young princess who spends so long doing her make up in the opening cutscene that we seriously thought game had crashed.
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It really dosen't, Maia.
Maia is told to go see her father, the king, who needs someone to travel to the neighboring nation of Yatari and prevent a war. Since all the dignitaries present decline to do it for various reasons (one guy says he's "allergic to Yatari food"), Maia volunteers to go there and "smooth things over." The way this is presented almost makes it sound like the start of a 16-bit porno. Fueling that impression is the fact that, if you snoop around the king's library, you'll find a flyer directing you to a website hosting what sure looks like erotic Final Fantasy VI fan fiction (we didn't read enough of it to find out for sure).
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But, for better or worse, you never get to that part. After fighting some generic monsters in a field, you reach the city of Meese, which can be thought of as a sort of social commentary on recent changes in industry and commerce. We know this because as soon as you step in, someone comes up to you and says:
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In Meese, Maia finds overpriced item shops on one side of town and people begging for money and complaining about the busted sewage system on the other (wonder what that's supposed to be commentary for?). There's also a guy who gives you a random series of directions with no context, which suggests this town might have a mental health problem, too. While on the poor side, Maia has to fight off a pack of "gangstas," who are represented as four-armed swordsmen wearing robes because this game has no "guy with baggy pants and du rag holding a machine gun" sprite.
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Maia finds out that there's been a rockslide just outside of town, which means that in order to progress you have to retrieve some dynamite from a warehouse. Unfortunately, that warehouse also happens to be the place where this town stores all of its monsters and RPG enemies. Before going in, a dick named Kyle (such a far-out fantasy name) joins your party without asking because "a pretty lady like you" has no business going there alone. This game would be 1998's GOTY if you could just kick Kyle in the nads and leave him there, but sadly you're given no choice but to put up with his ass.
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(Thank goodness this game's graphics aren't detailed enough to make it obvious if one of the characters has a boner.)
The "warehouse" turns out to be big dungeon that has to be navigated in a specific order, otherwise you activate the "security system" and get kicked back to the beginning. Once you figure out that you need to follow the directions that random guy in the town gave you (sorry for doubting your mental state, random guy) the main problem becomes that this poorly-kept building is infested with an enemy type called "TURD." You can't take two steps without stepping on a turd. As if dealing with Kyle wasn't bad enough.
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Early on in the dungeon, you get a glimpse of a treasure chest at the other side of a wall. After a while fighting turds and other enemies, you can reach that chest, open it, and find your reward for all that effort: poison gas. Now, on top of all the turds and Kyle, you're also poisoned, which means you'll be taking damage with every other step and the dungeon will be unwinnable unless you're playing in dev mode and have infinite health. Even so, the screen-flashing "poison" effect is so annoying that you'll wish you could die. Hope you made a save state before spending the past half hour punching turds!
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Three floors into this deadly, no doubt foul-smelling dungeon, you run into a human character who's just chilling there. It turns out he's the brother of a beggar who asked you for money in the town. If you gave the beggar money, his bro, who apparently has magic powers, will completely restore your HP and MP, remove any "bad status," and even let you save your game. We didn't feel like making a new save and replaying the entire dungeon to find out what happens if you cheap out, but RPG genre conventions lead us to assume that he turns into some sort of muscular demon who deals 9999 damage.
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After that, you finally reach the dungeon's boss: a blue guy named "Medulla" who spouts gibberish words at you (presumably meaning "What did you do to my precious turd collection?!"). If you best him, he drops the dynamite you came here to collect and, at last, you get to clear the way out of the town! And then...
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...nothing happens. There's no exit behind the "rocks" (which actually looked remarkably like barrels). In fact, if you use dev mode to get to the other side of this town in the overworld map, it's all empty. This is as far as RPG Advocate made the game. You got your hands dirty, in the worst possible sense, for nothing.
According to his Makerpendium wiki page (WARNING: German), RPG Advocate was a polarizing figure in the community who on the one hand helped translate various RPG Maker titles, but on the other was kind of a dick (was Kyle a self-insert character?). It seems that this SNES demo evolved into a PC game called Phylomortis: Atonement Gaiden, which later got two sequels called Psychopoltical Drama Phylomortis II: Triumvirate of Dystopia and Phylomortis: Avant Garde. Based on the gameplay available on YouTube, they are about as intelligible as their titles suggest. But Maia is in them, so we're glad to know she eventually made it out of that shitty town.
"Daxara" by Adol (05-16-198)
Original description: Geren travels from Castle Harmony to learn of the origin of appearing monsters who are robbing the world's Shards in order to end it.
Like 40% of RPG Maker games from this era, this one starts with a knight being told he has to go talk to the king, who is a kind man. We know this because not one but two people tell you "The king is a kind man," though they're both within the king's earshot so there's a chance they're only saying that to avoid being shackled in a dungeon.
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King Kind tells you that someone has attacked a shrine for unknown reasons, so you need to go there and find out what the hell. As you leave the castle, some lady named Sarah says she heard about your mission and asks to come along with you, because she's just very passionate about shrine-related crimes, we guess. If you say "Yes," she joins your party. If you say "No," she also joins your party, but first she says "You're such a funny guy!" Way to be a Kyle, Sarah.
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Once you reach the shrine, you run into enemies like "Thing," which look exactly like red turds (please consult a physician if this happens to you), and "Batling," which suck. That's their power: they suck.
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There are a few chests around the shrine, some of which contain an item called "fluid" that you probably shouldn't be touching with your bare hands. Soon, you reach the end of shrine and find the mysterious attacker: it's some sort of dog-person called "?" who says you're too late, because his minions have already stolen the Shard that was in this shrine and will use it to "destroy this pitiful world!" Oh no! If only you hadn't been delayed by Sarah... is she an agent of "?"?
Anyway, once you fight dog-person "?" he suddenly becomes a fish-person called "Sinister." We are already witnessing the fabric of reality disintegrating due to his meddling with the kind king's shrine Shard.
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If you manage to defeat Sinister ? the Dog-Fish-Person, he drops some more fluid (ewww) and some flesh that you're supposed to show the king as proof that you killed him. Does the king distrust you so much that he forces you to carry around the decomposing flesh of his enemies as proof? That's very unkind of him. The worst part is that once you get back to the king, he doesn't even acknowledge all the bloody flesh you brought him. Instead, he sends you to another town to deliver a note to some sort of mythical being named "Colin."
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That sounds like a pretty urgent mission. So, naturally, as soon as you reach the other town, you get distracted by side missions. For instance, one guy tells you that "strange things" have taken over his basement, which is bad because that's where he keeps all of his coffins. If you agree to go into the coffin collector's basement, he says "You won't regret this!" Then you go down and instantly get ambushed by sworded skeletons that can kill you with one blow.
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So that was a lie.
Once you decide to move on with the game, you can talk to Colin, who tells you that the rest of your epic adventure awaits on the other side of a door and gives you an item called "Colinkey." You might think you can use the Colinkey to open the Colindoor, but nope. You can't do shit. This is where the game unceremoniously ends: with a closed door and the disquieting certainty that you will never know what's on the other side. (Unless you check with dev move, in which case you learn that it's "some unfinished maps.")
"Forever..." by Kypdev (05-17-1998)
Original description: A boy heads off on a series of quests.
In this one, they don't even have to tell you to go talk to the king. Your character, Kyp, wakes up in his bed saying "Damnit! I am late!" and you instinctively know that the thing he's late for is going to talk to the king. Note that Kyp is so manly that he sleeps in his armor.
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Before leaving the house, you can talk to your family: your mom, who tells you to dress warmly for your mission (I'm wearing clothes over an armor, mom), your dad, who wishes he could join you but says his adventuring days are over, your cat and dog, who bark and meow at you respectively, and your baby sibling, who magically vanishes as soon as your mom exits the room.
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There's a church next to your house, and if you go in (maybe to seek solace for the sudden disappearance of your little brother or sister) the minister will confess to you that he isn't really religious. He's just in it for those sweet minister bucks and the tax-exempt status.
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There's also a bar, and if you enter it you'll find that your dad has gone there to drown his sorrows and is already shitfaced. Now you have to live with the shame of being related to such a freaking lightweight.
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The most sordid part of all this is that if you talk to the bartender, he'll tell you to "have a drink," even though everyone knows that alcoholism has a genetic component. Also, uh, doesn't the game's description refer to Kyp as a "boy"? He's just very bulky on account of carrying an armor around all day.
Anyway, after fighting generic monsters in a field, you reach the castle and... hmm, what was it you were supposed to do here? Let's see if anyone around can remind you:
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Something tells us we're supposed to talk to the queen. Once you do, she says "Please talk to the king," so you do that too, since she asked nicely. The king, in turn, asks: "Wilst thou aid my kingdom and bring peace?" If you say "No" (maybe you'd rather investigate the case of the magical disappearing baby), he tells you to "Leave mine eyes, coward!" but he must be suffering from dementia because if you talk to him again, he'll greet you like the first time and ask the same thing. If you say "Yes," he tells you to... talk to the queen.
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Kinda feel like we're getting jerked around here.
The queen informs you that thy task, should thy choose to accept it, is to rescue their daughter from a rogue knight. To begin the quest, she asks you to go search in a specific tombstone in the castle's cemetery, which would suggest that perhaps we're a bit too late to save the princess. But, before doing that, let's see what the diverse cast of characters has to say now:
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After maximizing your luck stat, you go check out that tombstone the queen mentioned, which is actually the entrance to an underground passage leading to the island where the princessnapper lives in a tower. Upon climbing the tower you get to confront the evil Misaka, who laughs at you and calls you a child. Yeah, a booze-drinking, armor-wearing child who's about to kick your ass.
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Misaka doesn't take being defeated by a muscular little boy very well. In fact, he's so embarrassed that he makes like a baby and vanishes.
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The princess, Dana, is so thankful for being rescued that she magnanimously announces she's joining you on your quest. Wait, wasn't your quest to rescue her? That's not so magnanimous then. By the way, if you get tired walking up and down the tower, for merely 1G you and Dana can curl up inside a talking pot that somehow serves as an inn. A tempting offer, but we passed on the chance to spend the night together Chavo del Ocho style.
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So, what's the game gonna be about now that you retrieved the princess? Nothing, because once you go back through the underground passage, you get a message saying "end of beta," followed by RPG Maker 2's default end credits sequence. We can find no evidence of Kypdev developing any further versions of this game, or any game. He's just Kyp now, presumably.
Did you know you can only insert 30 images in a Tumblr post? We didn't until now, so... to be continued in another post, which will hopefully take less than 26 years this time.
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espeonseal · 2 months ago
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horror rpgs
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indiegamesoutofcontext · 7 months ago
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janimay-sprout-cloud · 2 months ago
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It seems that no matter how much I try, the book stays upside down...
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iodine-cyanide · 7 months ago
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MS soms
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theleondude · 5 months ago
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Fortress Fantasy: A Mann Co. RPG is LIVE!!! (or at least its demo is)
G'day, nerds.
Before I tell you about this action-packed fantasy from the same company that gave you JARATE! - the Jar-Based Karate, I gotta ask...Is your boss around?
No? Then get his arse over here! He's gonna love this. And if you're your own boss like me, congratulations! This game is so hot, it will sear your hands to a perfect 100 degrees! In fact, it is so hot, it is Blazing this post to a perfect 100 degrees! And if you aren't satisfied with the demo of this Mann Co. product, you can take it up with me...
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SAXTON HAAAAAAALE!
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kumzorg · 2 months ago
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im finally done with translating this game and accidentally got autistically attached to these guys, lord help me
links below >_<
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ephemeralhatred · 1 month ago
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eliseliedl · 1 year ago
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More RPG Maker games I’ve played (part 1 - part 2 - part 3)
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ynfg-gifs · 1 year ago
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Yume 2kki - Kaleidoscope World (Red Creature)
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scyfosuart · 3 months ago
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Family Dinner 🍽️🥩
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nintendoduo · 13 days ago
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Playing the Super Nintendo's Forgotten Home-Made RPGs of the '90s (Part 2)
Continuing our look at that brief period in human history when people were creating RPG Maker games on the SNES and posting them to the ancient internet (1998-1998). So far, we've seen four-armed gangstas, a turd-infested dungeon, characters randomly disappearing or turning into other characters, and so, so many instances of the words "talk to the king." Check out Part 1 here or over at Dreamwidth, because Tumblr has been a dick about letting logged-out people read posts lately.
Note: These games can be downloaded at archive.org or rmarchiv.de (or archive.org's archived version of rmarchiv.de, if it goes offline again).
"Ductarr: The Rise of Rebellion" by j0e f0lts (05-20-1998)
Original description: The young mage Eoj Stole tries to recover clues to his fathers mysterious death that leads to a global adventure.
This one has an opening text crawl! Fancy. Sure, two out of the five words in the title are misspelled, but the effort is appreciated.
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Sadly, the main character isn't a problematic music conductor named Lydia Ducktár but a guy by the equally bizarre name of Eoj Stole. Eoj is a "troubled young mage" who enjoys standing on tall mountains and taking psychedelic drugs, based on the trippy light show that ensues after the intro crawl is over.
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We're told that Eoj is thinking back to "the events that took place just days ago." Then he says "It all began when I was only 8 years old." Does that mean he was only 8 years old a few days ago? Is this another game starring a swole adult-sized little kid? Either way, we then flash back to little Eoj being late to some sort of church event, but can you blame him? He's 8!
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Then we find out that the thing he's late for is his dad's funeral. So yes, you can and should blame him.
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(Is the mom sobbing or insulting her son/herself?)
The priest says that Eoj's dad was "a master of the magic arts," but evidently not that much of a master if he's dead now. After lots of singing in another language (meaning a single caption that says "lots of singing in another language") the priest abruptly announces that the funeral is over. He probably needed the church for bingo night or something.
We cut to ten years later, when Eoj has just turned 18. His mom celebrates this important milestone by kicking him out of the house as soon as he wakes up.
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But don't worry: you can still sleep in your old room... if you pay your mom, because she spent no time in turning that shit into an Airbnb.
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"Resting is important! But you know what's even more important? Paying up, motherfucker."
Your mom is at least kind enough to let you ransack the treasure chests in the basement before you leave. She also tells you to "go visit your father," which could be a polite way of telling you to go to hell. If you take that in a more literal sense and stop by your dad's tomb, your clumsy ass somehow causes the hilt of his sword to fall off and you notice a letter inside. The letter reads:
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(Note that there's no closing quote mark, which means that technically all of the rest of the text in this game is part of the letter.)
Eoj takes these semi-nonsensical words to mean that there might be a clue to his dad's mysterious death at a place called Moi Island, so he decides to head there. He also decides to steal his dead dad's sword, possibly so that his mom won't notice he broke it and charge him for it. You get to try out the broken sword pretty fast, since as soon as you step out of the safety of Eoj's town, you're attacked by adult mutant warrior dogs. Luckily, they may look intimidating but they only deal 2 damage, the puny little bitches.
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Getting to Moi Island involves going through a place called "Slime Cave," which is full of treasure chests. Treasure chests... full of slime? Nope, some are empty but others actually have useful items and money in them, which is a nice surprise (unless you're a big slime enthusiast). After exploring for a bit, you come across a blue M&M-looking creature called "Meanie" sitting on a throne, who immediately proves his name right by delivering a Tarzan-like death threat:
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You're then thrown into a fight you can't back out from. If you defeat the Blue Meanie (don't let the Beatles' lawyers hear about this game), he says "You no more treasure! Unn......." and disappears, as does every single treasure chest in the cave, including the ones you haven't gotten to. Hope there wasn't anything important there! Apparently, the correct course of action was to ignore the blue blob sitting on a throne and just continue pillaging the chests.
Next, you take the stairs to exit the cave, only to realize that you've exited the game itself too, since this is the end of the demo. And we never even met Duck Tár (woo-oo).
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A final message from the developer prompts us to check the KanjiHack website for the finished version of the game (just checked; still nothing) and asks that you "E MAIL ME AT THERE PAGE W/FEEDBACK." He also informs us that "THIS IS MADE BY JOE YOU CAN NOT USE THIS WITH OUT MY PERMISSION." Uh, please don't sue us for screenshotting your game 26 years in the future, Joe.
"Evilion" by Shadowtext (05-21-1998)
Original description: Two young people set off to restore peace to the world.
You start with two characters in the middle of a map, right next to a castle. Hmm, wonder what you're supposed to do in there.
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It was "talk to the king"! Never could have guessed it. Once you do so, he asks you "How fared your adventure?" What adventure?! We just started playing. Your character, Karel, replies that monsters are planning to "destroy everything," which in the king's opinion is "terrible news!" He commands you and your friend, Ochal, to go to a place in the south called Oderell. Guess the king also had to go somewhere really bad, because as soon as he finishes saying that, he vanishes. (That, or this is a Tyler Durden-type situation and you were talking to yourself.)
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If you head south from the castle, you run into a town called Ojarel. You might think that the dev forgot how to spell "Oderell," but no: if you talk to one of the town's residents, he tells you that Oderell is to the west. So, you go to the town's west exit and...
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...oh, whoops, that's not an exit, is just a dead end, haha. Okay, let's go out the way we came in. Except...
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...that's a dead end now, too. So is the town's only other exit-looking path. It's at this point that you notice that every shop in this town is eerily empty. I-Is this some sort of psychological horror game?
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Other than the guy who gives you directions, the only other residents in the town are a little girl who tells you she owns the forest and a woman who claims that "even though our town is small, we are happy." They are both exactly as convincing.
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"And now you'll be happy too. Forever."
The only way to exit the exit-less town is to abort this cursed timeline and go back to an earlier save state (good thing you've probably saved like twenty times in these 5 minutes of gameplay because this game tends to crash a lot during enemy encounters). Doing so lets you reach a town to the west that's probably Oderell, but we don't know for sure due to the shocking lack of signage in this kingdom.
Oderell has 66.6% as many residents as Ojarel, meaning two people: a guy who tells you about "five magi" who defeated the "evil horde" that once attacked this town (unrelated to the evil horde promised at the start of the game, which hasn't shown up yet) and another guy who promises to sail you anywhere if you defeat "the monster in the sea." That monster turns out to be a dragon called "Serpent," who has insta-kill attacks and seems unbeatable unless you're cheating by using dev mode to deal 9999 damage each time. Good thing you're doing that, then.
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After defeating the dragon/serpent, a text box tells you that "Ochal and Karal faint in the crashing sea" and everything goes black. Apparently the excitement of defeating their first boss was too much for them and they died on the spot anyway. There's no "END OF DEMO" or implied threats of legal action in this one, just an empty void at the end of it all, so in that sense this is the most realistic game so far. At least the next game couldn't possibly be lazier than this one.
"Alamar" by Tim Maj (05-22-1998)
Original description: A boy sets out on a mysterious quest to destroy evil and avenge his parents with a magical sword.
This one drops you in the middle of a castle, with no preambles or explanation, and trusts that you'll find your way to talk to the king without any hand-holding. It's always nice when a game respects your intelligence like that. So you walk up to the king and... oh.
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No king. No gods either, presumably. No nothing, in fact, because this whole castle's empty and there are no exits, again. There's nothing to do in this game... unless you reset it and load the mysterious save file that comes included with it, which spawns you outside the castle with no doors. Can you guess what's out there?
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If you guessed "more nothing," you are correct. Just empty fields with no towns or even a single dog person to beat up. Peeking under the hood reveals that the dev spent some time making attacks and spells, but no time whatsoever placing enemies to use them on. Does this qualify as an early example of one of those artsy "walking simulator" games where nothing happens? You were ahead of your time, Tim Maj.
"The Dragoner" by Wing (05-24-1998)
Original description: A knight embarks on a quest to reclaim the world for humans.
You start next to two guards who call you "captain" and wish you a good day. At this point in the game it's fun to go back and forth between the two, imagining they're getting louder and louder each time to try to out-"good day" the other.
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That door up there leads to the interior of the castle, most of which seems to be off-limits to you. If you try to go through any more doors, you're emphatically informed that there's "no enterance" because they lead to the king and princess' rooms and they are "pravate." How are you supposed to go talk to the king if you can't even see him?!
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What you can do is go down some stairs, which leads to a hall where you meet... the king? Wasn't he just yelling at you from his room? Does he have a slide pole in there leading directly to the throne?
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The king tells you that "this city was built on an island in the center of the world," which suggests that he had his door locked because he was getting baked. There used to be a portal connecting the city to the rest of the world, the king claims, but it was sealed off when said world was destroyed by "an evil sprite." Now that portal has become un-sealed, for some reason, but fear not: the king already sent Jenny the Sorceress to find the cause of this "anomany."
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(Obviously that's a misspelling of "anomancy," meaning the art of reading one's future via the wrinkles in your butthole.)
The king sends you off to find Jenny and help her in her mission. Before that, you can stop by the shop outside the castle and buy weapons from a guy named Raymond, who assures you that he only sells "good weapons, unlike Tony." You could technically buy weapons from Tony, too, if for some reason you like owning dogshit weapons.
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Since you can't afford Raymond's weapons at this point, you elect to go fight monsters with your bare hands rather than bear the social stigma of using Tony weapons. Oh, you can also stop by the "discount store," but before you can even browse, the attendant tells you "Umm... you can't afford to buy anything." Some discount store.
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Having stocked up (on nothing), you can go to that portal the king mentioned, where you meet the good sprite Cathine, who seems to be a sort of door lady or bouncer for this mystical pathway. Before letting you go through the portal, Cathine tells you, unprompted, that "only the dragon and its rider can save the world" and that "you are the dragoner." Based on your reaction, this is all news to you.
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Cathine gives you a key and tells you to "go search for the dragon" so that "one day, the earth will be alive again!" If you have no clue WTF any of that means, don't worry, neither does your character.
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Cathine vanishes without really explaining much. With nothing else to do, you go through the damn portal, at last, and reach... another empty field with no enemies and nothing to do. Wait, is this a crossover with the previous game?
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Alternatively, you can take this to mean that Jenny the Sorceress destroyed all the monsters and brought peace to the land while you were busy not buying weapons and talking to possibly high people. Mission accomplished!
That's it for Part 2 of this series. Coming in Part 3: games that actually take more than 5 minutes to play through! (In fact, we had to stop here because the next one requires more screenshots than Tumblr will allow in this post.)
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temoguy0 · 2 months ago
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So I decided to do some absolutenutcase type comics lol
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I'm thinking about making more.
Thank you for inspiring me, absolutenutcase162...
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indiegamesoutofcontext · 9 months ago
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hengusmcmann · 1 year ago
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RPG Maker is objectively the best game engine ever because you can make shit like this happen
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iodine-cyanide · 5 months ago
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Woag….lebians…..
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