Omega Arena by Masuno
A short game where you fight through an arena in order to grow stronger, and come to fight some guy named Omega.
[Arrow Keys], [LMB] to move.
[Z], [Enter/Return] to interact.
[X], [Esc], [RMB] to cancel/open menu.
Update Log:
v1.0.0: Initial Release
v1.0.1: Fixed a gamebreaking bug that stopped the player from doing any of the battles.
v1.0.2: -Fixed problems with certain enemy skill animations not showing
-Fixed problems with Nurse in Hospital menu not appearing the same as Nurse on the field
-Fixed problem with the final boss not dying
-Fixed problem with Johnathon's Construct skill costs not appearing correctly
v1.0.3: Fixed a bug that allowed the player to break the level limit. No more easy time for you, hue hue hue...
v1.0.3b: ACTUALLY FIXED THE NURSE BLEEEEEEEEEH
v1.0.4: -Fixed a bug with two of Alyssa's spells that made them usable even outside of battle, causing her to waste MP for no effect.
-Fixed another bug that made the final boss fight unfinishable.
To ease the impact of the v1.0.3 difficulty spike, have this.
HINT: Enemies that do not give AP have a reason for doing so.
Thanks to MV Game Hub for hosting this game, and allowing me to port the game to web and allow even more people to play and enjoy Omega Arena!
[Arrow Keys], [LMB] to move.
[Z], [Enter/Return] to interact.
[X], [Esc], [RMB] to cancel/open menu.
Update Log:
v1.0.0: Initial Release
v1.0.1: Fixed a gamebreaking bug that stopped the player from doing any of the battles.
v1.0.2: -Fixed problems with certain enemy skill animations not showing
-Fixed problems with Nurse in Hospital menu not appearing the same as Nurse on the field
-Fixed problem with the final boss not dying
-Fixed problem with Johnathon's Construct skill costs not appearing correctly
v1.0.3: Fixed a bug that allowed the player to break the level limit. No more easy time for you, hue hue hue...
v1.0.3b: ACTUALLY FIXED THE NURSE BLEEEEEEEEEH
v1.0.4: -Fixed a bug with two of Alyssa's spells that made them usable even outside of battle, causing her to waste MP for no effect.
-Fixed another bug that made the final boss fight unfinishable.
To ease the impact of the v1.0.3 difficulty spike, have this.
HINT: Enemies that do not give AP have a reason for doing so.
Thanks to MV Game Hub for hosting this game, and allowing me to port the game to web and allow even more people to play and enjoy Omega Arena!
Ratings
| Coolness | 52% | 3 |
| Overall(Jam) | 3.38 | 455 |
| Fun(Jam) | 2.96 | 670 |
| Humor(Jam) | 1.88 | 828 |
| Innovation(Jam) | 2.22 | 992 |
| Mood(Jam) | 3.05 | 647 |
| Theme(Jam) | 2.32 | 1068 |
I used the wrong script call. Knew I shouldn't have rushed the game out. This has gone on my mistakes to remember list.
I'm rolling out v1.0.1 right now, and it'll be uploaded as soon as my computer starts to cooperate. Thanks for reporting this to me.
To future players: If the download link does not say "Omega Arena v1.0.1.zip" then it is the broken version. Do not play that one. The new one will be uploaded in a few minutes.
A lot of the art and effects came with the engine, but, in a few cases (such as Zantetsuken, if you've gotten that far, or some boss skills) are effects that I either mashed together from other effects, made slight alterations to other effects, or for Zantetsuken, made it myself.
The characters were randomly generated from within RPG Maker MV, with slight alterations after, and their classes were based off appearance. I made Johnathon an Engineer because he looked like a military engineer to me.
So yeah, I guess this just goes to show how powerful the newest RPG Maker (with plugins, of course) can actually be!
Just in case that causes confusion.
Please give it a moment. The bug fix should say "Omega Arena v1.0.2.zip" when complete.
@Xgor, The 3-4 second animations is probably the product of lag. Lag is a huge problem with the engine that I used for this, since it is very resource-heavy on its own. It's nothing I can control--some computers just play it better and faster, though.
@Hot Box Games, thanks! It really means a lot, seeing as this was my first complete game. I'll do my best to keep this up!
I've found out a problem with the game--mainly, that the maximum level is not enforced. The maximum level is supposed to be 20, and the game is supposed to be very hard in the end. The new update (v1.0.3) will enforce the Level 20 cap.
In fact, the only problem I have with this game is that there is so much cool stuff that I don't have enough motivation to figure it all out! :D
You should have explained what ATB and CTB is before asking the player to choose one of them. Since, I dont have any idea what they are my selection is irrelevant. Also, it would be better to explain to the player all those acronyms you used in the game like AP etc. This will help the player in making more informed decisions.
@TheMonsterFromTheDeep, I realized that much a bit too late. I wanted to throw some music in, but I'd been a bit burned out, so I didn't have enough motivation to go through the entire library of music that comes with the software (it's more than you might think) and put some fitting music in.
@lawendt, It's Masuno. :P But, thanks! I'm glad to know you enjoyed it.
@Anshul Goyal, When I started the project, I thought I'd give the explanation, but for some reason thought it'd be better to explain after the choice was made, and give them a chance to turn back. Obviously, that wasn't better, so after everything's done, I'll probably go back and throw a lot more polish and user-friendliness on it.
As for the acronyms, I'll probably throw in an NPC after LD, but here's a quick explanation:
AP stands for Arena Points, which serves as a kind of currency. The more enemies you defeat in the arena, the more the arena attendants are willing to do for you. They aren't a tangible currency--just a kind of system that lets the arena attendants know you're worth giving better stuff to. :D
HP is, of course, Hit Points/Health Points.
MP, of course, Mana/Magic Points, used for spells.
TP is the one that's gathered the most confusion, for some reason. It stands for Technical Points, and is gathered in battle. It's reset every time a battle endss, and randomizes (though the software controls that, and i'm not entirely sure of the algorithm or maximum) at the beginning of every battle. Everyone requires it for the Ultimate Skills they get at level 15, but Max also uses it for his Rally and Blade skills, as a kind of anti-spam control.
All of this will be explained by an NPC after LD's voting phase is done, but here's that quick explanation for now. :D
My only big problem is that it gets very hard a bit in, since items and healing are extremely expensive relative to your gains after each fight, meaning that you have to grind the easier fights to even stand a chance.
Not to sound too nitpicky. I enjoyed this game, and might come back to it later to see if I can beat it.
The items are definitely expensive and prices need some balancing. I didn't have true "standards" when creating items like I did for spells and abilities--which is why some items are ridiculously more efficient than others.
As for the healing... well, I'll have to see if I can make the script take a fractional price. I didn't want the healing to be that ridiculous, but I also didn't want it to be "pay 10 AP for limitless healing" either. I wanted costs to grow as the game went on--which is why I used that script.
As for innovation, well, I wasn't really aiming for any innovation in particular. If I can put some in on terms of innovation, then I will.