Post-Mortem


Development Log

Devtober is becoming a good learning experience. This should be something that aspiring developers to look forward for, especially this personally has improved my RPG Maker experience tenfold from where I started.

The game become much more polished than I initially had expected. There’s a lot of growth in this event alone: making customized animation (Hellbeam spell), using plugin (Yanfly), more polished scenes (final demo bossfight) and much more as shown in the Devlog.

The promotional art is created by a fellow member of the team named May. I hope people like it ^^

Some food for thought during development that I haven’t put much into my devlog and will be added for future work of Broken Ace:

  • RPG should have some general scaling before development. In this DEMO, the definition of damage level is inconsistent.
  • Aside from damage, equipment stat and pricing also need proper adjustment aka general scaling.
  • Story can be refined further.
  • Scenes can be improved. Utilization of illustration image or similar can be considered to flesh the scenes.
  • Removing content can get more troublematic than adding up contents, so it’s better to come up with general scaling and balancing ready on paper before actual game development.

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