Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

We need your feedback! 🙏

A topic by André N. Darcie created Feb 04, 2026 Views: 1,081 Replies: 78
Viewing posts 1 to 19
Developer(+1)

This game engine is a personal project. It is open source, free, and built together with the community.

We would love to hear any kind of feedback. It can be something small or something big. An idea, a new feature, or a major improvement.

If you found bugs or ran into issues that made development harder, please let us know.

We are truly open to feedback. We will read everything, think carefully about it, and everyone who contributes will be credited. It is going to be really cool! 😊

(+1)

Hi there! I love the idea behind this engine but... is there no way to edit character sprites? It would make a HUGE difference. Thanks in advance.

Developer

It is now possible to edit all existing sprites!

Come try it at the 2nd Tiny RPG Game Jam

Developer(+1)

Thank you very much for your time and attention! Your feedback is very valuable.

After you mentioned it, I went ahead and implemented it, and now the feature is here!

It was an honor. Your request is an order!

I also added your name to the credits in the post. 🙌

Full Sprite Customization!!

This is just amazing! Thank you so much! How can I customize the hero, or swap him for some of the other sprites?

Developer

I’ve pushed an update where it’s now possible to change the player’s sprite. In the Objects section, where you set the player’s starting point (initial position), you can now customize the player’s appearance there.

Amazing! Thank you!

(+1)

very nice! caan skill text  be edited? also what key to press to use sword. nice look and feel.

Yes, I do agree, it would be cool to edit skill text :)

nice! keep gaming!

Developer

I just made an update where it’s now possible to change the order of the skills, meaning you can decide at which level each one is unlocked and the order in which the player receives them.

Changing the description text is a great idea, I’ll add it as something we plan to implement soon.

Regarding using the sword, the player always uses it by default if they have one, but I can add a visual indicator to make that clearer.

Thank you very much for your feedback!

Great! Thank you for listening! And what about adding a little piece of music? Maybe you can let us upload stuff or maybe the engine could have a small MIDI library ready to go...

very nice. since the engine is limited by design, could it export to other limited platforms? There was a puzzlescript to MSX console for instance.. Also what's the engine license can eventually make commercial games? keep up nice work!!

Developer

Hey everyone, thanks for commenting and giving feedback.

We’ve listened and now Tiny RPG Studio has a lot of new cool features thanks to all of you.

Now its time to check these new features, and what better way to do so, than a brand new

TINY RPG GAME JAM

(4 edits)

First things first—great little engine! Minimalist, simple, and to the point. Love the UI simplicity!

Now, some long winded notes and suggestions:

Skills

Allow for the enabling and disabling of individual skills. This way, you can create a "do-it-yourself" character build. Rename skills to have non class related names. For example, a skill like "Fire Mage" makes no sense if you're playing as a thief. Call it "Fire Walker" and it becomes universal. Some skill suggestions below (for illustrative purposes only):

  • Undying: Automatically revive once after death.
  • Silver Tongue: Unlock new dialogue options.
  • Backstabber: 50% chance for double damage from the back.
  • Alchemist: Potions heal full life.
  • Fire Walker: You can walk on lava.
  • Locksmith: Open locks without a key.
  • Cautious: Pass through traps without taking damage.
  • Booksmart: XP scrolls give you double experience.
  • Weapon Expert: Your weapons have +1 on stats.

EDIT3: Already implemented

Dialogues

Have branching dialogue options. If nothing else, at least have a ✗ or ✓ as options to answer, to create a semblance of dialogue.

Tilesets

The tileset is suboptimal. It covers just one genre (fantasy), has way too many NPC assets (considering the small scope), and way too few environment assets (even for the small scope). 

The bigger problem is that right now, it stands somewhere between symbolic and literal representation. I would propose you move further into symbolic representation, with the optional import of other tilesets (modern, sci-fi, western, cyberpunk, etc.). To do this, you will need to implement name tags in dialogue and allow for duplicate (reused) NPCs and the renaming of NPCs in a scene. I know the asset import goes against the idea of having everything ready to export in a (short) string, but so does redrawing half or all of the NPCs to get what you need. If nothing else, at least think of including tilesets for the other genres I mentioned.

EDIT3: You need about 16 map tiles per one good looking environment. 

Variables

You probably need more. 16–20 sounds about right for a micro-game.

World

A bigger world map would be nice (perhaps have a switch between 3x3 and 5x5). The bigger option would allow for  overworld, one big(ish) and one small dungeon, which is perfect for a small game. Right now, the 3x3 map is more of a proof of concept than anything really useful.

Objects and enemies

  • Enemy Stats: Allow for changing enemy stats (0–9 range)—click on the boxes and write a value. This way, you don't need to use a fixed enemy progression.
  • Weapon Stats: Allow for changing weapon stats (0–9 range)—click on the boxes and write a value. This way, you can easily create armor suits if needed(low attack, high defense) or different weapon kinds.

EDIT3: While what I proposed about Enemies and Swords would be a great addition, the most important addition would actually be enemy rename- even though you can reskin an enemy, right now when you're killed by one it shows the name of the enemy from the editor.

  • Rename Tabs: Rename the "Swords" tab to "Weapons."

EDIT3: Add Indication of weapon durability(and attack strength), the same way enemies have indication of their damage output. The player shouldn't have to count in his head, so either remove weapon durability and make them unbreakable or put in visual indication of their remaining durability.

  • Add Traps: Add a Trap—basically a static enemy that has 1 life and adjustable damage(see above) or fixed low damage(1 or 2). It can easily be bypassed by careful players, advanced characters(who can take the hit) or characters with certain skills. Great for temporary closing off parts of the map among other things.
  • Add Chests: Add a Chest that requires a key. When opened, it disappears leaving one (pre set from a list) item behind.

EDIT3: Right now you can do the same with walls and a door, but it wastes way too much level estate to use it often.

  • End Game: The object should work similar to gates- activated by a variable. This way you can set a specific dialog as a condition to end game(great for narrative games).  

EDIT3: The object should stay as it, but create a named variable called END GAME that can trigger an end game condition so a dialogue can act as an end game trigger.

With the above changes to the objects and the addition of the trap and chest, you cover all the basic pillars of a good micro-RPG: 2–3 location-appropriate enemies, one boss, at least one cool weapon and item, one trap, one secondary location, an element of surprise, and some story.

Ideally, you should also have one resource to dump into upgrades, so think about implementing money and traders as a resource drop and mechanic; however, you can probably skip this if you make skills a binary choice at level up. This way experience becomes the resource you dump into upgrades.


EDIT: Noticed the sign post and speech bubble behave identically- they set a variable and display information. Would make more sense if the speech bubble disappears after it's interacted with. Otherwise it just hangs there.

EDIT2: After playing some more with the engine I realized  I was wrong on some points, so i crossed some things out.

EDIT3: After doing some more thinking about game mechanics(yeah I do that a lot) I revised some of my previous suggestions to keep more in line with what I understand as the spirit of the project. Light revisions to text for clarity.

Developer

Your feedback has been one of the best so far for the game engine. I read it as soon as you posted it, but instead of replying, I rushed to implement a few things.

“EDIT3: Already implemented” was directly because of your feedback. I completely agreed with you, naming the skills after RPG classes didn’t make sense, so I changed it just like you suggested. That was your idea, and thank you very much for that!

Since your feedback was so good, I spent several days thinking about the points you raised so I could give a proper response. As you’ve seen, I’ve already implemented some of them in the engine.

The engine evolves faster than I can write devlogs about it, so things are constantly changing.

This comment is mainly to let you know that I’m working hard to apply what you suggested, and I’ll comment on the other points soon.

Thank you very much for everything.

Hey, no problem. Glad I did not scare you off with the wall of text. I have some experience helping create and working with custom small game editors(and engines) so I know how it is. I'll add three more suggestions so I don't waste a perfectly good post ;)
1. Check your new font implementation. Left you a bug report on github, but I have no idea if you're checking that. Right now the font swaps normal for capital letters and vice versa.
2. Think on implementing limited randomness- if you implement containers(chests or something similar), the logical next step is to implement limited loot randomness. Basically have an object with 3-4 empty slots to populate with possible loot and the engine picks at random from those. Leaving one(or more) empty creates a possibly for having an empty chest. 
This can be something that's calculated at game start, as in all chests are populated when you start the game, doesn't have to be done when chest is opened.
3. Think about making it possible to disable the editor menu when exporting a game. While it's nice to have an access to the editor for people who are interested in actually designing something and want to check how things are done, it's useless for people who just want to play a game and makes the game look like a forever work in progress, since the editor is always one click away.

Developer

Thank you very much for such deep and detailed feedback!

Finally, we now have chests in the engine. You can choose exactly which item to place inside a chest, or you can enable an option that makes the chest give a random item to the player.

Chests are a staple of almost every RPG, and they were definitely something the engine was missing until now. I'm very happy to finally have them implemented. Feel free to check them out if you'd like!

I'll continue investigating the other points and ideas you've raised. Thanks again for all the valuable feedback.

Ok, just checked the chest implementation. It's good, but it can be better. Here's how:
Put a switch on the chest to choose whether the chest is locked or unlocked by default. If it's unlocked it works the exact same way as it does now. If it's locked it works similar to the trap- you have a dropdown to link it to a variable that's unlocking it. This will allow for a huge amount of gameplay options, like unlocking a chest after a dialogue, after a lever pull, after a puzzle or after an enemy death.
Another thing you might want to change is how the random item chest works. From a design standpoint it's very rare to use a truly random item drop, especially in the small scope games you can design with your engine. What would be very useful  is some limited randomness, as in a chest that gives a random weapon(one of the swords), a random armor(either armor or boots) or random consumable(key, scroll, potion). This way the designer still has control over the type of loot you get(for example a weapon), but you keep the element of surprise. 
Implement these things and a way to trigger Đ°Đœ end game state through dialogue and you'll have everything you really need.
On a totally unrelated topic, I love the trap implementation. Now this works great!
Keep up the good work!

(1 edit) (+1)

Hello! I've made 2 games so far with TRS and it's such a great engine, and I have thought of some things that would make it even better.

1. It would be cool if we could change the stats both for weapons and for monsters & bosses (damage, life, etc)

2. Maybe a bigger map? I get the point of the engine is to be minimalistic but it would be great if it was maybe 4x4 or 5x5

3. It would also be cool if we could create our own custom tiles on top of those who already exist. You could create a new tile and then for its properties, you could implement a "mimic" system. So if I want to do a tile that works like lava but it's blue lava (and you need bothe, blue and red for some reason) you just create the tile and you tell it to mimic lava. 

Hope it helps! :D

(EDIT) 

4. There's a bug where sometimes, when going up a level your sword disappears. It would be great if you fixed it :)

Developer(+1)

Thanks for spotting and reporting this.

  I fixed it now. The sword was not actually being lost, but during some level-up screens the game was hiding the inventory bar, so it looked like the sword had disappeared. The inventory now stays visible during that level-up choice screen, so your equipped sword should no longer seem to vanish.

  Really appreciate you catching this.

Well, i've been testing it and it still occurs. Also, it seems the sword actually disappears, as in the final boss of my game (Adventure of Ink) the player can collect a golden sword before the fight, but if they gain some xp before the boss, the sword dissapears and the player does only 1 damage.

Developer

I had fixed the bug, but the deployment failed and I didn't notice it. I've deployed it again!

Sorry for the inconvenience, and thank you very much for your time and attention.

I think it should work now, my friend! 😊

Thank you very much!

Developer

Hello again, my friend!

There is another possibility besides all of that.

The swords have durability, and they gradually wear down as you use them. Eventually, they can break completely, leaving you without a sword at all.

That might have been what happened as well.

Oooooh... I didn't knew that! It would be cool if that was more explicitely told in the editor, and it would also be cool if we could disable that option (just like the skills). :)

Developer

Now the engine displays item details in this description modal.

For the swords, I added:

"Collectible steel sword: when equipped, increases the player's attack damage (the strongest weapon). Breaks after a few hits."

But you gave an excellent suggestion about making weapon durability optional. That could be implemented as a simple checkbox.

Yeah, that's what I thought! Thank you very much!

Developer

Thank you very much for your feedback, my friend!

It's amazing that you've already created two games with the engine. I'm really happy to hear you're enjoying using it. You're already one of the users who has created the most games with the tool!

Regarding changing weapon and monster stats, that's a natural evolution and it definitely makes sense. I just need to be careful because modifying things that are currently hardcoded defaults is a bit complex and could increase the size of the shared game URL.

A lot of people ask for larger maps. The small map size is intentional because it encourages creating small, fast-to-make games, which works really well for game jams. That said, I do think it would make sense to add support for user-defined map sizes for power users of the engine, while keeping the current small size as the default for most people.

As for adding new tiles, that's actually a very good idea. It's a bit more challenging to implement, but I'll definitely take a closer look at it.

Thank you again for the feedback! I really appreciate it.

(+1)

Thanks for reading it!!

(EDIT) 5. Smooth movement: instead of tile-by-tile movement, it would be cool if the player just slided.

6. As VM81 pointed out, we need enemy rename.

Bardzo fajnym pomysƂem są palety inspirowane klasycznimi konsolami ( i nie tylko ). Szkoda tylko, ĆŒe brakuje wƛrĂłd nich ZX Spectrum. 

Developer

Thank you! I don't actually know the language you used, so I had to rely on a translation. The translation I got was something like: "The palette inspired by classic consoles is a great idea, but it's a shame that the ZX Spectrum palette is missing."

If that's correct, I completely agree! A ZX Spectrum-inspired palette would be a fantastic addition, and I'll add it to my list of ideas for future updates. 

I speak Polish. I prefer to write in my native language, but if you wish, I can write in English (using Google Translate).


Gratuluję zrobienia ƛwietnego narzędzia! ZrobiƂem z Twoim silnikiem ƛwietną grę ( najprawdopodobniej dzisiaj premiera ). Samą grę zrobiƂem w 30 minut, ale potem przechodziƂem ją i zmieniaƂem przez 1h, bo bardzo trudno byƂo odnaleĆșć balans, raz za Ƃatwo, a raz za truno.

Developer

That's fantastic! It's funny how things work. I'm Brazilian and speak Portuguese, but here I am writing in English too, haha!

Thank you so much for your feedback! Please share the link to your game here. I'd love to play it, give you some feedback, and share it with others!

About balancing the game, do you think there's anything I could add to the engine to make that process easier for you? Any feedback is welcome, so feel free to share your thoughts and suggestions!

(3 edits)

Link do gry: https://fire-frog-ff-studio.itch.io/siemowit

Jest to moja pierwsza gra na tym silniku, więc "jest w stanie takim, jakim jest". WedƂug mnie to moja 2. najlepsza gra. Na twoje narzędzie natrafiƂem dzięki temu ƛwietnemu projektowi: https://haroldo-ok.itch.io/tiny-rpg-studio-sms

JeĆŒeli chodzi o balans to wpadƂem na pomysƂ, ĆŒeby byƂ suwak, ktĂłry sƂuĆŒyƂby do automatycznego podwyĆŒszania/obniĆŒania poziomu trudnoƛci ( jednym suwakiem moĆŒesz zmienić kilka zmiennych np. liczbę ĆŒyć i obraĆŒeƄ wrogĂłw czy liczby XP itp. ).

JeĆŒeli gra Ci się spodoba, byƂoby mi miƂo jeƛli udostępniƂbyƛ link do niej innym osobom. Chętnie teĆŒ wysƂucham twoich propozycji zmian. Ja chciaƂbym w mojej grze dodać muzykę i alternatywne dialogi.

(4 edits)

There's now 37 Games made with TRS! Thanks, Fire Frog FF Studio! By the way, your "Slider" idea (for variables, hp, etc, to balance the game) is just an idea, right? (Since you never programmed it into your game).

Now I must address the First BUG issue that I posted in the topic I previously made, then I have some feedback.

So: I see what you did there, Diguifi Studios (*wink*). You just removed your final gate (magic door) to solve the problem. The Variables BUG Still Persists for JeanCarls' Tiny RPG Test as well as a few of my own WIPs (I can't speak for the other 35 TRS Games, as I've not played all of them yet).

This tells me that some games remain that DEFY Andre N. Darcie's Almost-Fully-Fixed BUG Fix, which is amazing to me, as I can't fathom how TRS' two Devs aren't able to nail it down! I'll just assume that the only way to "Fix" the affected games is to Re-Make them from scratch and see if enabling a prior variable still permanently re-enables it, since even the Devs have no real way to fix the issue.

It would be nice to have the temporary top screen moving down for a few seconds fixed when entering a different screen too!

Lastly, for more constructive feedback, I'll just say that the main thing I've been wondering (amongst other users' great suggestions!) is: having only 1 armor that prevents ALL Damage is unrealistic. There should be at least 3 different types which should reduce (NOT avoid) damage, just like the 3 swords. Also, I know the altering Swords-Monster Stats update is coming, but it should be applied to the armors as well. Finally, swords shouldn't have a defense stat, as it too is unrealistic. Let them just do their damage after a few hits and then break.

PS: I have a neat idea for how to water-walk instead of lava-walk when you raise a level to get that skill/spell, as well as how to make walkable tiles of a different unwalkable tile, but I'll keep those to myself for now (I figure smart users probably already have an idea).

Thanks so much for listening and doing a great job improving the engine!

(2 edits)

Nie za bardzo zrozumiaƂem Twoją wypowiedĆș. Co masz na myƛli mĂłwiąc o BƂędzie? Czy ten bląd występuję w mojej grze? Czy Ty mĂłwisz co ja mam dodać,  czy co mam dodać Autor Silnika? MoĆŒe to wina tƂumaczenia?


Fajnie jakby zostaƂa stworzona kolekcja, w ktĂłrej są wszystkie gry zrobione w Tiny RPG Studio. MoĆŒnaby stworzyć nowy temat na forum gry, w ktĂłrym ludzie wysyƂaliby link do swojej gry, a inna osoba np. Autor Silnika dodawaƂa ich grę do kolekcji.


PS: Suwak to tylko pomysƂ na rozwój silnika. Ze zbrojami i mieczami to masz dosyć dobry pomysƂ.

Andre Darcie said that he fixed it (read my topic on: A Very Annoying Issue!), but it STILL Persists in a few TRS Games (eg. Tiny RPG Test, and a few of my own WIPs). The only way to know if your game has it is to beat the game, then replay it, but from what I could tell, your game's like the majority (it doesn't have the BUG).

Yes, I thought your Slider idea was just a suggestion, from how Andre replied it.

Yup, Andre has listed most of the games in his Milestone 30 Games thread, but there's now 37 TRS Games, so I agree that it'd be nice to have a list (even though I have them all bookmarked, so), just so everyone can find them all in one place. 29 of them are listed in the Editor itself ("Explore"), and of course, there's the two Game Jams (though some are hidden or deleted, as I noted in one of my previous posts).

(1 edit)

Czy mĂłgƂbyƛ sprawdzić czy w mojej grze występuje ten bƂąd? Sam zrobiƂbym taką kolekcję z grami zrobionymi w TRS, ale to wielka praca i odpowiedzialnoƛć. 

Developer (3 edits)

Hi Gamer735! I’m not really following the full thread, so I’m not really aware of which bug is being discussed, but I noticed you said
“I’ll just assume that the only way to “Fix” the affected games is to Re-Make them from scratch”.

Just to clarify, all builds prior to any bug fix will remain with the bug, builds don’t just “update” to the latest version of the engine automatically (just like any other game engine, like Godot, Unity, Unreal, RPG Maker, etc). You do have to generate a new build from the updated engine page.

But to do so, there’s no need to re-make a game from scratch, all of our updates to the engine are backwards compatible, so you can import your old build and voila! It will run normally in the updated engine and you can just export it again and this time it should be bug-free.
image.png

(+1)

Thanks! Good to know it :)

(7 edits)

With the utmost respect, I'm well-aware that no programs or apps just update by themselves, as it requires user interaction, made even easier by using a Linux OS (programs are all updated when you update your system, unless you have some that need their own updates, like the Solarus engine [makes TLOZ: ALTTP games], or OHRRPGCE [makes DOS-like RPGs, but can do platformers, etc], or Luanti [formerly- MineTest]) or Chromebook (programs and apps), BUT:

- since I've only been using Online (Browser) Engines about maybe the past couple years or so (Squiffy, Twine, Bitsy, Bipsi, Mosi, Bitsy Color, Bitsy HD, Bitsy 3D, BC3D, and more-recent ones I found: nswe Engine, WhimTale, WareWare, TRS, and ones like: TTRPGs, PICO-8, GB Studio, OOlite...), I thought that (due to HTML5, etc) Online Engines DID update themselves?! Maybe where TRS is PROGRAMMED by Andre and yourself, you can't get the update thing working like some other OEs do, since you say that you must generate a new build.

Also, respectfully, I know how to import-export, and I actually DID Import the few TRS Games with the BUG (yours is now scratched, since you removed the end- boss gate, which I mentioned in my other post): Tiny RPG Test, and a few of my WIPs with the Restart Game BUG Still occurring, BUT I Never Tried Exporting them, so I'll do that shortly to see IF it works! (I assume the Newest TRS Build is STILL v1.3.3? That's the one I've been using since v1.2.8.) I'll post back if it did...

EDIT: Well, I have Good News and Bad News. Andre's FIX does indeed work if you Export your Game (eg. in the case of your Tutorial, it removes the end-boss gate). But the BAD NEWS: it's just a BAND-AID, because when I re-add the gate (magic door) and turn my previous Variable back on, you guessed it (again!): That Very Same Variable is STILL turned ON! (If it helps, it's Variable #9 for end-gate and end-boss.)

For that reason, I Still stand by what I previously posted about the BUG (it's Still Technically NOT Fixed). Maybe Andre or you could take a better look in your code to see what's causing it because it's Still NOT nailed! It's disheartening for me because it effectively removes 1 (out of the updated 16 [from 9]) Variables that I can use in a TRS WIP Game of mine, since it'll ALWAYS be PERMANENTLY turned ON! (Perhaps my idea of Re-Making the game from scratch is the ONLY Actual FULL Fix? I'll have to try it and get back to you here, once I have the time!!)

Lastly, because I know you (Diego on YouTube. I Sub'd you) and Andre are very busy with life, besides improving TRS, I'll make a list in a new thread with all 37 TRS Games made so far just as soon as I (once again) get the time!!

In closing, please FIX the Rooms Glitch I posted before! Thanks for your post, it, along with all of us asking questions, will go a long way in keeping TRS active, maintained, updated, and ever-evolving! :D

(1 edit)

I made a list of ALL 38 TRS Games earlier!

I've still not played all of 'em, so I can't post more about the "Restart Game BUG" (besides the 2 main ones I'd said of before) until I do that. 

I've also still not tried re-making Tiny RPG Test from scratch, so I can't post about that yet either.

Just noticed since only about 11:20 p.m. here (10 minutes ago) the NEW "UPDATES" Button in the Editor, detailing what-all has been added. Great job!

Lastly, still no word on the Temporary Rooms Screen GLITCH, so I'll assume that you've still not found a way to fix it (or the RG BUG).

ZrobiƂem krĂłtki poradnik na YouTube jak zrobić magiczne drzwi otwierane po dialogu z NPC. Link: https://youtu.be/YrG0_IvPOqA?is=inUmnwqLmJ4OstTV

Nice! I Liked and Subscribed.

Dziękuję! Cieszę się, ĆŒe Ci się podoba!

Hi guys, another suggestion. You may want to think about allowing more than one alternative dialogue on per character. This way characters will be able to react to your binary choices and the dialogue skill might actually become useful

I've been thinking of a similar thing, along with the ability to allow Variable usage before an NPC actually starts talking (ie. put a Variable before their first dialogue text), although I researched this before and it'd actually complicate things within TRS, so your idea (VM81) sounds better.

(1 edit) (+1)

BUG(S):

=Statistic menu=

- Shows I have only 1 branching dialogue active when I have at least 5 set up (Man without arm,zombie woman, orange suit, orange suit 2, and the at least 3 of the endings). I checked to see if it’s “one per map” but it didn’t change.

-Walls :are not showing in the menu as “changed by player” I have in game used the walls I’ve changed and it says I have made /used 0 of them.

-Items: Game says there’s none in use, however I have a key in place and it’s not showing as such. It and other things I would have considered an “item” (keys, potions, what it describes) show up in the OBJECTS tab of the statistics.

-Dialogue: counting only counts if the creator MOVES the npc after initial creation. (King for example makes it go up by 4 due to the name, but until I move it him the text I made won't update in the thing)


When changing tiles with an item/npc already there it takes you  draw/holding a pixel before the area you want to change (See video) →Video2 Unknown if this is a glitch or just how things will be from on. 

==Main Menu==

When pressing to play with the on screen arrow buttons they do not work with the mouse (see video) â†’ Video1

(if the video stuff is messed up click my profile on the vimeo and there's the 2 vids there)



==SUGGESTIONS==

-Let us delete skills or XP popups? Or set a limit of how many we may use. IE: I would have made a stealth zombie game but I didn't want the player to get more XP and get skills that aren't in the game/usable. OR let an NPC let us learn a skill? 

-I Love the new LOGIC tab! I ended up using a few! However I noticed that I thought I could make a "you can't go back" type puzzle, and I can't seem to work that out with the logic. What I was thinking of was that the player goes to the next map area, and it auto locks them in the new map until they can activate a variable or f lip a switch, open a door etc. A tutorial I think would be wonderful for this new expansion!

-or swords "breaks after a few hits" as a flavor text for a player is fine, but for making a game I often forget how many hits a sword can take or do before breaking. Is there perchance a way to have it so that we know an estimated number? ie: 2-5 hits.

Rename Enemy Mobs!

The engine's NPC names are fine, you can customize their text box to say who they are e x: king, knight, child "Child: Says words here" But when it comes to enemies I found while making a non-fantasy game that they keep their name of the base entity you picked. I was testing an area and noticed that the Dark Knight I re-sprited shows up as "Killed by Black Knight" (see screenshot) and noticed I couldn't change the name :O

-Give npc item/let us set an npc to accept an item and it takes it/turns a switch on

-NPCs will have an orange ! next to them. Sometimes it activates sometimes it doesnt. I was wondering i we could set it manually in the character's   speech stuff? 

-Maybe with the new choices options we could have one be insta-death/game over instead of having the player wonder around to the exit? 


WARNING ABOUT MUSIC/AUDIO:


For safety I would recommend doing a premade set of royalty free music on youtube or a select approved channels. Streaming copyrighted music a person may put in their game can cause the person doing the stream to not get revenue if they're able to get it, or block off sound chunks which could lose vial thinking process info the person may be saying/mute the video/ vod. There is also the risk of someone putting a low song that turns into an "ear buster" song or one that screams/says  slurs which could harm the live streamer.


That's my 5 cents! Sorry for the wall of text!

Developer(+1)

Thank you so much for taking the time to write all of this and for putting together the videos! Bug reports and feedback like these are incredibly helpful.

Regarding the statistics menu, I believe I’ve fixed all of the issues you mentioned (hopefully xD). I’ve tested the most common scenarios, but there may still be edge cases I haven’t covered yet, so please let me know if you spot anything else.

The mouse issue with the in-game controls on the main menu has also been fixed.

As for the tile editing behavior when there’s already an NPC or item on top of the tile, that’s actually how the engine currently works. TRS always prioritizes selecting sprites over tiles. I do think I can improve that behavior so that, when you already have a tile selected, it prioritizes painting the tile instead. I just haven’t implemented that yet.

The new Logic tab is something I’m also really excited about. I actually made a small tutorial while playing the jam entries on stream, and I plan to create a series of short tutorial videos covering features like that. I’m even considering creating an official TRS YouTube channel dedicated entirely to tutorials and engine updates.

The suggestion about showing how many hits a sword has left is excellent. In fact, I liked it so much that I’ve already implemented it! Swords now have a visible health bar, just like enemies, making it much easier to know when they’re about to break.

The remaining suggestions (renaming enemies, NPC item exchanges, manually controlling the orange “!” indicator, instant game over choices, skill restrictions, etc.) are all on our radar, and we’re discussing the best way to implement them without making the editor unnecessarily complicated or even if some should really be implemented.

Regarding the music warning, that’s a very good point. However, I think it’s ultimately the responsibility of each game creator to make sure they have the rights to use the music they include. Trying to detect or prevent copyrighted music inside the engine would be an extremely difficult problem to solve reliably, so for now I’ll leave that responsibility with the developers.

Thanks again for all the feedback and for participating in the jam. Reports and suggestions like these are what help TRS continue to improve!

(2 edits)

Hey,
Just checked my list form 3 months ago and was amazed at how much things you've implemented. And yes, I know I wasn't the only one asking for some of these(most of these really), but still thanks for taking suggestions seriously.

Any chance you can implement the "end game by dialogue" and "better chests" sugestions?

To save you all the re-reading- "end game by dialogue" is a way to set a dialogue with an NPC as an end game event via a variable dropdown. Basically give you the dialogue text and then end the game. It would be huge for narrative games.

As for the "better chests" I suggested to have an option to unlock a chest via variable, the same as you can disable traps, open doors etc. It would be great because if you want to put a chest, unlockable when you finish a dialogue or beat a boss right now you need to waste at least 4 map tiles to put it in a room with a door(if you use a corner) otherwise it's up to 8, depending on the placement. That really wastes a lot of space which we don't have, since-small maps. I can live with small maps- there are some ways around that, but wasting space is not a good thing when you go for minimalism.

I'd also like to suggest you think of implementing an optional "wall of text" screen at the begining. Right now you go from title, directly into game. All the setting details, story and controls have to be explained on the itch page, which is not great. If you give designers a way to put in an optional screen of text between the title screen and the actual gameplay that would go a long way towards making things look more professional. Doesn't need to be star-wars like scrolling text either, just plain old text.

Edit: fixed some mistakes

Developer (1 edit)

Hey! Thank you so much for the feedback and for all the suggestions. I really appreciate you taking the time to check what has been implemented and to share ideas that can improve the engine.

I’m planning to implement both “end game by dialogue” and “better chests” later this week. They are excellent improvements for gameplay mechanics, especially for narrative games.

The “wall of text” screen could also be a good addition. Personally, I usually use an NPC dialogue—often a sign or dialogue bubble—as a wall of text, but that does require interaction from the player. Either way, I’ll study the idea and see whether it would be worthwhile to add it as a feature.

Thanks again for the support and for the thoughtful suggestions!

Developer

Great news: both “end by dialogue” and “better chests” have been implemented. Please give it a try and see if its working! Any problems let me know!

They seem to work as expected. That opens a few new gameplay options(pseudo fetch quests) and declutters the maps a bit. Great job!  But you know what they say- the reward for a work well done is more work :)
I would suggest you open an official "bug thread" and official "post your games here" thread.  Gamer735 is doing a good job on both fronts, but still it wouldn't hurt to have a place where to post things without spamming his threads. 

Ciekawym pomysƂem byƂoby dodanie tekstu przed walką z niektórymi Bossami. Czyli np. Boss krzyczy przed walką: Nie pokonasz mnie. To wyƛwietla się chwilę na ekranie po czym gracz przystępuję do normalnej walki. Podobny system jest w grze Hades II, gdzie przed walką Bossowie rozmawiają z graczem.

Actually I've already suggested a mechanic that does what you ask for- "change speech bubble behavior so it disappears from map after triggered". This would allow you to put a trigger(speech bubble) blocking the way to the boss, trigger it by walking into it, get your boss taunt text and then the speech bubble would disappear, letting you pass and start the boss battle. It would also be great for environmental storytelling, without crowding the map.
Hope it would get implemented at some point :)

TeĆŒ mam taką nadzieję! TRS bardzo szybko się rozwija, więc to bardzo prawdopodobne, ĆŒe zostanie to dodane niedƂugo.

Developer

This is now implemented and live!
image.png

It works not only for the speech bubble, but for all NPCs, allowing for stories where an NPC can seem to “leave the room”.

First off, great work! I was about to suggest you implement it on NPC's too, depending on how it works, but you beat me to it :).

Now, it works great for the balloon, but I would suggest you change the order of execution for the NPC's if possible. Right now the disappearing option happens after the first dialogue is complete. It should happen after the last dialogue. This way you can have an NPC talk to you(or give you a task), react to what you did and then disappear, it's a small difference, but an important one I think, since it allows for extra interaction with the same NPC.
While on the topic of NPC's, there is also the thing about the "alternative dialogue" and the "yes/no dialogue". Right now if you have all 3 the execution is Dialogue 1, Choice, Dialogue 2. But in the editor it's 1,2, choice. So I propose either fix the order of execution, so the yes/no dialogue is the last to execute or change the order in the editor to make clear things go in that order. Probably the second one otherwise it may break something.
Oh and about the "yes/no dialogue"- I know I was one of the people suggesting it in the first place, but I think  it turned out a bit too limiting the way it is. What I suggest is changing it to more general sign of acceptance/denial. Something like âœ” and âœ– (or 👍 and đŸ‘Ž), while keeping the green and red border of the buttons intact. It shouldn't brake any existing games and would open possibilities for(slightly) better dialogues and quests in future.
So to summarize:
Balloon is great!
NPC's might need a change- disappear after last dialogue.
Might want to: rearrange order of actions in the editor,  change "yes/no" for "✔ / ✖"

I'm sorry if it seems I'm just waiting for you to finish one thing to hit you with another suggestion or request. I really appreciate all the work you're doing, I just want to make sure the engine is as good as it can be. 

Developer (1 edit)

Great suggestions, but theres one problem with the disappearance of NPCs happening in the “last” dialogue: there’s no way to know what is a “last dialogue”.

Suppose you have an NPC with default and alternative. The alternative happens when variable X is true. You’re assuming that once X is true and alternative is read, thats the last dialogue, but variable X can be set back to false (via lever for instance). What is someone wants to make a game where you have to set X back to false to read default again? In that case, default should be last and this developer would complain that they want the NPC to disappear after reading default the second time.

Or even yet, what if there’s an NPC with default, choice and alternative, where alternative is set by X being true, but the developer wants the NPC to disappear if the player talks to NPC while X is false, right after the choice. That would not happen if I consider alternative the last dialog, even if alternative is not triggered.

Or even: what would happen if we introduce unlimited ammount of dialogues (as has been suggested by the community)?

I think that by limiting disappearance to the first dialogue the engine just caps all divergent scenarious of “when should the NPC disappear”. It also caps possibilities, but (I think that) for a minimalistic engine, possibilities should emerge from creative workarounds, not by features.

I was considering one “disappear” checkbox per dialogue, but I also do not want the engine to look bloated and scare new users. (to me it already looks kinda intimidating, we’re actually thinking of ways to improve the UI).

Fair enough. I agree with your on that one. 
Any thoughts on the "dialogue, choice, dialogue" order and  the "✔ / ✖"?

Developer

Just implemented. Now it shows “✔/✖” instead of “yes/no”, also now the order executed is default -> alternative -> choice. I chose to change the executed order instead of the buttons, because that feels more logic than changing the buttons, since the alternative dialogue can be a direct sequence of the default dialogue if the default toggles the variable that triggers the alternative.

(+1)

Default -> alternative -> choice is indeed the better choice if it's not breaking compatibility.
The implementation of â€œâœ”/✖” works great, but maybe put the checkmarks in green/red too. While those are mostly universal I seem to remember some countries like Japan use both ✔ and ✖ as a negative(as in "incorrect"), so putting them in green and red respectively should help clear that situation(if it arises at all- I might be wrong about the whole Japan thing).
Anyways, great work. The engine turned out pretty nice and while some elements like the reward systems can use some light rebalancing I can honestly say I'm pretty happy with the result. It's by far the best small RPG engine out there and definitely the most user friendly one.

Hey,

I have a revised proposal on renaming enemies.

A few people(myself included) have requested in the past for you to implement a way to rename enemies, but as far as I remember we see the enemy name outside the editor only in the end game text, when killed. 

So I propose an easy fix- change the end game text when killed to not show what killed you.

So insted of seing "killed by skeleton" when you have reskinned the skeleton to a gelatinous cube ingame, you just get a "You Died!" text.

Accidentally it also takes care(to some degree) of the desire to be able to assign individual enemy stats: We already have a decent variety of enemies stat wise, so if one wants a skeleton with higher stats than the default ones, one can reskin the stock assets. If nothing outside the editor says that's not a skeleton, it's all fine.

It's a lazy fix, but I believe it will fit nicely with the minimalist philosophy of the engine and besides sometimes less really is more.

Developer

This is actually genius, and it goes well along with other plan I had, to stop showing dialogue for when a key is used, and some other redundant dialogues.
I feel like these are stuff that doesn’t really add any value to the gameplay, and in some cases, make it worse, or confusing.

Yeah, I'm with you on that one. Maybe remove the "land is cleansed and your life-force swells" text too. It sounds nice if you're making a sword & sorcery dungeon crawler. It makes zero sense if you've just defeated the only two rats in a narrative rpg, that are there just to make the gameplay a bit more dynamic.

Developer

Done! Feel free to check it out!

That was fast!  Good job.

Revised proposal on fixing the in-game information system( a.k.a the balloon).

Right now the speech bubble( the Balloon in the Extras menu) works exactly as the Wooden sign, which makes it completely redundant. In the same time there is no method to serve one time gameplay or environmental info without crowding the map. 

What I propose is changing the balloon to behave more like the chest- activated only once, is walkable after activation. It also needs to visually disappear after activation(so it doesn't crowd and create confusion). Might be enough to set transparency at 100%. That's more or less my old proposal. The new part is to add the option to make it appear by variable(similar to how the chest may be unlocked by one), only your starting state is disabled(walkable and transparent).

These changes would allow for hints or environmental information without taking up walking space, which is already at a premium.
So for example you can create enemy taunts(like Firefrog requested) or disperse all types of ingame information about points of interest(like I did for the rat lawyer in my first game). The "activated by variable" part would allow for puzzle hints(for example what changed after you activated a lever) and custom "you defeated all enemies..." messages(yeah I know we just removed those, but they were s good idea in general, just not the way they were implemented).

Developer

This is now implemented and live!
image.png

It works not only for the speech bubble, but for all NPCs, allowing for stories where an NPC can seem to “leave the room”.

Proposal on fonts and text boxes

Hey guys, 

I think you really should do something about the fonts and the text boxes. A friend recently sent me a screenshot of one of my dialogues(not attached), thinking it was a bug. It wasn't but it looked like one, because the text box in mobile view shows way too little text. At the same time the text box in the desktop view shows way too much. I've attached screenshots of the same dialogue in both views, and the comparison speaks for itself. Not only the text windows are way too big, but one shows literally two words while covering the characters, while the other serves a literal wall of text(which is a bad design choice, but that's on me too).

Anyways, I would propose the following changes:

1. Decreasing the font size in mobile view to about the size of your system font(the one you use to write the "LVL1" text in the attached photo). Increasing the font size in full screen to the same font size as the system font(see above).

2. Decreasing the size of the text box to show a maximum of 4 lines of text, thus making sure it does not cover half the screen. The overflow text goes to the next text box. No idea how your code works, but I think the simplest way to implement this will probably be just to put a limit to the number of characters shown in a text box to 64 or so. Note I don't mean limiting the whole dialogue to 64 characters length, albeit some character limitations(like 256 or so characters) on the amount of text you can write in one dialogue might be a good thing to discourage bad design choices(see above) and will be in line with your minimalist design principle.

3.Assigning a keyboard symbol for flow control- assigning a symbol that's not normally used in speech, like "\" to signify "page end", basically moving the following text to the next text box. It would allow for text control when needed for design purposes.

Even implementing only the first point will go very far towards mitigating the problem, but if you're looking for interface uniformity, you should probably think about implementing some version of all 3.

mobile view

full screen

Developer (1 edit)

It’s a great point, we also had another suggestion about the dialogue box in the GMTK game jam. The dialogue box definitely needs some adjustments.

Developer

Thanks for the detailed write-up, all three of your points are now live.

The dialogue font scales with the screen, so it matches the LVL 1 system font everywhere instead of being oversized on mobile and shrinking to nothing in fullscreen.

The box now shows at most four lines and is only as tall as the message actually needs, so a short greeting no longer reserves half the screen and long text pages properly instead of dumping everything at once.

You can also type a backslash / anywhere in a dialogue to force a page break when you want to control the pacing yourself. While testing this we also caught a related bug where a trailing blank line produced an empty box you had to click through at the end, that's gone too. 

The one thing we left out for now is the character limit: it would truncate dialogue in games that are already published, and we'd rather not break anyone's work.

(+2)

It seems to work fine. As for the character's limit it was not a must. Just thought it would work good with your minimalism concept :)

(+1)

Hey,
I made a quick review of the engine as it is right now and have some(more) thoughts and suggestions:

1. Experience system and skills changes. 

It may be just me, but it feels like you gain levels way too fast and you get skills way too often. That's not a huge problem, but is a problem nevertheless. 

What is a real problem is the fact we don't have enough good(useful) skills- assuming you get to level 8 you would have taken 4 out of the 6 skills and considering two of those are very situational and may be entirely unusable in a game, depending on the design, it means you've actually taken all the useful skills at that point. It's not a question of if, but a when.

To address the overly aggressive level gain, I suggest to have a checkbox to disable experience(and leveling) altogether, like we have for the skills, under the Development menu. This way people can design around item progression instead of level progression, if they want.  Keep in mind you don't actually need experience system for narrative games, so having an option to disable experience(and leveling) makes sense from that POV.

As for the skills system, I'd give skills only on levels 3, 7 and 10(instead of 2, 4, 6, 8, 10) and add at least 4 more perks to chose from, thus creating a real perk pool.

Here are some skill sugestions:

Cautious: Pass through traps without taking damage. (boots in skill form)

Booksmart: XP scrolls give you 4x experience.

Blackmith: Your equipped weapons have +1 durability.

Stealthy: Each time you enter a room you're invisible to enemies for 5 seconds.

Blessed: You get +1 max HP immediately(+1 heart)

Note that adding enough extra skills should fix the skills allocation problem even if you keep the current skill reward interval(every other level) intact as long as you have an option to leave some skills unallocated(out of the pool).

2. Create Title screen and Game intro as optional elements under the Information tab.
I mentioned that some time ago, under the "wall of text" suggestion. This is an amended proposition, including some new elements(title screen) and more details on how I see it working(under Information tab etc.)
+Title screen(optional field)- upload image to show game cover before you start the game. Clicking the action button on the title screen starts the Game intro(if any) or goes straight to game if no intro present.
+Game intro(optional field)- a full screen text box, that works like normal text box(font size, line control font control etc). When text has finished showing, clicking the action button starts the game.

I believe those two will create a feeling of playing a real retro game.

3. Rebalancing items.

Right now the armor is basically a god mode cheat. I propose you make it behave more like a weapon(give it a durability of 5 hits). Create another peace of lesser armor with lower defence and durability of 3. Since we don't have control over individual item stats,doing so makes a lot of sense for item diversity.

4. Adding more tiles

So far every time I tried to make a tile set I came one or two tiles short of my idea. What I propose is either adding at least one more tile per type(walkable/solid) or putting a switch on animated tiles, so they can be used as static ones. Yes, I know I can just make the two animation frames the same, but it feels wrong to do it this way.

I would also propose adding one tile with a higher z index, alowing the character to pass under it or to have a chest or item under it. It's great or hidden passages or hidden loot- you just leave a few spots transperant to show the path or item under it and voila.

5. Character import and export
Ok, this idea is really undercooked, but it should be possible to export character stats and inventory and import them in another adventure. Just something to think on.

Wish you all the best,|
V.

Developer (4 edits)

I’m in awe! After each point my jaw dropped further, I’m gonna try and implement all these suggestions like so:

  1. For a first thing, I’ll allow for the user to set how much XP any given enemy yields, this will make progression very customizable (EDIT: Done). Secondly, I’ll add more skills, your suggestions are really good, but this one might take a while to implement (EDIT: Done, but kept 2,4,6,8,10 pattern)
  2. I don’t think uploading an imagem is feasible, this would enlarge the game URL too much, because the uploaded image would have to be encoded in the url itself to work when sharing a game, maybe just some more options in the Informations menu would already help, but I’d have to think about which options would be good (like Title screen Title, Title screen Subtitle, Title screen Pixel art (maybe?), etc)
  3. Armor indeed should have durability, this could also be affected by the skill you suggested (blacksmith), this one gonna be easy to implement since it’s gameplay only, and doesn’t affect the editor (EDIT: Done)
  4. I agree there’s too few tiles, maybe I can add a couple more, like 3 or 4, but not much more. But, in the case of needing more tiles, you can also “cheat” and use NPC’s, like I did here (look at the cell tower in the final room)
  5. this is super interesting, would allow for continuations, and creating bigger games, without having to make the engine itself bigger, simply genius.
(4 edits)

That would be a short one:
1. Wow, that was fast! Tested it, seems to work fine. I would propose you add more skills to round them to ten (for example Leach- recover one HP on enemy kill if life not full) or even a dozen, but otherwise things look great.
Edit2: You should really put somewhere a note how much XP you need for each level. Otherwise it's a trial and error thing.
Edit3: Think about implementing the option to choose how much XP is received by an XP scroll. Right now it's unclear how much you receive and it makes very little sense to be able to assign a value on enemies, but not on the scroll.  If you implement this it will be possible to make a game where you receive no experience by defeating enemies, but by finishing a task(where you receive an XP scroll on completion).

2. I did not explain the image part as good as i should have. By image I mean a pixel art image. Something like 64x64pixel png file with limited palette, which would keep the retro feel, be in line with your faux screen resolution and doesn't blow up the game size. I love how everything is encoded in the url, so I wouldn't want to make it too big either :)
3. Tested, armor seems to work fine, maybe just introduce a second set at some point.
4. I think 4 would be enough, if you make it one of each type: one normal, walkable, one animated, walkable, one normal non walkable(wall type) and one animated non walkable. This would actually increase variety in levels immensely.
Edit4: Another thing you can do is putting a checkbox "walkable" under the pixel art editor under the "Merge with adjacent tiles" checkbox. It would serve two important purposes- first, it would make obvious at a glance for new users whether or not the tile is something you can walk over on the map, because sometimes it's not clear. Second, checking or unchecking it would allow for users to repurpose walkable tiles into non-walkable tiles(and vice versa), giving you more tiles of the type you need(not every map requires equal amount of both) without increasing the total.

As for using NPC's- yeah it's a nice workaround(sometimes). I use them as collectable items :) It's too bad they are limited in use by the fact that you can only mark them to disappear after the first dialogue.  Would have been very useful if that was available after the alternative dialogue too. 
Oh and nice game BTW(the one you linked)
5. Thanks. I was trying to think of a way to make a slightly bigger game, without changing the 3x3 map grid (which I generally like). I came with the idea to use a simple .html page as a level selector but the fact I couldn't move experience and items between the levels put a damper in it.

PS: Would it be possible to decrease the size of the "!" that shows a point of interest in game (new dialogues)? I get it's a good size for visibility, but it's absurdly big right now- it's almost as big as the default character sprites and actually bigger than the ones I'm using right now. Perhaps keep it 1/2 of that size, but give it an effect or 2 frame bobbing animation to make it stand out...

Edit- fixed an error
Edit2- Added a suggestion on XP leveling requirements
Edit3- Added suggestion on XP scrolls
Edit4- Added suggestion on tilesets. Edits are now bold for clarity when reading.