Earthquake Warriors (Expansion Sample Update)

Oof! Found a few bad bugs when playtesting. I found out Bertha’s mission doesn’t actually work porperly, and I ALSO found a gamebreaker that happens if you Gordo Grande with Ricky, since “Hehe, watch this!” will loop infinitely thanks to a common event I was trying out that I could never get to work. Those will be patched with the next update.

Also, I’m tempted to give Ricky and Arte their own standalone games because I made animations for their Gordo Grande forms, but I don’t have it in me to animate everyone, but I also don’t want those animations to go to waste.

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Hy just wanted to say LOVE what you did with BIg Matt especially the song, man the big guy has some golden lines. I had let the updates pile up for a bit since I had lost my save file sometime ago and didn’t want to play the game all over again just for a tiny bit more content and let me say It was worth IT, you did an amazing job and I hope to see where the expansions lead to. PS.: since I noticed you wanting to make new game because of ricky and arte I wwas wondering If you couldn’t make the next chapters focus on those two to show off the animations, like every gets kidnapped except thosse two and you have to go around saving them. Anyway good job and really looking forward to the future of this game.

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Not sure if this would be easy to test, but one of Ricky’s moves doesn’t unlock properly for me. I believe it was the second or third one. The required item still gets consumed when trying though.

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I’m almost tempted to release my next update early once I finish Grundylo Grotto, since I did notice a lot of issues with Ricky. Honestly, making you learn everyone’s moves and play them is a good way for me to test the characters and make sure they work.

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I’m almost done with Grundylo Grotto. I hope to release the next update sometime between today and the end of my Birthday on Saturday. I found some more bugs and I buffed Kerpymarcus and Mega Greencario.

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And here we go! New update!

Part two of the first Earthquake Warriors RPG expansion is ready to go! Take on the forces of The Grund as you tread through five different locations of the Grundylo Grotto. Take on Julain, Aroma and Akai from Crushing Force as the unstoppable duo of Bertha and Rapid. Stop the crashing of Big Matt’s party as the new and improved Kerpymarcus. And, as promised, I’ve dotted easy-to-find fox NPCs throrought the main game that will help you find areas where you can farm items for learning moves. Don’t be afraid to take Leonard with you, as he has a move that can harm enemies without harming hostages. Not to mention bug fixes, such as fixing the problem where Ricky will loop dialogue if you go Gordo Grande with him.

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Getting back to this game now that Art Fight is over. It might be a while before the finale of the expansion is finished, but I’ll try to work on it as steadily as I can.

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Dang! It looks like the Earthquake Warriors have finally got their work cut out for them as they finally face off against the most powerful creature every conceived: Mankind.

I’m finally gonna get back to working on the main game, though I might release a new update with the second level finally concluded properly as the EQW meet the humans for the first time, who are vying for the wsh by defeating The Belly (who I might end up renaming Belias just because it gets the point across and sounds cooler) in the secluded temple, but before the EQW can race to face the humans off in the temple, The Grund bestows Ricky, Dobbins, Bertha, Greencario and Marcus a new move for them to use in Gordo Grande form.

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Nothing super fancy with this update. Just finished the cutscene after beating Grund and made a few fixes, is all. But next, I plan on working on finishing the expansion.

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I’m getting pretty close to finishing the expansion, but right now I’m trying to figure out what to do for the last section in the game. The final part of the expansion, like the first two parts, has five miniature levels to deal with, and for the last set of stages, I’m going with a Chinese Element theme, and I’ve completed the levels for Fire, Water, Earth and Wood. The only one left is Metal, but I’m struggling to think of a good gimmick for the Metal level. I want each level to be unique in its own way.

Anyone got any ideas?

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Well, the first thought that comes to mind with metal is weight. Or would that be too generic?

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It doesn’t sound generic. I would like an example, though.

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Since we are talinkg about Metal and weight how about Magnets. The force pulling you towards the ground making you slower or forward meaning you could make an obstacle course where you would have to dodge while being pulled or be squished into a pancake

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Yeah, Magents seem to be the way to go, since it’s something that ONLY affects metal. I’m not sure how I could incorporate squishing and pulling, but I did come up with something involving magnetism.

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Hmm. Well, the first thing I can think of would be something like pressure pads. Though now that magnets have entered the conversation, perhaps something with the pressure pads, but the player becomes magnetized, and the pressure pads have either a north or south/red or blue polarity.
That’s as far as I have when it comes to themed puzzles.

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Couldn’t it be something like a maze wwhere you have to switch polarity on the party (as in there iss someway to make yourself magnetic and change your polarity) to avoid traps and clear obstacles that would require you to have one of the two for example there is a giant pit if you have positive polarity you are pulled into the pit but if you have negative polarity you are isntead pushed into a new area (Also you could have the party return to previous locations that required one of the polarity that they didnt have making it more like a puzzle)

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To be honest, I was thinking the magnets could be used to manipulate metal, bot yourself, since the stage is supposed to be metal themed. I got something figured out involving using magnets to levitate swords and pull metal bridges, and have been working on that so far.

One thibg I really need help with, though, is some writing during one particular scene. I got a few antagonists based on the MCs from Blue Dragon, fitting since Tyrone’s species is from Blue Dragon, but I made them kids, and I’m not sure about that angle. Some of my friends seem to think it’s interesting having the antagonists be kids, but part of me doesn’t feel comfortable havibg a supposed hero beat up kids, even if they’re antagonists and he doesn’t actually kill them or anything.

I ended up making two videos showing my attempts to write the situation, and I’m wondering if there should be a win condition where he actually needs to STOP himself from harming the kids, and find a way to show he isn’t a villain to them, but how to do it in a way that’s not creepy is what I’m trying to figure out.

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Honestly I really liked the direction with the kids about him actually being afraid that he killed them and all, honestly if you could make it more dramatic it would be funnier, but it’s already pretty good. The part about him being BI is completely ok except maybe for the last line, though I dont know why, (The line about straight) it feels like he is afraid of something terrible happening. As for the final part where you say that it feels creppy ieeee kinda does tough I don’t know exactly what you should do to aleviate the creep (also the beggining of the fight where he says he might kill them gave me quite a bit of whiplash). As for the final thing i wish to say is that them being kids creates a new scenario that our heroes are not at all prepared which I believe could be a good way to build them around which is why I would suggest ading an option to Talk with them and TRY to convince them not to fight, homever I would make it so that the kids are determined to fight and are not gonna stop no matter what you say, though this talk option could still be used to inflicted a debuff as to represent that they are not entirely unshakable.

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Thanks. I managed to record a third take, reverting them back to kids, but making the scenario less over-the-top, while putting emphasis on how legitimately threatening the kids are despite being kids.

On another note, I’m getting close to finishing the final level, but I want to add one thing to the game before I finish the level: a cheat.

I figure that some people might not want to go around to the same locations over and over to collect all the moves, so I’m trying to incorporate a secret way to obtain all the moves needed to progress the story. After achieving the good ending to the game, go to the move hall. It will ask you if you want to check if all your moves are learned, and you have the choice of “Yes,” “No,” or “…” as options. If you keep sellecting “…,” you will get an option to “cut out the padding.” It will ask you if you want to learn all the moves, and if you say “yes,” then you will learn all the moves for your lead character prior to post game. But you can ALSO sellect “Deluxe De-Padding Package” that teaches you EVERYONE’S pre-post game moves.

This is gonna be very time consuming to incorporate, as I need to add everyone’s moves individually to at least one event box, then copy paste it while changing the singular character cheat’s moves for each character, but I hope it’s something people will appreciate.

As for the levels, I want to put out there that I am not good at making puzzles, but I hope people can appreciate the attempt when they play the final five levels. Like with Bink’s Realm and Grundylo Grotto, I want all five levels of the third and final post-game stage, Belly Temple, to be unique in their own way with their own gimmicks.

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