One thing about RPG Maker, that I think is interesting, and fairly unique among game engines, is that it has built a community around itself.

I myself, though I’ve used RPG Maker itself much longer, got involved with RPG Maker Forums probably around, 9 years ago. If I remember correctly, I came in and helped on figuring out what a few bits of code in a Japanese VX script did.

Then somehow. It stuck. I kept posting, made friends, became a moderator. Became a GMod. Became an Admin. Then I was hired by Degica to help with RPG Maker marketing, then we made the official forums and… That is really where I got to where I am today. Now, there are other communities around RPG Maker, such as the RMN community (which I do quite like), but I’m going to focus on the one I know best: the official forums.

The one infected by Ralphs.

The one thoroughly infected by Ralphs.

But, this article isn’t really about me.

It is about the community.

In my opinion, if you are using RPG Maker and not taking advantage of the community, you are making a mistake. And here is why:

Excellent Support

Here is the thing. If you send in questions about how to do something to me in message on Facebook or Twitter. I’ll try to help you. I really will. But I’m just one man.

The forums contain TONS of people who are very knowledgeable in using RPG Maker, and they are almost always prepared to give you an answer. So while you might have to wait for me to wake up (I do have to sleep), there is probably someone on the forums, right now, who could give you the answer to your question.

There are even things I don’t even know how to do, like check out this huge thread on help with the Damage Formula box! I know the basics, but the specifics covered here are things I would have to look up myself.

This little box can do SO much more than you ever imagined.

This little box can do SO much more than you ever imagined.

Excellent Resources

And speaking of something I CAN’T do, there is plenty of neat art and music resources just waiting for you to be found. I’ve highlighted a few before, but the amount of resources available to users on our forums is just. Staggeringly high.

Need a random animal sprite. They’ve got you covered.

That's right. whtdragon has got your goat. (follow link to see terms of use)

That’s right. whtdragon has got your goat. (follow link to see terms of use)

Need some different hair gradients fro the generator… that is covered too.

You can also find amazing free resource packs that are made by the community Restaff team and guests!

Excellent Plugins

I’m going to keep this one short, because it is basically would just be repeating things from the last entry: Basically, in most cases, if you want something, it exists. Just get out there and dig it up.

Discussing Your Game

At a crossroads on what to do next in your game? Why not ask the community what they think?

Have a screenshot you want to get some feedback on? Just jump over to the forums.

Want to know what people think of a specific mechanic? The community will probably have an opinion.

Feedback is a valuable tool, and the community is a great way to get it.


Look, making a game is a long process. It is a lot of work. And sometimes… it is just useful having a bunch of people who talk to who are in the same spot.

You can always take a load off and discuss some other things. Make friends! Help them with their games. Answer a few questions in support.

This is what makes the community a community. And there are a lot of great people in it. Some of my best friends, I only met because of the RM community. Don’t pass up your chance to be part of it.

How do you use the community? What have been your experiences with it. Tell us in the comments below!


So you don’t just want to make a game. You want to make a game that people play.

To be fair, this isn’t necessarily everyone’s goal, some of you out there may want to just make a game and finish, for your own satisfaction. But, a lot of RPG Maker users, at least from my experience, want people to play their games, get feedback, and hear back from people who enjoyed it.

Now, this time, I’m going to talk about how to get your game NOTICED. It may not make it good, but it will probably get people paying attention.

The solution: Something Unique. Or, well, at least out of the ordinary. Now, to stress: Uniqueness will not make your game better. Execution makes your game better. You could make a game that was a lot like other games, and execute it perfectly and have a fantastic game.

But if it looks and feels like everything else… It will probably get ignored, and no one will ever play it. Uniqueness can enhance a game. But it will not make it on its own.

There are plenty of things you can change to make a unique game, such as:

A Unique Setting

Huuuge amounts of RPG Maker games are set in generic fantasy Medieval environments. Just a ton of RPG Maker games in general are.

I know it isn’t fair, but every single RPG Maker game I look at that is that generic Fantasy Medieval, I tend to dismiss immediately. And I’m sure I’m not alone.

There are plenty of materials available for other settings. Both on the forums, and in our store.

Such as our new Aztec Character Pack.

Such as our new Aztec Character Pack.

You may think: But if the materials are already out there, a bunch of other people are already using them! You would think that, but actually, I’ve very rarely seen a completed game using most of the stuff that is out there. Grab on to a different setting and go.

A Unique Artstyle

If you are an artist yourself, you can do something even more eye-catching. Just use a unique art style.

There have been several IGMC entries that I remember that did this, but the one that really sticks with me is Little Briar Rose.


You see that and you are intrigued. That DEFINITELY looks like something other than just another RPG Maker game. Art is one of the easiest ways to draw attention to a game. That may not seem like it is very fair for the non-artists out there but it is true.

There are hundreds of RPG Maker projects, so most people make quick decisions on which ones to play, and something that is obvious at a glance is going to be the easiest.

A Unique Focus

Most RPG Maker games are well, standard RPGs. The main focus of the game is fights where you take a sword/spear/mace/magic and bash monsters in the face with them. And once again, this doesn’t make a game bad. But, if you want to pull people in with the focus of y our game, this one isn’t going to cut it.

But what if you focused on something else entirely?

A good example of this is the RPG Maker game Last Word.

Instead of being about bashing things, it is about… talking. The entire “combat” system is built around it. This change in focus makes it a lot different than a lot of other games, and gives people a reason to be interested.

…and other Uniqueness

There are plenty of other ways to have uniqueness in your game. What ways do you use? What ways COULD you use? Join us in the comments section below!

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So you’ve downloaded the program, opened it up, and are seeing the Engine for the first time. RPG Creator is not hard to use, but at first glance, there is so much to do that it can be a bit overwhelming. That is why we’ve prepared this quick start guide, to get you on your way to making your game, your way.

This won’t be a tutorial. It won’t explain how to do everything, but it will give you the basics of where to get started and how things work together. You can download the PDF version here.

The Title Screen


New/Open Project


  1. Slots – The amount of games you can create. You can have 3 at a time.
  2. Build / Open – Create a project in that slot or Open an existing Project.
  3. Delete – Delete a Project on its assigned slot.
  4. Download Sample Project – Allows you to download a tutorial project to a slot.

Download a Sample Project

  1. Click the Download Sample Icon.
  2. You will see the window below. Click on the install slot area and select one of the three. Be careful! This will overwrite any project in that slot. 3
  3. If successful, the sequence of events looks like this. 4
  4. Simply press Build/Open and the sample project is in!

The Map Editor


  1. Drawing Tools – 
    Tile Preview: Shows you the currently selected tile.
    Pen: Draws a tile. To start drawing a continuous line, you have to wait few tenths of a second while tapping (without moving the finger), then the editor will start drawing the selected tile while you swipe around.
    Fill Tool – Fills an area with the selected tile.
  2. Zoom Options – Changes the map zoom level. The zoom display level can be chosen from [1/1 Times], [1/2 Times] and [1/4 Times].
  3. Database – Opens the database options.
  4. Layers
    M – Toggles the ground layer.
    O – Toggles the upper layer.
    E – Toggles the event layer.
  5. Tileset Selection – Toggles the tileset selection window. You can press the up arrow or control how much tiles you want displayed by swiping.

Adding an Event

Toggle the event layer and click on a tile.


Add Event – Adds an event.
Starting Position – Set the start position of the player.
Vehicle Position – Set the start position of one of the vehicles.

The Event Editor – Page 1


  1. Event Pages – Allows you to add pages to an event. Press the Add Page button to do so.
  2. Conditions  – Adds conditions for events to be displayed, triggered and disposed. For more information, make sure to read the Help file provided in the program!
  3. Add Page – Add an event page.
  4. Delete This Page – Deletes the current page.
  5. Event Name – The event’s name. By default, its ID is displayed.
  6. Create – Creates an event page.
  7. Next Page – move to next event page.

The Event Editor – Page 2


  1. Graphics – The event’s graphic to be displayed.
  2. Movement Type – This checks how the event will move.
    Movement Speed/ Frequency – Determines fast the event’s movement.
  3. Condition for Event Execution – Determines how the event will be triggered.
  4. Display Options –
    Semi Transparent: Makes the event semi-transparent. Useful for ghost-types.
    Fix Facing Direction: Regardless whichever direction the event is triggered, they won’t change their direction.
    Chest/ Door Animation: The event animates like a chest/door. Use this if you plan to make chests or door events.
  5. Next Page – move to next event page.

The Event Editor – Page 3


Event Execution Detail is the window where you will enter Event Commands. Because there is so much of them, please refer to System -> Help -> Event Command Help


Database – Page 1


  • Map Settings – Opens the Map Settings Menu. This allows you to adjust the map’s width, height and so forth.
  • Maps Manager – Toggles the map tree and lets you change the current map.
  • Database – Access the game’s database which contains characters, items, etc.
  • Tileset Settings – Allows you to adjust tile collisions and their terrain. This also allows you to set the current map’s tileset. Just press OK and it will change.
  • Terrain Settings – Toggles the Terrain window and set special properties to them.
  • System – allows you to close the project, deploy your project, test play and access the helpfile.

Database – Page 2


  • Characters – Add, remove and modify your playable characters.
  • Skills – Add, remove and modify skills for your characters to use.
  • Items – Add, remove and modify items for your characters to use.
  • Enemies – Add, remove and modify all the mooks and enemies your characters will face!
  • Enemy Units – Set, remove and modify enemy groups and battle events.
  • Attributes – Also known as Elements, allows you to set, remove and modify attributes that your skills and equipment. This also allows you to change their damage modifiers.
  • States – Add, remove and modify states to be inflicted to your characters and enemies.
  • Terms – Add, remove and modify text displayed in the game’s menu, battle log, shops, etc.
  • System – allows you to modify elements of your game such as the Title Screen, Window graphic, etc.

Everything Else

You can make a simple game with just a little bit of knowledge, but the more you learn, the more your game can grow. Here are some tips that should help you out.

So get out there, and be the game dev you’ve always wanted to be!


Hi there,
We’ve just launched a new iOS app called “RPG Creator”. Like RPG Maker, it’s a tool designed to help you easily create RPG’s. Check out the launch trailer below.

RPG Creator is a completely separate product from the RPG Maker series for PC, with a different development team (and company).

We believe that in the future, RPG Making should be a fluid experience. In the experience we dream of, you would be able to start a project on your PC, draw maps and event on your tablet, record sound effects or voice acting lines on your phone and then bring it all together on your PC again to finish up and send out to every platform. This is the first step towards that goal.

If RPG Creator proves to be popular, we will invest more heavily into it’s development, such as looking at ways of integrating it with RPG Maker as well as creating an Android version.

To help spread the word about RPG Creator, we’ve got a few events going on.

RPG Creator Rebate
RPG Creator is Free to Play (ad supported) but you can also pick up the “Premium” version which has some extra features. As a special thank you to the RPG Maker community, we’ve set up a Rebate. If you purchase the Premium version of RPG Creator, simply forward a copy (or screenshot) of your receipt to and we’ll set you up with a $5 credit for the RPG Maker Web store.

RPG Creator Giveaway
We’re also running a giveaway for the next 2 weeks. There’s iTunes gift cards, RPG Maker Web Store Credit, and Degica Games up for grabs! You can enter below:

RPG Creator Giveaway



So with the Learning Together Event currently ongoing, and our sale in full swing (visit the store for 30-60% off EVERYTHING), I thought it was a good time to talk about something that is at the core of the event. I’m going to teach you to teach better. Yep. It’s time to get meta.

Teaching is something I’ve always been interested in. In fact, for a long portion of my life, I actually wanted to work as a teacher (I still, in fact, wouldn’t mind it, but I think I’m a little to set in my ways to go back to school for it). I’ve always enjoyed seeing people grow in skill and knowledge and know that I was a part of that growth.

So, you want to teach. You want someone to learn. Well, here are a few tips on things I’ve found make you better, whether you want to teach one on one, or you are going to be writing tutorials. From this point forward, I am going to refer to however you are teaching as a “lesson” just so I don’t have to specify both writing and teaching one on one each time.

Identify WHAT You Want to Teach

It is important to have a clear idea of what it is you are trying to communicate with the lesson you are currently teaching. This may seem really obvious, and it IS, but you need to always keep it in mind. It is incredibly easy to get off topic onto things that aren’t relevant to what you are trying to get across.

Ok, yeah, I'm not upgrading to Paladin, I'm going to be a Dark Knight, that one is so much easier.

Ok, yeah, I’m not upgrading to Paladin, I’m going to be a Dark Knight, the teacher is so much better.

Every time you get off subject it muddles the lesson. Muddled lessons are hard to understand. Stay on topic.

Know What Your Student Knows

Another important thing to identify is what your student ALREADY knows. When teaching one on one, this is a little bit more simple. You can evaluate their level of proficiency just by looking at the things they’ve done.

With a tutorial, it is a bit tricky. You can’t know for sure what the 5, 10, or maybe 10,0000,000 people who will read your tutorial know. Instead. Look at what your tutorial teaches. Now, infer what someone who needs this knowledge SHOULD know. Yes, there are cases where you aren’t going to be accurate. Maybe someone is trying to punch above their weight class, but that is OK. Keeping it in mind is important, not always being 100% right.

*furiously pressing A button*

*furiously pressing A button*

The reason you want to do this is easy: You don’t have to repeat information the student already knows. You can reference it. You can keep your lesson streamlined. If you have to teach every concept, from the most basic to the most advanced, in what your lesson teaches, every single time, your lessons will be huge. Just like in the last section: Keep your lesson on point. Get in, teach what you want to teach, and get done.

Always Explain Why

There are two questions that are most important when teaching someone something new.

The first is How. Most people don’t mess this one up. To do this, do this. It is pretty simple. The second question, though? People forget that one all the time: Why?

Why do we do it that way and why does it work? These questions do more than walk people through the steps of accomplishing what you did, it expands on it, and gives them more insight into the tools used. Knowing WHY you do something and the mechanics of why it works, allows users to imagine more ways to use those functions.

It's really about loops in fishing game mechanics.

It’s really about loops in fishing game mechanics.

And the more ways they know to use something, the more they can teach THEMSELVES. Many times when I write a tutorial, there is an end goal of the tutorial, like teaching how to do a timed button press mechanic, but underneath, the tutorial was really about teaching how to use a specific tool. In the case of that tutorial, it was loops. Knowing how to make a timed button press mechanic is specific. Knowing how to use loops opens a lot more doors.

Keep It From Getting Dry

It’s really easy to let a lesson you are giving get super mechanical. You explain in exacting words, in an exacting tone, and get your exact meaning across. It will also be so boring your student(s) have checked out 10 minutes in and are just drawing hearts in their notes around the names of their crushes. Wait. Let me consult with my daughter and make sure that is still a thing the kids do these days.

"Uh huh, of course, let me see your notes. Oh, I see you have a crush, with a little heart drawn around... . . . 'Being the Hero'. Really?"

“Uh huh, of course, let me see your notes. Oh, I see you have a crush, with a little heart drawn around… . . . ‘Being the Hero’. Really?”

This one ISN’T easy. I know that I fall into a boring style sometimes myself. I usually try to keep things more lively by staying with a conversational tone. I type similar to the way I talk and try to sprinkle in jokes here and there, especially in picture caption asides (which I picked up from a certain comedy website). As long as you don’t distract from your main point: spice things up.

If you are boring, it just makes it harder for the student to engage.

So what do you think? Are these tips helpful? Do you have your own teachable teaching tips for us? Do you have questions about the tips above? Join us in the comments below!



The one thing that you’ll be doing, no matter how long you use RPG Maker, is learning.

Whether you’ve been using the program for 2 months or 2 decades, there are always new bits of info to learn, from the program itself, to coding, to resource creation, to just better game design!

We always stress how important it is to never stop trying to improve your skills, and so we are throwing a giant event to bring the community together in this valuable endeavor.

Welcome to our Learning Together Event!

And to go along with the event, we’ve decided to add in a STORE WIDE SALE from now until noon September 23rd PST!


You can pick up any of our RPG Maker Engines for half off! This is a great time to upgrade to the newest engine, RPG Maker MV, yourself, or perhaps pick it up for a younger family member you can help teach!

Already have all the tools you need. Well don’t worry, you can also pick up the building blocks for your game as well.

All RPG Maker Resource Packs, both graphics and music, are also 30-60% off!


But don’t forget about the event itself! In our community event, you can be one of 10 people to win a $50 RPG Maker Web Store Gift Card!

How do you participate? By Learning and Teaching with your fellow RPG Makers. Make tutorials, help answer questions on how to use the program, ask your own, just talk about game design in our discussion forums… There are tons of ways to get involved.


Even the RPG Maker team is continuing to learn. With our upcoming Visual Novel Maker release getting closer and closer, we’re learning a lot about an entirely different genre of games!

Jump over to the forums and get to work improving your skills, and helping everyone else improve theirs, and in no time, everyone will be a better RPG Maker!

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RPG Maker MV has just had a brand new update on Steam, adding support for Japanese, Korean, and Traditional Chinese to all Steam versions!

MV’s OSX version had already had Japanese support on Steam, but now it is also available on Windows, and the Korean and Traditional Chinese language versions are brand new to RPG Maker MV!

This puts one of the easiest to use game creation engines in the hands of more people than ever before!


To celebrate all these RPG Maker users, present and future, who will now be able to use RPG Maker MV in their native language, we’ve decided it is a great time for a monumental RPG Maker MV Sale!

RPG Maker MV will be 50% off for the Next Week!

That is the highest discount RPG Maker MV has ever had, and the perfect opportunity for you to update! Already using RPG Maker MV? We also have three DLC making their debut on Steam!


DLC 1 brought to you by Pioneer Valley Games, Medieval: Knights Templar extends their Medieval sets with pieces to make your own powerfully heavily armored knights!

DLC 2, from Joel Steudler, perfectly complements PVGs graphics packs, with music built on Ye Olde Style instruments, in his Medieval Music Pack!

And for DLC 3, Murray Atkinson brings you the Epic Strings, featuring dynamic music for your game built on string instruments such as harps, violins, and cellos!

Get RPG Maker MV at 50% off, buy some DLC new to Steam, or just get it all! But don’t wait, the sale on MV ends in a week!


So you have your party. Let’s say 8-10 glorious characters recruited to your cause. And now the story continues! But of course, you want those Party Members to all to continue to develop and be interesting! But if you let every single one of them comment during every single cutscene… yeah we’ll know what they are thinking, but it drags out the “cinematics” of the game.

So you need to find an alternative way to have your characters chime in on the current situation, their feelings, and their just general attitude.

What Not To Do (Original Dragon Quest IV)

First, let’s describe what not to do.

You have cool characters. Entire CHAPTERS of the game are devoted to each one. Then you get to the fifth chapter and you recruit them and…

Boom. None of them ever talk again, just becoming an extension of the Silent Protagonist blob that is the party.


The Dragon Quest series is a property of Square Enix.

This is literally the last thing Nara says in the original Dragon Quest IV. Now, in the remake for DS in Japan, as well as the remake version internationally on Android/iOS, they implemented a Party Talk feature, which is a good solution to this problem. Though not one of the main ones we are going to talk about in this article.

Give Each Character Sidequest Lines (Mass Effect Series)

The Mass Effect series, and by extension pretty much every Bioware game that came after it, ties each of their characters to a sidequest or series of sidequests.

This is a really good way to deal with the problem because it does something that other solutions don’t really do: It lets the character work through some unresolved issue or grow in a way that isn’t directly related to the plot.

Mass Effect is a property of BioWare.

Mass Effect is a property of BioWare.

Such as Garrus’s mission to take down Dr. Saleon, which leads to you being able to talk him down from Cowboy Copping Dr. Saleon, or let him shoot the Salarian for his crimes against sentient beings.

Sidequest lines for the character make them more than an extension of the main plot. It enhances who they are outside of what is going on in the game. And that is why it is a great choice for games.

Make a Home Base Where You Can Talk To Your Party (Suikoden Series)

If there was ever a series of games that couldn’t have each of the parties talk up in every cutscene, it is the Suikoden series. With 108 recruitable characters (though not all of them are combatants), the Suikoden games have MASSIVE casts. If each of them said something for every scene, the game would be 80 hours of just dialogue.

But with 108 characters, they have to have somewhere to stay! Like a big castle, or a ship in the one no one likes to talk about…

Suikoden is a property of Konami

Suikoden is a property of Konami.

This home base gives the player an opportunity to discover what every character thinks almost every step of the way, but it doesn’t slow down the game. The player can interact with the ones he wants to, on his own time.

Give Characters a Way to Contact YOU (Tokyo Mirage Sessions ♯FE)

While Mass Effect does the first two examples, Tokyo Mirage Sessions ♯FE does BOTH of the previous (you can find the characters hanging around the city), it also introduced something I found absolutely brilliant:

The characters could get in touch with you, using a nonobtrusive “social media” app in the game, that was on the main characters phone and used the Wii U Gamepad as the phone screen. This let them insert quirky character moments throughout the game, without ever breaking the flow of what you were doing. You would just see an alert in the corner of the screen that you had a new message, and you could check it when you felt like it, without ever going to a menu.

Tokyo Mirage Sessions ♯FE is a collaboration between Atlus and Nintendo.

Tokyo Mirage Sessions ♯FE is a collaboration between Atlus and Nintendo.

It also added things like texting idiosyncrasies in the characters, and cute little stickers that match their personalities used in line.

This added mechanic really brought the game and it’s characters to life. Instead of just existing when I poked at them, the characters now existed and contacted me on their own. And it never broke the flow of the game.

All of these methods can do a lot to make your characters stand out more for your players. What do you do in your game to make them stand out? What do you think of these methods? Tell us in the comments below!


First things first: I’m not talking about ways to make your game EASY. Difficulty is something that plenty of people want in a game. Just ask MegaTen fans. What we want to eliminate, though, is hassle.

One of the most frustrating things in games, at least to me, are things that just take time, or are just fiddly, rather than being challenging. So let’s look at a few ways we can make things easier on the player, without changing the challenge level of the game.

Skippable Tutorials

Ok, we get it. Your game has some unique mechanics that you want to explain in detail. That is great.

When I’m playing your game for the second time, or I have already read a rundown of those mechanics before starting, I don’t need to sit through 10 minutes of a character explaining it to me. Add a way to skip the tutorial, or just bypass it entirely.


Hey, Hey. Hey Listen.

Final Fantasy VI did an excellent job on this, giving you an entire building of tutorials, but you could easily just not talk to anyone there if you already knew the mechanics. You don’t have to make it so that I can just avoid talking to them altogether though if it fits better into the flow of your game, all you have to do is give an option when the tutorial starts to say, no, I don’t need this.

Tutorials, for people who already know the game, are just time wasters.

Give Me Some Way of Remembering What I’m Doing

Life doesn’t always cooperate with my desire to play games (Honestly, there is a game I want to be playing right now, but instead I’m writing this article). When things get busy, it can be weeks, or even MONTHS before I pick a game back up again.

It is bad enough that I have to get back up to speed on the mechanics, but don’t make me have to remember what was even going on in the story.

Give me some way of referencing where I need to go next. This can be done in several ways, quest logs are probably the most popular, but my personal favorite is a party chat option.

Why can't dark lords get a nice bungalow on the beach?

Why can’t dark lords get a nice bungalow on the beach?

The first game I remember doing this was Phantasy Star IV, and it always stuck with me. It was a fast way to grab info on where you were supposed to be going at the time, and it also gave a fun bit of extra characterization for the playable characters.

Of course, a quest log is still better for also recording sidequests, so if you have a lot of those, I would suggest doing both.

Have The Game Tell Me When I’ve Finished Something

As we have previously established in the last entry, I have the memory of a goldfish.

Sometimes, when doing a sidequest. I forget how many of something I need. Or how many I have. Every time this happens that means I need to go to my menu, go to the quest log (if you have one, if I don’t, I might have to go all the way back to the quest giver!) to check how many I need, then go to the item screen to see how many I have.

Yes, this isn’t the worst thing in the world, but I’ve found myself checking 3-4 times during a quest. “Oh, I forgot to check if that one dropped one of the things I need, time to check back in the menu”.

They were not creative in the name of their retirement community.

They were not creative in the name of their retirement community.

A good way to fix this is to have the game TELL you when you have collected enough of an item, or talked to the right people, etc, to finish the quest. Just have the character talk to himself/the party to declare the quest over. As an added bonus, have it tell me where to turn it in, too!

It is such a small touch, but it saves a lot of time for your players, especially if your players are like me.

Dungeon Shortcuts

I’ve trekked to the bottom of the caverns, I navigated all manner of puzzles and traps, I’ve annihilated the monster terrorizing the town.

And now I have to do the whole thing in reverse. See, here is the thing. I’ve already done the challenging part. All you are making me do is repeat stuff I’ve already done. Just let me out!

There are several ways to do this. Skyrim accomplishes this by having something near the final room open that loops back around to the beginning of the dungeon. The Dragon Quest and Pokemon games both give me items or spells that let me leave a dungeon immediately. Tokyo Mirage Sessions ♯FE manages to do both of those in combination and adds teleporters that unlock throughout the dungeon.

This teleporter in the Dark Lord's castle doesn't seem like a trap at all. Really.

This teleporter in the Dark Lord’s castle doesn’t seem like a trap at all. Really.

Traversing the same area for a second, third, or fourth time doesn’t add difficulty, it adds TIME and monotony. Don’t make your games monotonous.

The main focus is to make the game challenging and enjoyable. Nobody wants to play a slog of a game. Adding quality of life enhancements helps make it easier for your players to focus on the CHALLENGE of your game, not the minutia.

What about your game? What methods do you use to make the game more convenient for the players? What do you think of these, and other “quality of life” enhancements to games? Need some advice on your own mechanics? Join us in the comments below



The Humble Store is having a sale on all the games and engines published by Degica!

With 10% of all your purchases going to the charity of your choice, it is an excellent time to grab RPG Maker MV for yourself, or maybe for a friend or family member.


Already have MV? Why not check out one of the older engines at a heavily discounted price? Remember, they all include the license to use ANY of your RPG Maker materials in any RPG Maker engine. That means a lot of music you can use across the entire series!

Classic RPG Makers also make a great present for children, so get them started making games at a young age at a low price!


Need something for inspiration while you take a break from making your own RPG? Try out some of the best commercial RPG Maker games that have been released!

Skyborn and Echoes of Aetheria, two RPG Maker gems by Dancing Dragon Games, are just what you are looking for.


Perhaps you are looking for the iconic and classic Aveyond series? Here is Lord of Twilight, Gates of Night, The Lost Orb, and The Darkthrop Prophecy, all 4 chapters of Aveyond 3, with incredibly high discounts!


And of course, while you are there, why not check out Degica Games many, many non-RPG Maker titles.

You can play excellent shmups like RefRain and TRIZEAL Remix, beat’em up Code of Princess, the puzzle platformer Umihara Kawase Trilogy, fighting game Koihime Enbu, or the escape room game Crimson Room “Decade”!


Make sure to check out the entire sale! Don’t miss out on this chance to pick up the RPG Maker engine and fulfil your dream, or maybe even just pick up an amazing game!