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How to submit games to the RPG Maker Pavilion - Updated 3/5/2014

1. Select the forum that supports your submission

2. Select "New Thread".

3. For the "Title", put your game's title. ONLY your game's title.

4. In the "Message" field, describe your game's story, features, and any other information you believe is relevant.

5. If your game is a console RPG Maker game or demo, you're able to upload it directly to the site. If it's a PC RPG Maker game or demo, you'll have to upload it elsewhere and link to it here. If uploading a console game, under "Additional Options", there is an option for "Attach Files". Select "manage attachments". If you're submitting a PC RPG Maker game, you can still upload screenshots.

6. Click browse to find the game file on your computer, and click "Upload". all files MUST be zipped. You're able to upload ten attachments to your submission post. The ideal way to use these is to use one attachment for the game console's native format (dex drive or max drive), a second for a PS3 format save file, and the remaining slots for screenshots or other extra material you want to accompany your game.

7. If you need to update your game, simply edit it's submission post at any time. You can check the site's game directory to see how your game will appear in the listings after each edit. Try to make it fit in with the rest. No huge or colorful text, no images posted in the top of the post that appears in the directory, just general things like that.

8. Only one submission thread per game, unless the differences between the versions are drastic enough that it warrants having multiple versions available, such as a director's cut, or an alternate version with different features.

9. If you have a converted file for someone else's game, please post that in the conversions subforum at the bottom of the submission subforum listing.

10. Everything posted in the submission forums appears immediately on the site, so don't make a post without having your game ready to go up with it. These will be deleted on-sight by the staff.

Thank you for supporting the RPG Maker Pavilion!
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dew quest

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    dew quest

    Description: Shred and his three friends Svenyip, Shara and Katrina wake up to discover that they are out of Mountain Dew. They decide to buy more from the next town, though that may not be as easy as they intend.

    This game features an arena, an honor system, and an upgradeable item shop.

    Play one of the best balanced games of RPG Maker!


    Review:
    Dewquest’s plot is pretty basic, find out where the dew is, which works fine for this kind of game. Everything that happens along the way is mainly focused on this, which works well in a comedy game.

    If you’re playing this game for the first time then I recommend clearing the west dungeon in the first town, first. The 6 levels you gain there will make you powerful enough to breeze through most of the game. The game is slightly harder if you don’t clear this dungeon, though still balanced well.

    This game’s greatest asset by far is its balanced battles. Few games get it right and this one certainly does. There are a healthy mix of regular random encounters and custom check to activate battles. Every non boss battle you can simply choose attack to win, even your mages’ attacks are effective. For boss battles you may need to be more strategic but this works well. Levels came fairly quickly as well, eliminating needless grinding time.

    You also receive plenty of magic spells but most are entirely useless. The only magic spells I ended up using was the wands, healing magic, and status boosters, everything else was outdated by the time I got them or useless to begin with. On some characters I was so bombarded with spells that it took too long to scroll through them all.

    Equipment was balanced and controlled so you couldn’t buy too far ahead or find outrageously powerful stuff at the very beginning. I did enjoy finding a few overpowered weapons as random drops but they where so rare that they didn’t break the game.

    The game had an honor gauge but I never did figure out what it was used for. You received honor points for doing good deeds to returning someone of the legendary Chicken.

    Dewquest didn’t have any mini games but had a few sidequests. There was Bags of Chips that you could give to Skeet who would then upgrade your house’s inventory. There was the Chicken samurai who was collecting 10 pieces in exchange for a powerful weapon (Masamune). Also useful was the arena which was one of the main cash resources in the game. At the very end of the game there was even a Deep Dungeon with 40 levels of battles and items. Everything was balanced so you couldn’t get more of anything then permitted so the game wasn’t destroyed by uber equip or too massive amounts of cash.

    Additional extras include the Monsters Inc fields which are filled with random encounters and a single item is to be found in the field somewhere. This item is something decently powerful, and well worth looking for.

    As the game had a mix between random encounters and custom made ones, this allowed for some interesting contract. During the forest part of the game the “sun goes down” allowing for some hidden encounters. This created a deep forest feel which I thought was neat. This also worked out well as I could pick and choose which battles I wanted to take on or just explore a bit. Every custom battle told you what monsters where inside so you could avoid too tough a fight.

    A huge majority of the game was custom made. Though this tended to make liner dungeons bland, it did make new dungeon ideas fresh and innovative. Even the towns where largely different, the castle tower town being the most different.

    The Deep Dungeon was very long and not all that great. There could have been more effort put in to making it more scenic, and even the stuff you got from it didn’t feel justifiable to the time used to clear it.

    The ending itself was quite bad. There was really nothing there to speak of. I received the “bad ending” because I choose to try to “get some” from a random chick early in the game. This appeared to be the only event to change the ending. I don’t doubt that even the “good ending” would have sucked because a note pops up saying the polished version would be release in a few weeks (which never came).

    Overall I was satisfied with the game. Check it out, especially if you’re a seasoned developer looking for a good example of a properly balanced game.

    Thank you Ωbright for the sig fix!
    Card Three is released! You can find it here!
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