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v0.2 have the return of minigames, give your ideas that have good replayability

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Lecleptocracia

Mmmm not sure what mine games are fun or simple to make, I think I will be fun to have a mine game of hide and seek, maybe finding 5 specific objects on a map and make the map smaller each time you find something.

Glower13

Plain and simple some type of quick gamble game where you bet a size as a shout out to your previous game like coin flip or do some mysterious card game!

G-Soda

Memorization game. Rather simple. Put a random monster girl on display and guess her growth stage. Since most monster girls have 6 stages the answer would be between 1-6, and we could get a preview on monster girls we haven't seen so far.

scup

How about a rhythm based game where you need to perform actions like a button press at the right tact.

scup

A music game where you need to replay a small melody given by the game or simply play atound a bit on the instrument.

juliano525

Mini games like in Growth Gambit? I really enjoyed Alisa's and Syrianna's games. If you can bring that back or something similar, that would be great!

SukkuroKun

A sprite-based game of Snake? A big open field where you create a line of people by reaching each new NPC that appears on-screen, and if you ever collide with a member of your line, it's game over. Might be a bit demanding if you get too long a line, though.

Atomic_Concrete

FISHING GAME!!! Could either be timed button presses or a series of button presses. Bonus points if there's a combo feature where the longer you go without failing, the more challenge and reward you get for succeeding. BLUB WILL HAVE THEIR CAMEO IN TOM, BY ANY MEANS NECESSARY ...

shadowP

How about "Rock, Paper, Scissors"? Classic game, easy understanding, not too complex, not as simple as coin flip, full of random events, high customize rule(for example, add item)

Foxtra

If it could be possible an option to skip minigame

Beachsideyo

What about a baking mini game where the food baked has different effects when eaten.

John Timor

A fishing minigame is always a classic

StarsparkX

A rampage like mini game were you go through a village town or city, destroying them to get the highest score before world around you try’s to stop it.

Foxtra

I mean, if minigame is necessary, but you are bad with it, it would be good to be able to skip it and move on.

Asgana

Maybe some kind of Tower Defense Game where you can use your recruits with a special skill (maybe range, support etc.). This way you have a motivation to recruit them all beside the gallery.

Warrantyexpired

Though it's not a minigame i always liked the side business management thing that some games do where you send non critical party members to do misc side objectives and they bring back money, items, etc. For actual minigame though i do like poker or maybe some block pushing/ice floor puzzles though i know people tend to hate those

BewareTheDragon

Going to give a long response that you're ultimately free to ignore. A good minigame should be quick and not too difficult. Ideally if it has a timer it should be used to push the player forwards rather than determining the set length of the minigame, unless it's a game where you get more rewards for getting more done within the time limit. Nyxia's game in Growth Gambit was an example of a bad timer: it always lasts the same amount of time and there's nothing you can do to make it faster or shorter with good play. Alisa's game had a good timer - in the first part her chase forces the player to keep moving forward, and in the second part you can end the timer early by obtaining all the power-ups. 'Survive for this long' games are alright for a one-off, where the player hasn't seen it before, but they get old quickly. If it's going to be something more complicated than a classic card game (which are all not bad choices, they're classics for a reason) then it should be justified in-setting as well. Moryn's game from Growth Gambit could be re-contextualized here as an '(not-so) ancient training exercise' with glowing floor patterns and inanimate targets. Maybe a spot where you can re-stock your projectiles, since you aren't being gifted the ability to throw growth orbs at the clones of a demoness. Lastly, the reward should be proportional to the difficulty. If you want to just have one difficulty that has the same reward each time, that's great. But having a harder version for a bigger reward is standard practice for a reason. There's a limit to what you can do with difficulty before it just becomes not worth the player's time. Growth Gambit kind of had this problem - the minigames that got harder (Seravi, Nyxia, Cervon, the water girl whose name escapes me) became nearly impossible at maximum sizes, meaning I would never bother with them even though they had bigger rewards than games that stayed the same or scaled far less. I'd be willing to attempt a max-difficulty bullet hell for a unique reward, but I'd never do it for fun or ever again after getting that reward. Ultimately, all this to say that RPGMaker generally benefits tests of memory/knowledge rather than reflex. The quick-time events in Growth Gambit weren't bad (both mashing and inputting the correct sequence of inputs), but Nyxia's game had weird and unpredictable enemy collision, inputs to turn in the slime game were frequently ignored by the game, and having waves of projectiles swarm you from all sides lags the game and makes precision harder than it already is. Something like a Match 2 memory game seems more feasible in-engine and won't have those kinds of problems. Personally, I'd like to see something akin to Buckshot Roulette - though probably without the shotgun. You have to do an action 4-6 times, and you're informed beforehand that some amount of those actions have a chance to end the game, so you have the option to skip/refuse the action. Reward could scale on the number of times you 'pull the trigger' without ending the game. Maybe purchasable items that make it slightly easier, or an npc in the area you play the game that gives you hints. Something like 'three of these bottles are water, three are wine, drink any wine and your game ends' and there's someone who gives hints along the lines of 'he never puts two wine bottles next to each other' which could change each time you play the game to reflect new patterns, for replayability.

BewareTheDragon

As an aside, I would also like to see your recruits benefit you in minigames. Not specific recruits, necessarily, but categories. Stuff like 'having aquatic characters in your party increases swimming speed' or 'this guy can be seduced/charmed by a kitsune and will give hints if you do'. Not major changes, but small things to reward players who go out of their way to find everything. Definitely have NPCs nearby that hint at this kind of thing, so that players know to swap their party around for minigames. 'I heard that some people have gills, they must be great swimmers!' or 'I've always wanted to see a kitsune - is it true their tails are softer than any pillows?' as examples. That might be a bit outside the scope of this conversation, though.

Azure Dragoon

My first thought is Picross, which can be algorithmically generated for the sake of being a mini game. I know that some of the charm of picross is "forming an image", but that's not nearly as feasible if we want something that can be regularly redone and still provide a challenge.

Bluegreydragon

If it's a side activity (and not part of the main game), I'd say something involving fishing or cooking might be a good minigame. I'd have it so that if the player did well on the mini game they'd get a better-quality fish/food item, but if they did poorly, then they'd just get an average item that you could buy at an item store. Personally though, many of the mini games in "Growth Gambit" were a bit on the frustrating side, so I wouldn't focus on adding them in this game too much.

osafune

How about a button mash mini game where you are competing to blow up a doll the fastest. Or you could just have to race the clock to input the sequence before time runs out.