Dragon Spirits 0

A skeleton from my childhood, the original edition of Dragon Spirits, which I developed in middle school, is a creature collector RPG that serves as the origin of the Dragon Spirits series. I still keep it as a memento. (Almost) no one can make a good game from the very beginning.

Overview

This is a 3 VS 3 creature collector turn-based RPG with dozens of Dragon Spirits to collect.
In battle, every point of damage and healing value will attract "Aggro", causing one of your Dragon Spirit to be focused by the enemy.
You need to arrange the Build reasonably, protect the healer and attacker to win.

Plot

Ralph, the main character, is fed up with the dull routine of school and decides to hop on his dad's automatic ship to the paradise - DS Islands.
DS Islands is the site of a prehistoric civilization that was discovered in 20XX and shocked the world.
There, people have no life limit, and use magical "Spells" to command a creature called "Dragon Spirits" and live a peaceful life.
Actually, DS Islands is an area opened up on the Earth by Andes, the creator of our three-dimensional world and the executor of the Big Bang.
Andes created the illusion of dinosaur extinction and teleported them to the DS Islands.
Under the influence of Andes' energy, dinosaurs gradually turned into Dragon Spirits with magical powers.
In order to prevent being discovered by outsiders, Andes created a barrier to protect the DS Islands.
Only people who know that area can enter, otherwise time and space will be warped.
In 20XX, human civilization finally came into contact with the civilization on the DS Islands...

This game is the origin of the Dragon Spirits series. It was completed in 2010 (approximately). The quality isn't worth charging for. I posted it on Steam as a self-reminder.

1. Don't be too obsessed with marketing.

Marketing plays a big role, just as good wine also needs a bush. But numbers are only numbers. I read on a forum that if you focus too much on numbers, they lose their effectiveness as a tool. So, focus on what's important and give it your all.

2. Don't be too obsessed with game quality.

Game quality matters a lot too, good quality shows my responsibility for players. But creators also need to be responsible for themselves. I should create games that can sustain a healthy attitude over time. It's okay to make trash, at worst, release it as a free-to-play.

In 2010, when Shanghai was hosting the World Expo, Pokémon did not have an official Chinese version, and Yu-Gi-Oh cards were printed by ZZ Youth Pavilion.
Everyone's copyright awareness was relatively weak. We gathered in forums and made various games with RPG Maker in our spare time.
Back then, there were not even many platforms to upload games, and we used Drive to ship games. A game had only a little downloads, dozens of downloads for the better ones, and close to a thousand downloads for the most.
I developed this game in such an environment. Almost all the players were classmates. At that time, the series was not even named "Dragon Spirits".
Now it seems that this game is so stupid. I don't know why I thought I did a good job back then. It's not that I haven't played popular games when I was a child, but I just wouldn't compare them with my own works.

In 2024, Dragon Spirits' engine was upgraded to Unity, one of the most used commercial game engines, and the game was indeed played by many people, even made money.

But I lost
That kind of pure

Happiness