A point was made earlier about people finding their feet, borrowing code and ideas from other games in order to make their own better.
Okay. Often, artists, be they visual, audio or written, imitate someone when they start. They find their own style and then learn to stop imitating. So to some extent I can understand the nature of using someone else's work to bolster your own.
BUT...
If you're going to do this, you absolutely, categorically must ask permission first. This is the difference between borrowed code and stolen code. If the creator of the code says it's okay, then you're golden. Okay, you didn't do a hundred percent of the work, but you have a leg up on the people who have done nothing, and you've created a game, and you'll probably get more and more original as time goes by. The reason this game is an issue is because it looks either as if the permission obtained was false, or as if the devs were lying about whatever permission they had. And let's remember also that they did say they made their game from scratch, which we can fairly safely assume isn't true anymore. On these grounds alone, I will no longer consider playing this game or supporting this developer. This is ten kinds of shady and completely unethical.
I will not attack the game, attack the developer or otherwise get in their way in any other fashion. I simply won't play the game and won't go out of my way to recommend it to others, until such time that I can be sure of its ethicality. This community is small, and bad ethics are a really excellent way to make legitimate developers, both the pre-existing kind and the hopefuls like myself, run far, far away.
In summary: borrowing code, with permission, is something people do all the time, in the mainstream world and in this world. Borrowing code is arguably quite helpful. But there are so, so many better ways to have made a game with Ultra Power source code outside of stealing it. And contacting Mason personally, as he's the owner of the code, was the first and most important step for virtually all of them. It looks as if this wasn't done.
Now, another point was made about audio games emulating video games.
Hey, there's a reason video gaming is a billion-dollar industry. It works. Shooters, RPGs, sports games, puzzle games, adventure games, co-op style party games...they all have their niche. I'm not going to say there are no good ideas left, but these ideas do work. You say that aping the mainstream is bad? I disagree heartily. The mainstream is hugely successful, but copying the genres and putting a blind spin on them, so to speak, is an excellent idea. Look at A Hero's Call just as one example. There are hundreds of western RPGs from which this game loosely borrows. Nothing wrong with that. Ditto Entombed. Ditto Super Liam. Ditto all kinds of games that were or are popular.
What we want to do is emulate the genre without totally ripping it off. I'd be a fool to create a game called Time Trigger with characters named Cronus, Marla, Robbo, Lucille, Aela, Frogger and magnus, where the earth was being threatened by an enormous beast called Lavis. That would be a blatant rip-off. But if I were, say, to make an RPG with seven characters, where your main goal was to collect seven elementals? That, by itself, is nowhere near the same kind of rip-off, because within that framework I'd be sure to make my game its own original thing. Characters would be unique and would have depth. The world would be fleshed out. Magic and skills would be unique and interesting. Bosses would challenge you and make you think. So any vague resemblance to some other game you might have played, because you're in an RPG and on a quest with your friends, quickly pales next to everything else.
We'd be fools to turn our back entirely on the mainstream.
Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1