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Could be Improved

Initial impressions of this game hints that the game can be drastically improved. At the beginning intro, you can really tell that the creator needs to work on his mapping. Some chips are used incorrectly or not well enough to be aesthetic. The intro starts off with no dialogue, instead you control some dude you don’t know, walk to a fortune teller table and hit enter on it, and you can turn into this weird thing. THEN the intro begins. (for some reason) The intro started off basic, explaining the world was governed by four deities. (with powers of elements, of course…) After that, you are teleported to what seems to by the world map for the rest of the intro. Basically its one of those “scrolling intros” where you’re supposed to look at the pretty world while the background of the world is being told. Except for this game, the world is neither pretty nor is the background very interesting or well explained/thought out.

Basically the map seems to be scrolling over the same area for the first few minutes, and then eventually goes somewhere new, then back to somewhere old… its not fun too look at and is highly unoriginal. Maybe you can show maybe instances in a village or something of whatever part you’re talking about in the intro? Also, the dialogue playing is long and not very flavorful. While you try to explain how the world came to be and all this information, it doesn’t help that the creator made several grammar mistakes and some parts make no sense. I actually got bored and pressed through the dialogue. So after this dialogue we learn about the main character, who apparently is “mysterious” for some reason that we are (hopefully) going to find out, otherwise it was unnecessary description. Apparently the main character is also very cliché, being “old enough” to “have his adventure” and so forth. And after that, you start in his room, which I’m guessing that’s what it is, and you have to wonder around until something happens. Please provide more guidance for the player, this is very important. You should note everything that’s going on, and provide the player with some sort of situation that needs to be done, like maybe he’s just waking up, and maybe have the main character say he’s hungry and that he should go downstairs? This would tell the player where to go, give insight into the main character and whatnot.

But another pain in the ass thing is I didn’t know how the hell to go down the stairs. By the time I found out, it made sense and I thought it was realistic, but it was really more of a pain in the ass if anything; a player should be able to see stairs and realize that when he walks onto them he will be led somewhere. He shouldn’t have to approach the stairs from a certain direction to use them. The music seems original from what I know, it’s decent, I’m not too picky for those things.

While I noticed at the beginning that the mapping was sub par, the mapping for some places was not. The town in the beginning for instance, was actually very well mapped. I liked the shape of the houses and the fact that you can actually walk in the water; made things realistic. There was also lots of ambience, background sound effects, weather effects with accompanying lightning effects; I thought that was really nice.

Though a problem was guidance, once again. I walked out of the hero’s house but had no idea where to go. There was typically no personality shown of the hero, nor did he ever talk. You need to instruct players as to where to go or what to do; it’s not fun to wander around trying to figure out what you have to do next. Being a “mage” I don’t even think there were any magic shops in that town you were in; maybe there was a reason in terms of the story, but obviously there were no dialogue clues or implication of this idea. The hero should talk and express his opinions more. What do we know about the main character? Nothing. What should we know? The amount you want us to know is up to you; what is his personality like? What does he like to do? What are his ideals? Why is he mage? You need to incorporate the story in with the characters.

Not knowing where to go, I wandered around a bit and found this “nocturnal shrine” immediately I already knew you were simply copying a concept taken from games which seem to copy off of each other. The dungeon was basically a Zelda clone, which isn’t very credible. Requiring “gold keys” to open “simple doors”. Please think of more creative concepts and puzzles. Some of the puzzles were actually difficult and had me confused because there were not enough hints though, such as the whole sun and moon crap. The character also walks too slowly and there are too many annoying, boring, unoriginal battles. The part where you find the “bow” was already the cinch that you were attempting to make this some sort of Zelda clone. While I know there really isn’t much wrong with having “field items” that help you solve puzzles, its way better if you think of original things, at least.

The battles were bland, the monsters and backgrounds are RTP, I don’t have much an issue with those though. All you had to do was whack enemies with attack twice since you don’t have any spells. Seriously this game is called “magequest” and yet I have no spells. SERIOUSLY. I picked the game to play because I thought it would be about wizardry and sorcery, magic, the make believe, the power to alter your surroundings! And I don’t even have any spells to fell these dinky little snakes in this “night” dungeon.

In general, this game could be overall improved. The mapping is okay in some spots, but could still use some work, or at least perhaps custom chipsets, since it seems you were trying to do some weird things with the individual chips. If you can get a concise and organized story, and somehow work it with the character, and also reveal more about the character, I think the game will run more smoothly, be more commendable and be more fun. Though I can’t stress how much guidance is important in a game. Hint at where you want the character to go, work it in with the story.

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Thanks anyway.
This is my first complete game. (rtp based)
its alright. Just keep at and you'll do better. :P Btw i hope i didnt seem too harsh part way through this review.
Already Beta-tested in early june. Game ran really smoothly once remaining bugs were patched however negliable. I suggest one should play all the dungeons, visit all the towns, upgrade equips priorvto wandering around, think logically, and have open mind. I purposely designed first dungeon to be zelda-style (one of my most favorite series ever) so players can get accustomed to more advanced challanges later on. The main characters plus several other characters in the game actually develop magical skills around lvl 2-10. Ex: dark curtain, crecent beam, poison arrow, etc.. (skill inventory) Don't just rely on attack mode or auto mode during battle. The enemy encounter rate was actually pretty low and regulated per dungeon to compensate for slower navigation.
The game requires little patience sometimes. I don't know how to modify individual chipsets without possibly ruining the rtp. Thought the stair chips were standard to be oriented in specific directions. (left, right). Approaching them from any angle
would result in falling down to the floor below like (zelda-pits in the lighthouse)
lots of variety of monsters appear through the game. One can't judge a game by just going la la la, heres first dungeon. Plenty of hints were provided for the puzzles.
Most players talk to the villagers in town especially the elder or some drunk pirate in the bar to learn where to go next. wandering around is just fine, but don't complain there was absolutely no clue. Enough information is provided. The main character uncovers his own destiny as the game unfolds. Unlike the constant motives between events in Starless umbra (great game not my style),zelda served as a inspirator around 2005. I just hope there are still few old-school fans who understand the concept of role-playing adventure. Also this game more dungeon oriented with limited but adequate role playing. (ex: deliver medicine to witch cabin before spoils)
I see alot more coping off games when I play other epic rpgs from time to time but never complain about it. At least my dungeons have a unique layout. So whats wrong with using keys to open a locked door? Fundamental to many other games including mario bros. In later dungeons, it becomes less apparant as overshadowed by other puzzles that range from pushing boulders to activate switches, collecting gems to trigger mechanisms, wandering multi-dimensional rooms. hard to think of a game where dungeons
lack a barrier to bypass in order to complete a cycle. Overall expand inquiry through broader exploration. Some chipsets were designed to appear funny and classic like the(trolly in need of much repair :D) If the game proves too challanging for dummies,
then at least examine all the remaining maps (A modest 21-24), 100+ variables, etc through aforementioned program.(rpg2k3). Actually game originally designed using rpg2000, which reaulted in a more amusing old school appearance. Upon transition, little or no chips remained bit out of place. Music was designed to invoke a classical atmosphere to make rtp-game fun and amusing for all audiences. Some villagers and bosses in the game had made purposely to be brain-dead, selfish, eccentric, sarcastic without anything obscene to bring laugher and sense of humility inspite of overwhelming obstacles the hero will encounter. Ex: lol, the intro part was meant to be funny to capture the players attention. The hero was probaly having a bad dream, before touring the world (collective memory of screens like in zelda seasons not explicit overworld) and waking up to find a rude fake elder. XD
"I purposely designed first dungeon to be zelda-style (one of my most favorite series ever) so players can get accustomed to more advanced challanges later on."

Ah cool.

"The main characters plus several other characters in the game actually develop magical skills around lvl 2-10. Ex: dark curtain, crecent beam, poison arrow, etc.. (skill inventory)"

Oh yeah. That i noticed. But it'd be nice if you could have told the player that with a message or whatnot. Is that the only way to get skills?

"by just going la la la, heres first dungeon."

While I may not have played it all the way through and thus cant give the best of advice, i did offer what i thought might have been best in general, although not in the most appropriate of manner. Btw I didnt even know that was the first dungeon lol.

"Most players talk to the villagers in town especially the elder or some drunk pirate in the bar to learn where to go next."

Seeing as you have no other option but to explore since the main character doesnt say anything or whatnot. :\ I just think that for future games its cool to make the character "come alive", talk and have a personality. (if that wasnt present in magequest) I mean, you told the story at the beginning to explain the current state of the world and whatnot (which still confuzzled me) but after learning all that, you start in this dude's house with no text as to who he is or what he's doing. You could at least write "eh im bored maybe i should wander around town for awhile." I mean it would at least give the player some sort of objective or goal to try to fulfill, be it vague.

"I see alot more coping off games when I play other epic rpgs from time to time but never complain about it. "

I was complaining. Its just that the whole zelda thing is easily recognizable because of its popularity, and while its ok to use some of it's ideas, it would make it more unique if you added your own originality.

"So whats wrong with using keys to open a locked door? Fundamental to many other games including mario bros. In later dungeons, it becomes less apparant as overshadowed by other puzzles that range from pushing boulders to activate switches, collecting gems to trigger mechanisms, wandering multi-dimensional rooms. hard to think of a game where dungeons "

Just that the whole "big key" and "small keys" this is straight out of zelda, and makes things seem unique. Small keys opening any minor door, big key opening the boss door. ( I think :P) It is an interesting concept, but originality is cool man.

"lol, the intro part was meant to be funny to capture the players attention. The hero was probaly having a bad dream, before touring the world "

Sure didnt seem that way. Maybe making the character talk would help express that fact? I think maybe you expect to much of the player. I cant assume the story as much I could assume how a puzzle works (which apparently i suck at) I like the idea though, really.
Some improvements currently underway will focus on limited aspects.
{intro dialog, guidance, villagers, etc..} to make game less boring :D
Also will consider revising zelda style lock-key once I have patience and skill.
not that i dislike you making changes, but you said the game is already complete. Are you sure you want to change it? I mean it was your first game, and just because i made negetive comments doesnt mean you should change things. Personally i'd leave this game the way it is for memory value, and perhaps consider my opinions for future games. Though out of this specticle we made there is one comparison that more definately shows our differences; the fact that you actually managed to finish a game. :P
It's allright. An alternative link will be provided soon
without undermining any previous attempts.(cumulative fashion).
Also game was generously hosted last year on kobra.net and made a
demo thrill/action mine cart game back in 2005. My old computer broke down
before demo could be released via wider audience while appealed to friends :D
By complete, I meant (virtually bug-proof game). At least hope so.
glad you enjoyed it, then :P
Max McGee
My name is Legion: for we are many.
8099
Davenport was this game developed in a complete vacuum? i.e. with no contact with the outside community? I am genuinely curious.
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