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If you have any feedback for my demo, please post it here and I will read every single post!

I want good feedback and bad feedback.. but please try to be descriptive and constructive when you are providing bad feedback so I know what the problem is and can try to fix it.

If you do happen to find bugs, list them here as well but try to provide as much info for me to locate the bug and reproduce it.

Thanks for trying the demo!

Posts

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edchuy
You the practice of self-promotion
1624
Here's my feedback for your demo:

- No game breaking bugs!
- Like your choice of background music in and out of battles, since it was not the RTP defaults.
- I found your game start screen to be original and elegant.
- A couple of things you included that I liked and haven't seen before in a RPGMaker game was the Next (indicates there's more text) used in the text box and the Viking torch lighting effect.
- Interesting choice of avoiding to use a sparkly dot to indicate where treasure is instead of relying too much on chests. In particular, it's probably the first time I've seen used in the outdoors.
- As someone pointed out, pressing SHIFT to run is not enabled in many places. I understand that you probably did that on purpose in the dungeons, given that would allow people to avoid the touch battles.
- A few creepy events: The elder appears out of nowhere, walking through the closed door of the burning house during the cutscene involving the ogre. The lady giving you the first quest to help her daughter vanished into thin air behind the bookcases. Same thing happens to the daughter once you find her (it would make more sense for her to say she's going home and then have her walk off the screen). Also, if you open the cow's pen after you have more than 1 party member, the other party members get stuck behind the gate and if you walk forward they'll walk through the closed gate.
- Why don't the NPCs located indoor have anything to say?
- Couldn't get item west of Village of Faene gate, near the river ...
- I found you could walk under the sacks found in the second floor of the farmhouse ...
- That's an unusual way of choosing where to go on the World Map ...
- In the cave, I found it strange to have the door you open with a key hanging from nowhere ...
- I suggest the note having the number combination to get pass the obstacle appear as a key item in the menu you can read.
- The fires in the trees in the forest leading to the monastery seemed somewhat unnecessary.
- Regarding Ignatius attack, I noticed you get two, sometimes three slashes in each direction when he uses he melee attack when equipped with two claws and that the resulting damage is three hits. To me, it would make more sense to have one hit per claw.
- Regarding fights, I found most non-boss fights relatively easy, not requiring me to use that many items during the fight. I found damage that my party members received very little damage for each fight. Another thing I noticed is that there is some MP regeneration during fights. Finally, I should note that your game is probably the first one I have seen in which TP is 0 at the start of fights. In the boss fight in the cave, I was close to needing to revive a couple of my party members, making it the most challenging fight of the demo.
- I found a few typing/writing mistakes:
* the town elder says he is "thankful of for your help
* you use ".." when you should be using "..." (actually you did once)
* when Juliette gets introduced by elder consider using "help" instead of "assist" since "assistance" was already used earlier in the sentence
* when given the first quest, the lady mentions the girl was "laying lying on the side of the road"
* when you return from the cave, elder says "I thought you have taken would take longer in your quest" ... "shouldn't underestimate those you give tasks (to)"
* somebody mentioned they should go to the monastery training fort(r)ess

Overall not bad at all if this is your first RPGMaker game.




Thanks for the feedback, I really appreciate it. I've begun compiling a list of changes I will be making, though I probably won't be able to get a new version released for a few days (though weirder things have happened).

Of particular note: I'm adding a lot more interactivity to the maps so you'll be able to talk to every NPC and interact with a lot more objects. I'm also putting dashing back in and tweaking the enemies so that when they see you, they'll run faster. You'll still be able to run faster than them but I think it is a good compromise in what I was trying to achieve and allowing for the convenience of running. There are a number of other changes I will be making as well but I'll save that for a proper blog entry.

With regards to the sacks in the level 2 farmhouse, you can walk behind them but not under them. The stack is 2 tiles high, so just like walking behind a cupboard or bookshelf, you should be able to walk behind the sacks too.

I'll try to make it more obvious that the keys are actually on the corpse in the cave area. That was my intent but I guess I need to put more text in there to make it more clear.

With regards to the combination, it's a random number each time you play, so I will explore options on how to make a key item that has a changeable description for that purpose, thanks for the idea! :)

I actually didn't intend for Ignatius to have two weapons like that.. I realise my mistake now (Dual Wield ability). So that will actually be removed because I am balancing everything based on him not having two weapons, hence the extra attack when you wield the extra weapon.

With regards to the grammar things, I guess there are going to be some differences of opinion there as I learned English in Australia and there are different conventions that we use that seem odd to others I guess. However, I thought I was using ",,," in every dialog, I will need to look through all the dialog and replace any of the ",," I find :) Anyway, I will still look at improving the dialog and see if your suggested grammar changes sound "right" to me and how I am wanting the people to speak. Just because it might seem odd to me, doesn't mean I won't consider changing it :)
edchuy
You the practice of self-promotion
1624
I'm glad that you found my feedback useful.

Regarding the grammar issue I understand that there will be some regional nuisances that pop up from time to time. If it helps, I'm more used to American English. Overall, the choices you make shouldn't make it too hard for most players to understand what's going on. So, yes, I might be me just being nitpicky. When the writing isn't clear at all or is notoriously bad, that's when I have a real issue.

One thing I wanted to mention is that I have my suspicions regarding the village elder motives (if your intent was to add some intrigue that was brilliant!) ...
There "may" be something to your comment about the village elder... :p Will just have to wait till I finish more of the game. :)

Hello, I am currently making my way through the demo (I finished up with the cave) and it seems neat so far, but there are a few things I would like to point out:

1) It is possible to 'miss' Ignatius altogether by luring him to a larger area and then opening the chest containing the lock combination. While this is unlikely to be something a person does on accident, you may want to consider creating a scenario where something like this cannot happen (ex: place him in front of the chest or, preferably, the crystal orb blocking the path and make him stay put in order to guard the object in question).

2) There is a cave in when the party enters the boss area and the mine is blocked off by rocks if you try to reenter it, so how did the party get out of the boss room in the first place?

3) The farmer by the cows gives you infinite Stimulants.

4) You can climb the cracked walls on the second floor of the stimulant farmer's house and you can walk inside the walls on the second floor of the elder's house if you approach them from the upper-right segment of the room.

5) It's minor, but it's odd that you can pay for a key to an inn room multiple times in a row.

6) the scene where the protagonist 'saves' the village after the ogre teleports away comes off as a bit strange when people are crowding around Lucien to thank him and happy music is playing while the town is still very much on fire; you may want to consider changing this scene around to have the elder or someone else mention the fire first and then do a brief skip to after the fire has been put out.

7) Having the bandits say "Thou shall not pass!" is immersion-breaking and honestly isn't worth the reference in my opinion. The bandits themselves also all look human yet Lucien mentions to the elder that the cave was filled with orcs (ogres?).

8) This may not actually be an issue since it could have just been played for laughs, but it seems odd that Lucien helped to rebuild the town over the course of several days and the red-haired girl was apparently just lying there near his tent the whole time.
1) This is a choice that the player will have to make. Ignatius is an optional pet that the player can use to bolster their party. Later in the game there will be other pets too. I will perhaps run a check, before the player leaves that area to "suggest" they go and get Ignatius but it is still optional. The game will be quite hard without him.. but not impossible. :)

2) Artistic licence :)

3) Oh.. really? I'll fix it, thanks! :)

4) That's fixed now, thanks for the heads up. Those passibility things are annoying :)

5) I'll add in an additional check to make sure it's only paid for once while the player has the key, thanks for finding that bug :)

6) I'll see what I can do.. :)

7) Hrmm.. yeh.. that is odd, those ones are meant to be bandits.. I'll fix the dialog :)

8) Intended.. as she says, she thought she'd been forgotten about :)

I'll definitely get all those things fixed up, thanks for the feedback! :)
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