• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Not Quite There

  • Sviel
  • 07/06/2014 02:51 AM
  • 2088 views
PART I


tl;dr If you want to give the dev feedback, play the game. Otherwise, you should probably playlist it and check back later. However, even with my conviction to explore just about everything, the game only took me 52 minutes to beat, so it may be worth playing anyway if you've got a moment. You may laugh a little (I didn't), but don't expect much in the way of fun, especially not in combat.

Part I will be spoiler-free and is a summary. Part II is intended mainly for the dev and consists of the notes I took as I played through the game.

This is the dev's first RPG Maker game, but I'm not really in the business of mercy, so oh well. It is short, straightforward and almost completely devoid of any reason to play it. The most interesting feature is a Title system that gives the player choices in how the plot of the game plays out. Somehow, that's enough to make me want to play the game, even though it's hardly seen in the demo. Even though the plot in the demo is not really interesting...and the humor didn't work for me...well, it's a pretty cool mechanic.

At any rate, the mapping is average and functional but brutally uninteresting at times. NPCs tend to go on at length about things you probably will not care about without warning and are, in my opinion, not all that funny. That said, there ARE some funny moments, but I was hard-pressed to enjoy them due to the

Combat. It's awful. Even if you happen to like taking turns playing SPAM STRONGEST ATTACK with your enemies, it still goes on way too long. It also has mandatory hp potions that, like many other hp potions before them, take all of the tension out of combat. It becomes a simple 'how many minutes of my life is THIS battle going to cost me' sort of thing. It's faster if you use another item, but, no more interesting. Literally every battle is going to use the same attack pattern, which I shall detail

bool cooldown = false;
class HERE
{
attack.Super() if !cooldown
attack.Normal() if cooldown and !hp.Low()
else potion.Drink()
cooldown = !cooldown
}

Hoo-rah.

Oh, I should mention that I used the Generic Sword for the whole game. Your ATK/MAG starts off at 1 and can reach a maximum value, depending on your EQ choice, of 2. I saw no reason to deal with magic when I could just beat things to death w/o using MP. Of course, it might have been sort of useful if changing weapons was instant, but I honestly did not bother to try it out.

I should also mention that the dev seems to have a general grasp of humor (stuff was almost funny) but a lackluster understanding of game design. Be prepared to deal with

-A Game Over from accepting a quest.
-The aforementioned combat system.
-Rampant abuse of the 4th wall (which can be done well, in theory).
-A mysteriously absent character.
-On touch encounters with the potential to chain infinitely.

So, that about covers it...With some re-tooling, this could be a pretty fun game to play. However, the problems that it has beat the snot out of any potential fun for me.


PART II



-I saw that the dev wanted lots of feedback, and gave permission to be mean and nasty, so I figured this game was practically made for me to review.

-The opening music is pretty funky? I think it's alright, though it is certainly not what I would expect as an opening. It is yet to be seen if it fits the game.

-The text on the opening screen is sort of hard to read due to the flavor font and the wave effect going on.

-I hit START and am warned to save often and in different slots, though different is missing an F. This scares me (why do opening warnings always scare me?!?!) because it sounds like the dev is saying that the game will allow me to put my save in an unwinnable state or that I may die for reasons beyond my control.

-I am given the option to WATCH or SKIP the intro. I WATCH it.

-In the intro, 'been' is spelled 'ben.'

-At first it's pretty standard, but apparently that was a joke. The narrator switches to first person and says WE ARE ALL FINE HERE.

-'Is the story' should be 'It's the story.'

-'went in a quest' should be 'went on a quest.'

-'a book who will' should be 'a book that will.'

-'unlimited powers beyond their imagination' is redundant.

-'Is especially' should be 'It's especially.'

-Having moved past the white-text-on-black-screen part of the intro, I get to see some dialogue. The first two boxes don't have any obvious spelling errors, which is a relief. However, the main character gets a bust while the not main character has a standard face graphic. It's not too jarring, but does feel inconsistent.

-'Grimoirie' is...what?

-The path in the intro is totally straight, though the map is detailed enough. It's passable, but nothing to write home about. A curve or two would be nice.

-I gain control after the intro of reasonable length and check out the MENU. Isabelle has a strange profession...she's an Adept Witch N degrees 0346, w/e that is.

-I also learn that she is good at spells, which I kind of took for granted as she's an Adept Witch N degrees 0346.

-She's wearing two Head Flower N degrees 1 as well, though her dress apparently has no latitude (longitude?).

-She has a SWITCH WEAPON technique which purports to switch between the most powerful staff and blade I have during battle. This suggests that there's nothing to the item system beyond progressive numbers, but that's nothing to take points off for as it's standard fare.

-She starts with two spells, which is nice. I certainly hate playing Adept Witches who start with no spells.

-In addition to TECHNIQUES and MAGIC, she has a third skill type called ATTITUDE, but no skills there.

-The music in the first town has some odd hiccups in it, though it is otherwise exactly what one might expect for first town music.

-Also, I can save everywhere, so that's nice.

-I enter the GENERAL STORE which is much bigger on the inside than out. This is not normally bad, but it really could have been laid out in a tighter fashion...and is much, much bigger on the inside.

-I talk to a girl who goes on and on about LIQUID SUGAR. Some of her phrasing is strange, though, mostly I just wonder why she's talking so much. It seems that the stuff removes cooldowns from abilities but induces a double MP use state once it wears off that can only be removed by 'the coffee.' I am wary of this mechanic but shall have to see it in practice.

-Nothing in the store can be interacted with beside the NPCs, but I do get a scolding for trying to walk behind the counter, which is a nice touch.

-Spelling is back at intro levels. It's completely readable, but too frequent for me to point out everything. I will say that 'discusting' should be 'disgusting' in the generic staff item description.

-And 'unsharphed' should be 'unsharpened' in the generic blade item description.

-Both generic weapons give only 1 of their respective stat and nothing else. I decide to skip them since I doubt it'll make much difference and they cost a full third of my starting gold.

-The player has to interact with doors to make them open. This adds a touch of realism but is also really annoying. Changing them to open on touch would reduce the number of button presses to do simple things.

-Clones in games are sometimes unavoidable, but having a clone of an NPC in the same town that uses a small subset of the default people is a generally poor choice.

-Frank says 'separeted' instead of 'separated.'

-Doug looks and acts like pure bully. It's a functional trope, but not particularly believable or interesting.

-Doug has an hp bar, but it's so low that the fight UI covers it.

-I use SPARK on DOUG. It seems that FIRE is his WEAKNESS. I deal ONE damage.

-He then hits me for TWO damage, 10% of my hp.

-SNOWBALL also does ONE damage. Smacking him REALLY HARD, though, does TWO damage. So much for MAGIC.

-DOUG seems to only have a basic attack. Even if I had bought a weapon, it seems like this fight is nothing more than STRONGEST SKILL SPAM. In my current state, I alternate NORMAL ATTACKS and ATTACK HARDER because the latter has a one turn CD.

-Unfortunately, DOUG gives me a slow, painful, boring death. MATH told me I was going to die right after I realized the OPTIMAL STRATEGY, but I still had to slug it out for a minute or more. Worse yet, even though we were settling a minor dispute, it seems he actually KILLED me. Murder might be a big deal to you and I, but it's just another TUESDAY for the folks of this town.

-I reload and buy a GENERIC BLADE since magic is apparently TICKLE JUICE.

-I went from 1 to 2 physical attack and now went from dealing 1 to 2 damage. Simple, but...way too tight. Buying a generic weapon should not double damage output...if it's that important, start the player off with a generic weapon.

-Frank correctly uses 'you're.' This makes me very happy.

-Beating DOUG gives Isabelle the ATTITUDE skill BRAVE. This is instantly the most unique thing I've seen in this game, so I check it out.

-It seems that ATTITUDE skills are just titles ._.

-One of the CLONES told me that he likes to check everything because he might find something. Unfortunately, I have yet to find any non-NPC that is interactive.

-There are a lot of ELLIPSES that are spaced out with time delays. This is ok, sometimes, but never at the end of a sentence. Only do this is the character is going to say something else afterward. There must be a reward for being forced to wait beyond freedom from the textbox. This rule can be broken to good effect if the ELLIPSES is the only thing in the textbox and the timing is reasonable.

-Doug's house is pretty beat up. I wonder if he's going to be the bully with a hard life trope to the max.

-'Buisness' should be 'business.'

-OKAY. Here we have RED FLAG #1.
-An NPC asks me to help him because he feels that there's something strange in a tomb. I agree to help. MAIN CHAR says that there's nothing in the tomb, then says a line that was supposed to be said by the NPC, 'Why don't you fill it?' He then kicks MC into the tomb, resulting in a GAME OVER.
-If GAME DESIGN was DRIVING, this would be the part where I TAKE AWAY your LICENSE. Under no circumstances is it ok to kill the player in such a manner. They should not feel that they have to save every two steps to avoid a totally unfair GAME OVER like that one. If it had just been an inconvenience for the MC, it would have been funny...but no. NO.

-I RELOAD and enter a bar where a monster is upset about not being given a drink. The music contains SIRENS, which is an odd choice for a time period with SIRENS. Also, there are INVISIBLE WALLS between the crates for some reason.

-The WALLS seem to be to force the player along a set path. There should at least be some indication by the MC that she's not walking there because she would be spotted or something.

-And even if that were in place, a trial-and-error find the path puzzle is far more frustrating than engaging.

-I apparently strike DRUNK PIG with lightning. This is odd as MC does not have a lightning attack.

-I FIGHT him using the OPTIMAL STRATEGY. There are MISSES and EVADES galore. Eventually, I LOSE by a hair. Lovely. It seems like HP RESTORATIVES are totally mandatory, but, totally UNINTERESTING.

-This combat system is genuinely worse than if everything had been left on default values. I don't really see what the potential benefit is either. All of this for...what?

-I enter the CHURCH and find a THIRD CLONE. Why?

-The ORGAN PLAYER can apparently keep playing even when his back is to the ORGAN and he's talking to me.

-The ORGAN music is grating anyway. It's alright at first, but holds too similar a tone for too long.

-I go back to the bar and kill the DRUNK PIG (not being mean here, he is literally a pig) by chugging a few HP POTIONS. It's less exciting than my day job, which mostly consists of SCRUBBING TOILETS.

-The bar guy notes that I KILLED poor Piggy-Wiggy and remarks on how AWESOME that is. Apparently, they really are down with murder.

-The bar is now back to NORMAL. There's humor and stuff, but it doesn't really work for me. I don't think it's even because I'm still POUTING about that TOMB thing earlier, either.

-I try to save my game with CTRL+S because I've spent so much more time in WORDPAD than actually playing.

-The DEFAULT PLAYER CHARACTERS show up here, all named exactly as they are by DEFAULT. That can be ok, but this game could use a little something to give people a reason to play it.

-I go UPSTAIRS in the BAR, find nothing of interest and come back down. It has reset to the PIG FIGHT bar, complete with INVISIBLE WALLS. Apparently, the game thinks that I am trying to go to the second floor to get the sleep powder to put PIGGY'S lights out, which was my option other than fighting him head on. I play along, even though leaving and re-entering fills the bar with people again.

-Trying to go upstairs after if resets gives me the same message as if I hadn't talked to anyone the first time I entered the PUB. Thus, I can't go up the stairs to finish the quest. Oh well.

-DESPERATED (sic) MAN drops the f-bomb in a game that previously had no swearing at all. Massive tone shift is noted.

-I find the hidden ELEVATOR in one shot.

-I enter the MAYOR'S OFFICE and my friend who I'm traveling with suddenly reappears. She wasn't in the party, did not fight with me, had no speaking lines and no on-screen appearances since I gained control...but here she is. Where were you when I was DYING, CARMEN?!

-Seems that once I head off to the BIG BAD CASTLE, I can't return. Somehow. I use my limited funds to stock up on HP POTIONS, though I don't bother with LIQUID SUGAR because I'm a GROWN MAN and am not about to use any more MANDATORY OPTIONAL ITEMS than I need to.

-The path to the BIG BAD CASTLE is identical to the path in the intro and the MC remarks as such. This time, however, a crow on the side of the road introduces itself as the GAMEMAKER and offers to answer tons of questions I don't have.

-For one, this is not something that should exist in the game. Secondly, if it does exist, put it earlier than the path to the BIG BAD CASTLE. Thirdly, this game's combat is SUPER SIMPLE. What I need is tips on how not to get ULCERS from frustration while combat crawls along.

-I'm now fighting SKELETONS.

-Or I was...they die from one normal attack.

-Then explode into flames...?

-It seems like I'm not going to level up in this game. There's no listed EXP gain and I'm still lvl 1. That's ok, I suppose, though I wonder why?

-Perhaps I should just run from every fight?

-I find an item that gives the state 'Antibodies VXAce.'

-Enemies on are On Touch, but move in nonsensical patterns, or perhaps at random. It's not terrible in theory, but the end result is that I fight just as much as random encounters but generally in chunks instead of any spacing.

-Scratch that, this IS terrible in theory. I'm currently in the FOURTH battle of a chain where monsters take turn attacking me. Apparently, they're respawning too, so I'm going to be here forever.

-Or at least until I die.

-I really thought it would not be possible to make death any more drawn-out and painful than the fights where MATH predicts my doom...but, drawing it out over an infinite number of fights does the trick quite nicely.

-I RELOAD until I manage to sprint past most of the guards.

-I REALIZE that I have to go back to unlock the gate...

-I find GOLD in a chest, but...unless I missed something, I can't go back to the place where I can spend GOLD. Hopefully, this means that there's a shop ahead.

-The DUNGEON CASTLE is an odd CASTLE and a boring DUNGEON. I follow random paths until I find one that opens a gate, then follow new random paths.

-I find a CRYSTAL which heals me exactly once. K.

-There is talking and then I get some CHOICES based on the TITLES that I have. That's pretty cool, though, I'm betting some of them are GAME OVERS.

-I FIGHT the UNDEAD THING. Its HP bar is super long and cuts right across its face, making it look extra silly.

-He has a SPECIAL ATTACK. When he uses it, I have to choose a direction to dodge or I get hit. However, I have no clue what direction is effective, so it's basically random except I get to feel like it's my fault when he kills me.

-Scratch that, the third time he uses it has a different lead-in text and I realize that it's a hint as to how to dodge. Not a super helpful hint, but w/e.

-He DIES. The RIDDLE bit is interesting, sort of, but doesn't save the fight from being a SLUGFEST. Also, I'm a little disappointed that I didn't use any MAGIC despite being an ADEPT WITCH N DEGREES 0364.

Posts

Pages: 1
Man... Just... Man...

I assumed that there would be some mistakes, but that much!? Man...

Now I'll have to do some worthless justifications:

-I REALLY thought I had the grammatic well checked. Guess I still need to practice english...

-The spells cause more damage with the staff, but I admit it should had been a starting weapon, and not a must-buy weapon. As for the combat, I used low numbers to make the enemy creation more easy, but it seems that it backfired...

-I think touching doors to open them, despite saving you from much button pressing, it gets pretty annoying when you enter a house by mistake, but that's just my opinion.

-I fixed the bug at the second floor of the pub! What happened!?

-Yeah, I should had been more clear about the invisible walls, that was if you choosed to sneak to the second floor...

-My storytelling and jokes looked better in my head, and I should have made Carmen... I mean, Caroline!... appear more.

-"Adept Witch N° 0346" I thought that was the symbol for NUMBER, not DEGREES!

-I use a lot of elipses, do I?

-The TITLES choices in the boss battle doesn't give a gameover, I tried not to punish the player for having a different ATTITUDE but to reward him for having it... but I guess the TOMB thing contradicted that...

-Did I mentioned that this is my first RPG Maker game EVER, right?

The rest of my mistakes doesn't have justification, I was to ambitious and less cautious and I failed because of that. I really aprecciate that you had been frank with me in your review, now I now I have to make a lot of work if I want to make a good game of this, so thank you very much.

And I'm really sorry for making you waste 52 minutes of your life!

P.S : The few times you used Spark, didn't you caused a Burn status on the enemy?

P.S.S : What did you thought of the gameover epithaphs in the tombstone?

P.S.S.S : Let me know if you found any grammar mistakes in this comment.
I wouldn't consider that a waste of time. I went into it with the goal of providing feedback and that went well. It may not have been super fun, but I think that you're probably going to get better at this as time goes on, so I consider it worthwhile to help you in that endeavor.


@Pub Bug
A bit more info, if needed: After killing the PIG via the surprise attack and re-entering the pub, everything was fine. I went upstairs and everything still seemed normal. It was only when I went back down that things got weird. I'm guessing that the transfer from upstairs to downstairs is placing me on the wrong map.


@N DEGREES
The symbol for number is #. A hashtag.


@First Game Ever
It's miles ahead of some other games I've played, even some that weren't first games. You've got a really solid start, here.

@Spark
I used it exactly one time. Since every battle is scripted and there's limited resources due to no random encounters, I didn't want to mess around with combat...rather, I just stuck with what worked. I really didn't want to have to watch myself die again.


@Epitaphs
Those were really nice, actually, though I was generally too miffed at the reason for the Game Over to really enjoy them. I should have mentioned that in the review, actually.

@Grammar Mistakes
'had the grammatic well checked' - 'grammatic' should be 'grammar.'
'more easy' should be 'easier.'
'that was if you choosed' - 'choosed' should be 'chose.'
'in the boss battle doesn't give' - 'doesn't' should be 'don't.'
'Did I mentioned that' - 'mentioned' should be 'mention.'
'rest of my mistakes doesn't have justification' should be 'rest of my mistakes don't have a justification.'
'to ambitious' should be 'too ambitious.'
'aprecciate' should be 'appreciate.'
'you had been frank with me' should be 'you have been frank with me.'
'now I now' should be 'now I know'
'I have to make a lot of work' should be 'I have to do a lot of work.'
'didn't you caused' should be 'didn't you cause.'
'What did you thought' should be 'What did you think.'

That's a bit of a list, but, it's mainly minor stuff. It needs to be fixed for a serious project, but, it doesn't hinder comprehension. At no point did I have trouble understanding your intent.
That's quite a list...

Anyways, once I'm finished polishing the game, I will launch a second demo, not only longer but hopefully, with much less mistakes and bugs. It may take a while, but it's part of gamemaking in the end.

I forgot! You level up by going to the next floor of the castle, and you learn a few new skills and spells. But giving the fact that the castle in the demo is just has one floor, that's yet not implemented.
unity
You're magical to me.
12540
A very good review, Sviel! It's also very refreshing to see that you're eager to improve, Ilan14! These things take time, work, and lots of testing, but with any luck, you'll get there ^_^
Thanks for the words of encouragment unity!

Oh! I forgot to tell you another thing, Sviel!
In the part of the skeleton boss, the TITLE choices will still be there no matter what attitude you have, but if you choose an option that requires an attitude that you don't have, the only thing that will appear is a dialogue from Isabelle that remarks that she doesn't have the necessary attitude to execute the action, and then, it returns you to the choices.
That works too. It's not quite as clean, but, is leaps and bounds easier to implement.
Pages: 1