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Dust has never been so sparkling

  • Kylaila
  • 07/12/2014 06:45 AM
  • 2620 views
"Dust to Dust" is a short, solid dystopian RPG made for the IGMC 2014. I've played version 1.0, later additions and improvements may be made.
It can be beaten in under an hour.

As the name implies, dust is the shortest description of the game. The world is infested with ghostly dusty human copies called "Dust People". They are spreading like wildfire, so own lines of work have developed to simply cleanse towns of them. And if that wasn't enough, a dangerous kind of flu is spreading as well and doctors are rare.
You are just a young orphan trying to find one of those doctors to cure your little baby-brother in the middle of it.

As it is the custom, you stumble into more than you bargained for.

The story itself is solid, it is nothing too unique or too special, but it does what it is supposed to do - the atmosphere is what this game makes good.
I would've liked to have more interactions between the team members. They are so very different, that it cannot possible run as smoothly as it did. They appear to remain randomly put together (except two) without a good consensus. One particular member should have gotten more lines to grow into the group, instead of waiting for the ending to explain that.
The last dungeon also has a couple of logic flaws.

Why do the soldiers just let you go later on? And why does the commander not fight you earlier? Instead, he waits until you destroy their base, waits until you've left the building and then wants to take care of you.(among other things)



They don't look too healthy..

The aesthetics are wonderful, deserts usually are the boring yellow hell of games, but this games pulls it off really well. The music is quite nice, and your characters including your bratty brat have been used well. It is one of those odd formations joined be the same cause.
There are many touches and details that are quite enjoyable, such as begging or the interactive battle system as well as different reactions towards different party members. In the same way, different party leader have different map abilities. More use of them would've been awesome, but I can't complain.

It was, however, a bit of a shame that you have little interactions in towns compared to the amount fighting. The NPC banter was very enjoyable and I would have loved to have had more or to discover more areas. Not to mention that there was an actual book to be read. Neat (although the scrolling was a tad too fast there, the opening sequence was fine).

The interactive battles I mentioned are a nice touch (timing properly for additional damage), although the battles themselves were too easy.
The different "elemental" properties needn't be exploited, nor did you have any difficulties in fights. As you regenerate mana in-fight, healing spells in addition to a huge life-pool are too strong. A tactic was never needed.
I did like the fact that skills were set to weapons and that you find weapons rather than buy them. But it also adds to the low difficulty, because all money you have can be spent on healing items (not that you really needed them, later on anyways, as you can be healed on-field).

It's a beautiful, visually polished game, but there is much room upwards and more substance to be had. I'm really looking forward to version 2.0!
Enjoyable ride altogether.

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I admit I wasn't expecting such a positive review. Thank you very much for taking the time!

I hope to address all of the issues you've brought up for version 2.0. The battles and field abilities definitely need an overhaul. I'd love to further develop the characters and expand the plot into what it was initially meant to be--which is more of a dramatic, psychological adventure and less of an action adventure. I'm glad you enjoyed the dialogue, since I love writing it--so I'll be sure to add more! And I'll probably remove scrolling text all together, replacing it with images or text batches.

Aaand... yeah. Thanks for playing. I appreciate the feedback. c:
I was going to write another review, and then I thought to myself: if another version of this game is coming, I'd better give you my opinions now "off the record" and make a review with a better score for the final game. Mostly, what I would like to add to Kylaila's assessment is that the game felt great in the beginning - mysterious setting, amazing visuals, some interesting character interaction - up to the point where you get the money for the doctor. Then suddenly everything feels extremely rushed and shallow. I think you would have done a better job dropping that succession of world spanning revelations and remaining at a personal level, as you apparently planned initially!

The money collection part was the high point of the game and had me ponder my choices a lot. Atia's story is much more common and far less compelling than this sort of vignettes, and whenever you have a mystery you should either leave it be or back it up by very strong revelations, which wasn't so much the case here.

So please, make this game closer to your original vision, don't deflower the mystery unless you have something awesome to put in its stead, avoid cliche plotkeys that don't really contribute to the unique atmosphere of your game, and most of all take your time - and you will have an instant winner in my book.
You are very right, Hasvers. I could've expanded much more upon that.
Thank you for mentioning it.

I realize many strive to have a clear story of sorts, and it ended up "just being there", as average and clichéd as it might be, so I didn't feel to have anything to talk about (without spoilering too much). But I could, of course, have instead talked about the initial feeling and potential. Certainly not one of my best reviews I'm afraid.
I look forward to the version 2.0! A psychological direction suits both the world and the amotsphere much better.
I think the reason it felt rushed after a point was because, about halfway through the month I realized I couldn't finish the story in time for the contest. I started cutting scenes and areas and ended up rewriting good chunks of the plot just so it would still make sense. After that I pretty much lost my enthusiasm for the project and just wanted to get it done, I'm ashamed to admit.

Thanks again for your feedback, ya'll!
nhubi
Liberté, égalité, fraternité
11099
Well that's a definite reason for throwing that half written review out the window and putting playing this on hold until the new version comes out.

A new version is coming out, right, you're not just waving that 2.0 in front of us for giggles?
author=Kylaila
You are very right, Hasvers. I could've expanded much more upon that.
Thank you for mentioning it.


Haha no problem, actually your review prompted me to look into this game, and that was pretty much the only thing I had to add so it didn't make sense to make another review right now. It's a good thing you did yours though, because games with no review at all get basically no exposure.


Goatboy> Still, I hope those comments don't come off as disheartening, you have the entrails of a really great game here if you do it right. It would be a shame not to see it through!
Nah, I'm not disheartened. The game isn't even up to my own standards. I probably should have just said screw the contest and waited to release it until it was, but hey, at least I got some valuable feedback. So, yeah I'll definitely be releasing a new version. It may not come quickly though, since I'm a bit burnt out on this particular game right now, and concentrating on work and my main project for the moment, but I have every intention of doing it. I've already started the work on it.
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