NICOB'S LET'S TRIES/PLAYS! *REQUEST YOUR GAME HERE!*
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That game looks so damn creative and slick, but at the same time looks like you might as well be kicking a wall over and over without shoes on.
author=prexus
That game looks so damn creative and slick, but at the same time looks like you might as well be kicking a wall over and over without shoes on.
That is how I feel. It would be pretty enjoyable if it wasn't so damn frustrating in so many other aspects. It's like the game wants me to fail. >_<;;;
I don't know if it's due to stress of the Let's Play or something, but it feels like you're making things much harder than they should be...
Many times you seem to rush straight into the enemy. They are always on the open path which means you have to stay to the sides.
You seemed to miss a switch on the inside of the HQ walls that opens the main gate, which allows easy access.
I also haven't seen you use any Rations yet, which would be very useful in many situations.
Also, I have no idea why the credit counter is so slow for you. It's usually very fast.
The way things are I won't blame if you want to stop playing... ._.'
BUT if you want to keep going if I help you out, I can answer all your questions.
Tell me if there's anything overall you want clarified as well and if anything else, there's a walkthrough for it.
To get on with the plot, enter the forest again and search the right side of the road. There's a hidden path there. (Be prepared for traps though.)
Many times you seem to rush straight into the enemy. They are always on the open path which means you have to stay to the sides.
You seemed to miss a switch on the inside of the HQ walls that opens the main gate, which allows easy access.
I also haven't seen you use any Rations yet, which would be very useful in many situations.
Also, I have no idea why the credit counter is so slow for you. It's usually very fast.
The way things are I won't blame if you want to stop playing... ._.'
BUT if you want to keep going if I help you out, I can answer all your questions.
Tell me if there's anything overall you want clarified as well and if anything else, there's a walkthrough for it.
To get on with the plot, enter the forest again and search the right side of the road. There's a hidden path there. (Be prepared for traps though.)
@Zephyr: I may not be the best at your game, but that doesn't excuse the large number of glaring problems it has. The sneak kill system is very flawed (despite my best efforts, I've only managed maybe three times to pull off a successful one). There aren't any places to hide anywhere, meaning once I enter a room during high alert, I'm pretty much fucked because enemies continue to come in infinitely. It seems like it would be so easy to just place a few barrels or allow you to hide in lockers, and it would ease the difficulty so much more. Guards' line of sight makes no sense half the time (such as seeing me through objects I'm behind and detecting me when they shouldn't). There isn't any point most of the time to use rations because once high alert is triggered, I'm pretty much fucked anyway.
I hope you're not going to just dismiss my feedback as, "Well, he just sucks at my game," and keep things the same. Someone commented on my vids and said they died about 300 times before beating your game, so I'm obviously not alone here. Your game is difficult because of some bad design choices. There's a good game buried somewhere, but it's hard to see it when encountering so many frustrating implementations.
I don't mind finishing your game, but if you're not going to take any of my criticisms to heart or at least consider them, then I'm not going to waste my time.
I hope you're not going to just dismiss my feedback as, "Well, he just sucks at my game," and keep things the same. Someone commented on my vids and said they died about 300 times before beating your game, so I'm obviously not alone here. Your game is difficult because of some bad design choices. There's a good game buried somewhere, but it's hard to see it when encountering so many frustrating implementations.
I don't mind finishing your game, but if you're not going to take any of my criticisms to heart or at least consider them, then I'm not going to waste my time.
Hmm... I've already subscribed NicoB! Now prepare for the clouds of misfortune that follow me! XD
Just kidding. Should I make a topic for my slowly growing Let's Play collection too? Hmm... I would like the feedback, even if I have been making them for myself.
Your Atherion videos are really curious though. XD
Just kidding. Should I make a topic for my slowly growing Let's Play collection too? Hmm... I would like the feedback, even if I have been making them for myself.
Your Atherion videos are really curious though. XD
author=Archeia_Nessiah
NicoB...your voice is so...manly hahaha <3
Haha yeah I know, that's what I thought xD He should do commercials or something
@Ness: Hahaha, what can I say, I'm just such a manly man! ^ ^

@Miracle: Hahaha, you're too sweet. <3
I've finished Aetherion and started Princess Princess (but I got stuck).
AE - Part Five - STUPID LIGHT!
AE - Part Six - BEND OVER FLYNN AND TAKE YOUR PUNISHMENT
AE - Part Seven - ALARIA'S FROZEN, SEXY FURY
AE - Part Eight - STOP HEALING YOU LITTLE BASTARD
AE - Part Nine - EDAN BECOMES A SUPER SAIYAN!
AE - Part Ten - CONCLUSION AND OVERVIEW
-----------------------------------------------------------------------------------------------
PP - Part One - YOU ARE ONE SEXY MAN WOMAN
PP - Part Two - SHUT UP, NAIA YOU DIRTY WHORE!!
PP - Part Three - SEPHIR-SHADAR ROCKS MY SHIT
PP - Part Four - MY BLIMP FLIES TOO HIGH

@Miracle: Hahaha, you're too sweet. <3
I've finished Aetherion and started Princess Princess (but I got stuck).
AE - Part Five - STUPID LIGHT!
AE - Part Six - BEND OVER FLYNN AND TAKE YOUR PUNISHMENT
AE - Part Seven - ALARIA'S FROZEN, SEXY FURY
AE - Part Eight - STOP HEALING YOU LITTLE BASTARD
AE - Part Nine - EDAN BECOMES A SUPER SAIYAN!
AE - Part Ten - CONCLUSION AND OVERVIEW
-----------------------------------------------------------------------------------------------
PP - Part One - YOU ARE ONE SEXY MAN WOMAN
PP - Part Two - SHUT UP, NAIA YOU DIRTY WHORE!!
PP - Part Three - SEPHIR-SHADAR ROCKS MY SHIT
PP - Part Four - MY BLIMP FLIES TOO HIGH
@NicoB
As I mentioned before, there's been a very varied range to how players experience my game. Some has had problems while for others it seems just fine. I find it difficult to place the bar nowadays...
The game is not supposed to be easy for that matter(not TOO hard either).
The problem is that I don't know if I can properly solve the remaining "flaws" without putting the game under even greater stress than it was before. (I've encounter several times in development where lag was common.)
The suggested hiding mechanic for one I've tried to implement several times, without any desirable result. The best solution I got was to keep enemies off the player screen for Evasion to drop(the current one). It still keeps the sense of running from pursuing enemies and hiding in safe places when possible. Metal Gear has never been about the Alert mode anyway.
If else, it would probably require a major makeover.
What was the problem with the stealth kills?
You can't use it if the enemy sees you, so it only works from behind.
From what I saw on the walking ones you didn't exactly slash them right in the back considering the rm tile-system and all... They aren't touch-sensitive since they're too busy with vision-checking.
The only reasonable fix I see would be to make the soldiers blind to side-assault which seemed to be a problem. And perhaps I should explain the hiding mechanic better. At total, that's still a lot of changes that I don't know if I'll change anytime soon.
I'm not dismissing your feedback, as it will help in the future.
It's just that none of these changes would be minor to a game I want to consider finished.
Make of this however you want.
As I mentioned before, there's been a very varied range to how players experience my game. Some has had problems while for others it seems just fine. I find it difficult to place the bar nowadays...
The game is not supposed to be easy for that matter(not TOO hard either).
The problem is that I don't know if I can properly solve the remaining "flaws" without putting the game under even greater stress than it was before. (I've encounter several times in development where lag was common.)
The suggested hiding mechanic for one I've tried to implement several times, without any desirable result. The best solution I got was to keep enemies off the player screen for Evasion to drop(the current one). It still keeps the sense of running from pursuing enemies and hiding in safe places when possible. Metal Gear has never been about the Alert mode anyway.
If else, it would probably require a major makeover.
What was the problem with the stealth kills?
You can't use it if the enemy sees you, so it only works from behind.
From what I saw on the walking ones you didn't exactly slash them right in the back considering the rm tile-system and all... They aren't touch-sensitive since they're too busy with vision-checking.
The only reasonable fix I see would be to make the soldiers blind to side-assault which seemed to be a problem. And perhaps I should explain the hiding mechanic better. At total, that's still a lot of changes that I don't know if I'll change anytime soon.
I'm not dismissing your feedback, as it will help in the future.
It's just that none of these changes would be minor to a game I want to consider finished.
Make of this however you want.
Yeah that was me Nico. I'm not joking either. I stopped counting deaths after 121 and I know that I died that many times over at least twice more before beating the game. Or getting as far as I did. Not sure if I finished it or not since it was a while ago and I reformatted. EDIT: Turns out I did beat it according to my friend. I just have a sucky memory because apparently I beat it on his computer at his place.
Also. HIP HIP HURRAH! You finished your first Let's Play/Let's Try! Here's to Aetherion and how I wish it would go on.
Also. HIP HIP HURRAH! You finished your first Let's Play/Let's Try! Here's to Aetherion and how I wish it would go on.
Thanks for playing, glad you enjoyed it overall, and let me say thank you for taking the time to do so! This is 100x more useful than a dozen reviews or beta tester feedback since I can see what's happening in real-time. (And why I held off on any tips until you were done!)
We have long-term hopes for the project and some recent blog posts are showing features and additions that really will kick in later in the game (and add some new things to find/do in dungeons!)
There was a lot of things here that I got to see and I can improve on:
1. The few rooms you tried were, I think, the ONLY ones without items (and there were quite a few NPCs with humorous dialogue, like the students in the room where you heard the speech in the beginning, the nurses office, etc.) I'll probably have Flynn guide you to at least one and mention the advantages of exploring.
2. Enemy strengths/weaknesses weren't as apparent as I'd hoped. Smaller enemies usually have strong skills or hard attacks, so they should die first (they also die much more quickly) - enemies that you do tiny damage to need to have their DEF dropped, or your ATK/SPI incresed to effectively smash (although Piercing Ice is good in those cases too.)
3. An Escape idea is good, and easy to add, consider it done. : )
4. Buffs/Debuffs/Shields/Break - I tried to make it so even if you couldn't understand it well the combat would still be possible, and it looks like it worked overall, but there's a lot of mechanics there that make life easier:
a. Break - If you hit an enemy as they start casting (especially with higher break skills) you can stop their turn and cancel it. Absolute Zero can instantly break basically every enemy casting when you use it!
b Shield - Reduce damage by a set % - you saw some of this in the final fight, Ice Shield made you easily survive 2 major skills in a row, versus having no shields. These can be more useful than heal skills!
c. Buffs/Debuffs - Spirit basically increases the damage and effectiveness of almost all skills. Alaria's Frost Ray is actually BROKEN - buff her SPI and she can do insane amounts of damage. Edan with a Boost can rip through easy enemies instead of having to hit over and over again. Blaze Kick is +Hate, so it's attack damage is weak but whatever you kick will focus on you (Provoke basically), etc.
Most buffs/debuffs are major too, 35-50% is often the minimum value - Flash Fire is nice because -50% ATK on an enemy basically halves their damage/healing at least.
5. A 'Wait' feature is actually done and you can see it in the 4th Level Skills video, so no worries there. (I plan to add a reward system that will more greatly reward those in the active time system though!)
6. Some clarity in that last boss fight that you can't kill the Phoenix, but you DO want to break the skill that was called: "===Final Flame ==="
7. I'll probably add some fun interaction the first time the party fights each kind of enemy in a new area, to describe it's strengths/weaknesses and possible strategies.
When I talked about the 7-sins, it was actually the coin and blob and train, etc, enemies (we only got to make 5 though):
- Coin is greed (too cheap to even buy good equipment, attacks are money centered)
- Blob is gluttony (gross attacks, a blob filled with junk)
- Train is sloth (an untied shoe, and used 'lazy' attacks except "Pain Train" which I couldn't resist)
- Rock heart with lacy tentacles is lust (creepy attack names too)
- The boss with the shadow was Pride (and his strength was all an illusion, albeit one that hurt!)
ps. The skit where she uses that combo on Flynn is real, and it's VERY effective, Blessing + Eternal Winter is deadly, but not easy to pull off since they're in different trees.
Again, thanks for playing - so much good can be done if a developer gets someone to do this and watches it and takes it seriously. When you say to yourself "But he missed this obvious thing!" it's not usually their fault - it's the devs!
We have long-term hopes for the project and some recent blog posts are showing features and additions that really will kick in later in the game (and add some new things to find/do in dungeons!)
There was a lot of things here that I got to see and I can improve on:
1. The few rooms you tried were, I think, the ONLY ones without items (and there were quite a few NPCs with humorous dialogue, like the students in the room where you heard the speech in the beginning, the nurses office, etc.) I'll probably have Flynn guide you to at least one and mention the advantages of exploring.
2. Enemy strengths/weaknesses weren't as apparent as I'd hoped. Smaller enemies usually have strong skills or hard attacks, so they should die first (they also die much more quickly) - enemies that you do tiny damage to need to have their DEF dropped, or your ATK/SPI incresed to effectively smash (although Piercing Ice is good in those cases too.)
3. An Escape idea is good, and easy to add, consider it done. : )
4. Buffs/Debuffs/Shields/Break - I tried to make it so even if you couldn't understand it well the combat would still be possible, and it looks like it worked overall, but there's a lot of mechanics there that make life easier:
a. Break - If you hit an enemy as they start casting (especially with higher break skills) you can stop their turn and cancel it. Absolute Zero can instantly break basically every enemy casting when you use it!
b Shield - Reduce damage by a set % - you saw some of this in the final fight, Ice Shield made you easily survive 2 major skills in a row, versus having no shields. These can be more useful than heal skills!
c. Buffs/Debuffs - Spirit basically increases the damage and effectiveness of almost all skills. Alaria's Frost Ray is actually BROKEN - buff her SPI and she can do insane amounts of damage. Edan with a Boost can rip through easy enemies instead of having to hit over and over again. Blaze Kick is +Hate, so it's attack damage is weak but whatever you kick will focus on you (Provoke basically), etc.
Most buffs/debuffs are major too, 35-50% is often the minimum value - Flash Fire is nice because -50% ATK on an enemy basically halves their damage/healing at least.
5. A 'Wait' feature is actually done and you can see it in the 4th Level Skills video, so no worries there. (I plan to add a reward system that will more greatly reward those in the active time system though!)
6. Some clarity in that last boss fight that you can't kill the Phoenix, but you DO want to break the skill that was called: "===Final Flame ==="
7. I'll probably add some fun interaction the first time the party fights each kind of enemy in a new area, to describe it's strengths/weaknesses and possible strategies.
When I talked about the 7-sins, it was actually the coin and blob and train, etc, enemies (we only got to make 5 though):
- Coin is greed (too cheap to even buy good equipment, attacks are money centered)
- Blob is gluttony (gross attacks, a blob filled with junk)
- Train is sloth (an untied shoe, and used 'lazy' attacks except "Pain Train" which I couldn't resist)
- Rock heart with lacy tentacles is lust (creepy attack names too)
- The boss with the shadow was Pride (and his strength was all an illusion, albeit one that hurt!)
ps. The skit where she uses that combo on Flynn is real, and it's VERY effective, Blessing + Eternal Winter is deadly, but not easy to pull off since they're in different trees.
Again, thanks for playing - so much good can be done if a developer gets someone to do this and watches it and takes it seriously. When you say to yourself "But he missed this obvious thing!" it's not usually their fault - it's the devs!
@Zephyr: I'm not sure how you structured your line of sight events, but adding some hiding spots doesn't seem like it would be too bad (unless you didn't use common events). I think a good way to do it would be to have a switch activate when Evasion Mode starts that allows players to enter hiding spots. When in the spot, activate a switch that would turn off the lines of sight. You could restrict it so that they could only enter the hiding spot when in Evasion or lower alarm rate. Just a thought.
It sounds to me though that your pretty much sticking with what you have; and since the only reason I'd continue to play your game would be to give you more feedback, I think I'm going to stop with that last video. If you decide implement some changes to the gameplay later on that you think would help me out, I'd be happy to continue again.
@Anaryu: I'm glad my videos helped you out. I can't wait to see more of that game. Like I said in my last video, if you'd like me to play through the new content when it comes out, I'd be happy to oblige.
@Funky_Gun: No. I'm going out of my way to make these videos for people, so if you can't even ask me nicely, then I'm not going to bother.
It sounds to me though that your pretty much sticking with what you have; and since the only reason I'd continue to play your game would be to give you more feedback, I think I'm going to stop with that last video. If you decide implement some changes to the gameplay later on that you think would help me out, I'd be happy to continue again.
@Anaryu: I'm glad my videos helped you out. I can't wait to see more of that game. Like I said in my last video, if you'd like me to play through the new content when it comes out, I'd be happy to oblige.
@Funky_Gun: No. I'm going out of my way to make these videos for people, so if you can't even ask me nicely, then I'm not going to bother.
author=Funky_Gun
^ Where are you getting where I was asking in a mean way? Where are you getting this?
I just mean ask me, don't tell me. Like, "Would you be up to playing ______?" or "I'd appreciate a LT of _______." I don't know, when I read your PM, it just sounded very bossy to me. But I see from your last PM that it wasn't intentional. Still, for future reference, be a bit more courteous.
As for your games, I'm not sure yet. Let me think it over.
I need guidance for my third game so I need to see what went wrong with the first two.
So, if it wouldn't be a problem for you, could you do a let's play of my games?
So, if it wouldn't be a problem for you, could you do a let's play of my games?
I would also Appreciate it if you give pointer on Legendary Hero as well as I haven't released the 2nd for the same reasons as stated above. But only if you wouldn't mind.
























