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I've reached 3 hours and thirty minutes on LEARSON - Chapter One by ralphthefifth, and seeing as I'm not sure what to do next, I guess I'll call it here on the game and give my opinions.
This is an interesting game. It's extremely polished in many areas, and somewhat lacking in others. The good points are the mapping and the feeling of exploration, and the world seems to be very developed. The story itself has a lot of potential, but I'm personally not a huge fan of the "bad stuff keeps happening and happening and things get worse and worse" type of storyline, and so far, this game is turning in to that.
The mapping is fantastic, and makes exploring the world a lot of fun, except for one problem: While the developer has made the neat choice to allow you to jump to get past some obstacles (especially when you're playing the David character), where you can jump is completely arbitrary and you have to press the confirm button on the right tile to jump, and there's absolutely no indication on what tiles are jump-able.
Sometimes you can piece together where to jump just because there's no where else to go and you have to jump down, but other times, I was stopped in my tracks because there wasn't anywhere I could go, and I had to just push the button on all the tiles until I found the darn place that I was supposed to jump. This is really clunky and could be solved by having some sort of graphic indication of jump-spots.
While I personally didn't get into the story, I think it's still very well told, it's just not the sort of story I personally enjoy. I can see a lot of other people enjoying it, and it's above what you'll usually find in an RPG Maker game. Good work.
The characters are hit or miss, but some thought has been put into all of those that join your party, and their interactions are interesting.
The lowest point is the battle system. Let me start out by mentioning that battles generally occur less often than your typical RPG, and there's a lot more talking and solving going on. When battles do happen, though, they're often unbalanced and have some odd problems.
The biggest offender is the Poison status effect. When you get poisoned, there's no way to cure it, and it persists after battle. This means even after beating an enemy that poisons you, you'll be quickly reduced to 1 HP just from wandering around. Your only option is to find a heal point. And after healing, if you get poisoned again, you have to trek back to the heal point yet again.
There are Antidotes, but they cure Paralysis, not Poison. And buying them in the early game is kind of pointless, as you have a party of one for a while, so you couldn't use them when your paralyzed anyway.
With everything else seeming so polished, battle comes off seeming almost like an afterthought. There's one area where the enemies just mysteriously stop giving you EXP. And most enemies don't give you gold at all. And when you do get gold, you probably want to spend it, as the game took away all my gold on two different occasions.
All in all, this is a promising game, with a lot of cool story moments and a lot of polish (in every aspect except battle). It's pretty cool, even if it personally isn't my cup of tea. I think a lot of people will enjoy it.
I'll put some other notes I made while playing under a hide-tag here:
This is an interesting game. It's extremely polished in many areas, and somewhat lacking in others. The good points are the mapping and the feeling of exploration, and the world seems to be very developed. The story itself has a lot of potential, but I'm personally not a huge fan of the "bad stuff keeps happening and happening and things get worse and worse" type of storyline, and so far, this game is turning in to that.
The mapping is fantastic, and makes exploring the world a lot of fun, except for one problem: While the developer has made the neat choice to allow you to jump to get past some obstacles (especially when you're playing the David character), where you can jump is completely arbitrary and you have to press the confirm button on the right tile to jump, and there's absolutely no indication on what tiles are jump-able.
Sometimes you can piece together where to jump just because there's no where else to go and you have to jump down, but other times, I was stopped in my tracks because there wasn't anywhere I could go, and I had to just push the button on all the tiles until I found the darn place that I was supposed to jump. This is really clunky and could be solved by having some sort of graphic indication of jump-spots.
While I personally didn't get into the story, I think it's still very well told, it's just not the sort of story I personally enjoy. I can see a lot of other people enjoying it, and it's above what you'll usually find in an RPG Maker game. Good work.
The characters are hit or miss, but some thought has been put into all of those that join your party, and their interactions are interesting.
The lowest point is the battle system. Let me start out by mentioning that battles generally occur less often than your typical RPG, and there's a lot more talking and solving going on. When battles do happen, though, they're often unbalanced and have some odd problems.
The biggest offender is the Poison status effect. When you get poisoned, there's no way to cure it, and it persists after battle. This means even after beating an enemy that poisons you, you'll be quickly reduced to 1 HP just from wandering around. Your only option is to find a heal point. And after healing, if you get poisoned again, you have to trek back to the heal point yet again.
There are Antidotes, but they cure Paralysis, not Poison. And buying them in the early game is kind of pointless, as you have a party of one for a while, so you couldn't use them when your paralyzed anyway.
With everything else seeming so polished, battle comes off seeming almost like an afterthought. There's one area where the enemies just mysteriously stop giving you EXP. And most enemies don't give you gold at all. And when you do get gold, you probably want to spend it, as the game took away all my gold on two different occasions.
All in all, this is a promising game, with a lot of cool story moments and a lot of polish (in every aspect except battle). It's pretty cool, even if it personally isn't my cup of tea. I think a lot of people will enjoy it.
I'll put some other notes I made while playing under a hide-tag here:
http://rpgmaker.net/media/content/users/39936/locker/learson01.png - It would be really helpful if you'd put something on where you can jump. I wandered around this map for a while trying to figure out what I was supposed to do.
http://rpgmaker.net/media/content/users/39936/locker/learson02.png - The hero's face changed here.
http://rpgmaker.net/media/content/users/39936/locker/learson03.png - I'm poisoned. But I have an antidote! ...But antidote treats paralysis, not poison, for some reason...
http://rpgmaker.net/media/content/users/39936/locker/learson04.png - I can walk into the entrance of these tents, but nothing happens. Feels a little weird to me.
http://rpgmaker.net/media/content/users/39936/locker/learson05.png - This guy we saved doesn't give us a discount. Unless his discount is the exact same as the next mercant you meet.
http://rpgmaker.net/media/content/users/39936/locker/learson06.png - It seems like this path down should lead somewhere, but it doesn't.
http://rpgmaker.net/media/content/users/39936/locker/learson07.png - The spiders and wasps in this area don't give you any experience
http://rpgmaker.net/media/content/users/39936/locker/learson02.png - The hero's face changed here.
http://rpgmaker.net/media/content/users/39936/locker/learson03.png - I'm poisoned. But I have an antidote! ...But antidote treats paralysis, not poison, for some reason...
http://rpgmaker.net/media/content/users/39936/locker/learson04.png - I can walk into the entrance of these tents, but nothing happens. Feels a little weird to me.
http://rpgmaker.net/media/content/users/39936/locker/learson05.png - This guy we saved doesn't give us a discount. Unless his discount is the exact same as the next mercant you meet.
http://rpgmaker.net/media/content/users/39936/locker/learson06.png - It seems like this path down should lead somewhere, but it doesn't.
http://rpgmaker.net/media/content/users/39936/locker/learson07.png - The spiders and wasps in this area don't give you any experience
Hey, how about you try Battle of the Heavens if you like challenging games. Its currently under update but I can't thank you enough.
Thanks for the feedback!
I've heard similar complaints about the jumping and I plan to address that whenever I update the game (which should be when I release the second episode)
Honestly the battles (and shops/weapons/items) were indeed an afterthought. I debated on whether I should have them in at all however I felt that they added some much needed variety and filler.
Instead of improving on them for the next episode I've pretty much taken them out completely. Barring the cinematic unlosable/unwinnable fights.
I did quite enjoy making the battles and would like another shot at them but they really don't fit into the second episode and arguably the first either since people don't generally go around punching spiders.
I don't think anyone else has pointed out the face change and it's given me horrible flashbacks to when david was a slightly resized version of the cloaked figure from the XP sprites. I spent a while trying to make it not look 'off' and eventually gave up.
That path thing, this is gonna sound weird. I knew it would confuse people but I decided to leave it in anyway since If I closed it off the map just looked wrong to me. When I'm mapping I don't try to make good looking maps I just try to satisfy my weird mind feng shui (hard to explain). I'm not sure if everyone else maps like that. It normally makes me make them look worse and then I go with it anyway since it just looks 'right' to me.
Anyway, cheers for the feedback. You manage to make things very pleasant to take in.
Edit:
You mentioned you weren't sure what to do next.
Could you tell me what point you're at please?
I've heard similar complaints about the jumping and I plan to address that whenever I update the game (which should be when I release the second episode)
Honestly the battles (and shops/weapons/items) were indeed an afterthought. I debated on whether I should have them in at all however I felt that they added some much needed variety and filler.
Instead of improving on them for the next episode I've pretty much taken them out completely. Barring the cinematic unlosable/unwinnable fights.
I did quite enjoy making the battles and would like another shot at them but they really don't fit into the second episode and arguably the first either since people don't generally go around punching spiders.
I don't think anyone else has pointed out the face change and it's given me horrible flashbacks to when david was a slightly resized version of the cloaked figure from the XP sprites. I spent a while trying to make it not look 'off' and eventually gave up.
That path thing, this is gonna sound weird. I knew it would confuse people but I decided to leave it in anyway since If I closed it off the map just looked wrong to me. When I'm mapping I don't try to make good looking maps I just try to satisfy my weird mind feng shui (hard to explain). I'm not sure if everyone else maps like that. It normally makes me make them look worse and then I go with it anyway since it just looks 'right' to me.
Anyway, cheers for the feedback. You manage to make things very pleasant to take in.
Edit:
You mentioned you weren't sure what to do next.
Could you tell me what point you're at please?















