[REVIVE THE DEAD] GAME DISCUSSION
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That's made my decision for me. I prefer too hard over too easy any day of the week, especially since I know it's not impossible.
Huh. I figured a re-balancing for the Thug-boss would be in order, but, I thought I needed to make him harder? It... probably doesn't help that Dark Forest could be skipped altogether until recently.
A rushed mess is a rushed mess, I guess.
*Edit: I wrote this post?
A rushed mess is a rushed mess, I guess.
*Edit: I wrote this post?
I've played some more. Here's some notes :D
ReCrisis:
Legacy Reborn:
ReCrisis:
I really enjoyed this! It has great atmosphere, and I felt like the characters played off each other well! The battles were fast and could be tense, if you didn't act quickly. I think my only real critique is that in the dark room with the dangerous monsters, I had a little bit of trouble finding the part of the room I needed to interact with to move the story along. That may have just been me, though.
All in all, great work, and I'm looking forward to how the story goes from here!
All in all, great work, and I'm looking forward to how the story goes from here!
Legacy Reborn:
You've got an interesting start here. A bandit force and a army that's pretty untrustworthy themselves. I think the bandit encounter could be punched up if you forced the player to fight a normal encounter or two before they can confront the boss.
I can't honestly give you good feedback on the game past that point, as you're setting a lot of things up, but I don't know how they'll be addressed, and there's not a lot of content after the five year time-skip. I'd be interested to see what's next though.
I can't honestly give you good feedback on the game past that point, as you're setting a lot of things up, but I don't know how they'll be addressed, and there's not a lot of content after the five year time-skip. I'd be interested to see what's next though.
Just gave Legacy Reborn a try,
and probably have a similar experience to most, there is something there, but as yet unrealised. I do like the idea of the Jade's being a once noble organisation corrupted over time into something that doesn't just fail to do their sworn duty but morphs into something that is actually a threat to those they are meant to protect. But I believe I would like to get more origin on how that happened, as well a of course the missing five years. Not all of it, of course but snippets in the life of the protagonist would be a good way of connecting the village boy to the Jade Guard Kazuto becomes. Oh, and I found a small spelling error, one of the guards in the barracks is called a gaurd in one of his dialogues, about saké I believe.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
ReCrisis: The battles make me sad. Success or failure seems to be primarily dependant not on my decision-making skills but on how fast I can navigate a menu. The crit skill literally has no use whatsoever and Liberty's video makes me angry to watch because she keeps wasting MP on it. Writing and mapping are excellent though. The complete lack of Final Fantasy references was unexpected. I was confused that the guy I met didn't mimic Barret's dialogue from the Mako Reactor. The final battle would annoy me if the game continued after it, because it tricks the player into wasting all their items.
^A few of the times I was clicking the wrong skill because everything was moving so fast. Battles were hectic and I'll admit in a few spots I panicked and just picked what I thought was the damage move. >.<;
To be fair, though, the critical buff, if you were fast enough, stayed for two turns - which meant two crits in a row vs 3 normal damage attacks (that's still an 'extra' attack). You had to move double fast for it be of use, though. :/
That kind of battle systems would be good to have the skills in a list on the screen and mouse support - just pick when the timer is up. It's a bit too fast to be navigating menus.
To be fair, though, the critical buff, if you were fast enough, stayed for two turns - which meant two crits in a row vs 3 normal damage attacks (that's still an 'extra' attack). You had to move double fast for it be of use, though. :/
That kind of battle systems would be good to have the skills in a list on the screen and mouse support - just pick when the timer is up. It's a bit too fast to be navigating menus.
author=LockeZauthor=nhubi
Though it's going to be weeks until I can get 'licky licky' out of my head.
Horrifying Fact: This is one of my top three favorite songs. "Happy Boys and Happy Girls" is another and is also in this game. What the hell is wrong with me.
*cough* the game *cough*
on repeat, for hours.
author=LockeZ
The complete lack of Final Fantasy references was unexpected. I was confused that the guy I met didn't mimic Barret's dialogue from the Mako Reactor.
There are Final Fantasy references, they are just very minor to the point you kind of have to squint a little.
Kumo's starting magic (Ice and Bolt) is the same as Cloud's initial materia, and has the same skill names
Kumo's name has been kept intact, and thus still translates (roughly) to Cloud Strife
Levi's new last name is a bit more complex to follow etymology-wise, but Renos is one of the Latin names for the river Rhine, which is one of the major rivers running through France. Another is the Loire.
I'm deliberately keeping them subtle. I don't want it to be too entirely obvious because this isn't a fangame anymore ^^;
(battles do need an overhaul)
I plan on at least finishing the demos for ReCrisis and Essence Enforcer today, and posting up full reviews for both. The ReCrisis review will have a LOT of tips for rebalancing the battles and the MC's skills.
Me too, man. It was really nerve wracking and I was immediately wishing for a 'Wait' option. This feels more like 'twitch' gameplay than Vagrant Story which is saying something.
Really? I was never able to get my commands in fast enough to make that happen, and I thought I was really fucking fast by that point.
Success or failure seems to be primarily dependant not on my decision-making skills but on how fast I can navigate a menu.
Me too, man. It was really nerve wracking and I was immediately wishing for a 'Wait' option. This feels more like 'twitch' gameplay than Vagrant Story which is saying something.
To be fair, though, the critical buff, if you were fast enough, stayed for two turns - which meant two crits in a row vs 3 normal damage attacks (that's still an 'extra' attack). You had to move double fast for it be of use, though. :/
Really? I was never able to get my commands in fast enough to make that happen, and I thought I was really fucking fast by that point.
Hrm. I think I want to keep the Thug-boss where he's at. At least for now. Showing the fall of the Jade Order, though? Maybe it's because of the Suikomafia game that is running, or because of some of the lines I was having Chisato spout, but, I keep thinking about the Scarlet Moon Empire of the original Suikoden? I dunno. Maybe that comparison is too much of a stretch, and it has been a while since I've played Suikoden.
Stupid spelling mistake, though. Not sure if I was just being lazy, or what.
Stupid spelling mistake, though. Not sure if I was just being lazy, or what.
If the thug boss is where I ragequit, Marrend, I'd strongly recommend that you either change his difficulty or make it non-optional to level up by fighting the enemies leading up to him (I just ran past them).
Just submitted a review of Essence Enforcer, now going to write one for ReCrisis.
Just submitted a review of Essence Enforcer, now going to write one for ReCrisis.
So, wait. I set up the Thug boss to have a level-check in order to have players fight normal guys before going after him?
No, there has got to be a better way to do it than that. I'm just not seeing it, or am a total idiot.
No, there has got to be a better way to do it than that. I'm just not seeing it, or am a total idiot.
I think he meant to just have regular enemies block passages towards the Boss Thug so you can't just run up to him without fighting anyone else.
Oh. Hrm. There looks like there could be two choke points that I could use without making too many modifications.
Yeah, I just meant don't let the PC just run past all those fights if leveling up makes the Thug boss less unbeatable. Or alternatively don't even have the thug appear on the map until the PCs are at a certain level. But the issue right now is that you can just run right to him ignoring all the other enemies and--
hold up a sec, dude, how the fuck do you have more Makerscore than me?
Anyway, I just submitted a review of ReCrisis.
hold up a sec, dude, how the fuck do you have more Makerscore than me?
Anyway, I just submitted a review of ReCrisis.
Finished another game!
Lionheart
Lionheart
I don't know if it's been mentioned yet, but for Ace games, you don't have to ask players to install fonts. Just put them in the "Fonts" folder of your game. I didn't install any of them, and just copied them into that folder, and it worked fine.
I was honestly not sure about this one at the beginning, because while your writing is very good, the actual storytelling suffers a lot at the start. We have to read a long (albeit optional) breakdown of the religion of the world, and then meet the main character and hear about his quest, and only after a lot of descriptions of travel scenes do we finally get control and get to play.
If it suits your fancy, you could mitigate this by unlocking historical bits about the religion and the world as you get farther on your quest, rather than having it all stuffed into a presentation before the game even begins. You could have some sort of log or codex feature where the players could check out all the cool detailed world-building on their own time rather than having to sit through it before they can do anything.
Also, I found your choice of color for the text a bit hard on the eyes in this opening bit, especially when it's being overlayed over the map. Look at this part, as I found it especially hard to read, as in the text in the foreground kind of blends into the background:
But once you get to the actual game, it's pretty well done! While you're given three characters each with a bunch of skills and spells, once you play around enough to know how to use them, you really start to get into the battles. You've also got great music, decent mapping (though there was a part in the mountains that looked a bit off) and a solid world with a lot of detail put into it. Very well done! I'm not sure what awaits our heroes after this but this part was a solid start.
I was honestly not sure about this one at the beginning, because while your writing is very good, the actual storytelling suffers a lot at the start. We have to read a long (albeit optional) breakdown of the religion of the world, and then meet the main character and hear about his quest, and only after a lot of descriptions of travel scenes do we finally get control and get to play.
If it suits your fancy, you could mitigate this by unlocking historical bits about the religion and the world as you get farther on your quest, rather than having it all stuffed into a presentation before the game even begins. You could have some sort of log or codex feature where the players could check out all the cool detailed world-building on their own time rather than having to sit through it before they can do anything.
Also, I found your choice of color for the text a bit hard on the eyes in this opening bit, especially when it's being overlayed over the map. Look at this part, as I found it especially hard to read, as in the text in the foreground kind of blends into the background:

But once you get to the actual game, it's pretty well done! While you're given three characters each with a bunch of skills and spells, once you play around enough to know how to use them, you really start to get into the battles. You've also got great music, decent mapping (though there was a part in the mountains that looked a bit off) and a solid world with a lot of detail put into it. Very well done! I'm not sure what awaits our heroes after this but this part was a solid start.
Yeah, the weird thing is that the text being both vibrant purple and bold, I found it adequately readable at that point during my first playtest. So did my girlfriend, who always serves as first playtester on all my things before anyone else sees them. But anyway, yeah many people have complained about the readability of that text, so in response to that I went ahead and added a 'dim' background on it in the current build and it became MUCH more readable both times it appears over the map.
I'm thinking a lot about the presentation of story at the beginning, since I've gotten mixed feedback on it. I'm not sure how much it will change, but I am considering different alternatives.
Thanks for the feedback!
I'm thinking a lot about the presentation of story at the beginning, since I've gotten mixed feedback on it. I'm not sure how much it will change, but I am considering different alternatives.
Thanks for the feedback!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Uh, just crop the map off above the top of the text, there, so the text is on a black background. If the bits underneath the text are VITALLY IMPORTANT LORE, then have the map very slowly scroll upward or downward as the player is reading.
author=Liberty
Or use the dim background for the message box...
Yep, already did this. It's way more readable that way. : )
Edit: Loaded up Mystic Dawn, walked up to the doorway at the top of the first map, and the program promptly crashed. Said it could not find "chara07". Da fuq? I'm almost positive I've got the 2K(3) RTP(s) installed.
Edit2: Getting all kinds of bugs from Tales From The Reaper. It's real, real buggy and I'm not sure it's even playable. First it crashed with a 'This Interface Is Unsupported' error. Then I tried again and it played a very very very laggy video, then there were some text boxes with faces, then a splash screen, then it crashed saying it couldn't find the file 'title'. I tried again to see if like the 'Interface Unsupported' error it would just go away, but I got the same crashbug. I seem to have stumbled into the 'straight up broken' section of this Halloween's releases.
Edit3: Trying to play 'Risen' now--I forgot how much I fucking hate the default sprite style for the 2k3 DBS, it's been so lonnnggg--and I've immediately run into one of the weirdest bugs I've ever seen in RM2k3. I died to the first random battle (of course I did, there five enemies and I had literally no skills) and in spite of that I didn't get a game over. I was just able to keep playing. To keep walking around. In spite of being dead. I continued to get in Random Battles and they just gave me 'Annihilated' right at the beginning. Because I was dead. Da fuq? Tired now. Further thoughts on Risen tomorrow.


















