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[RELEASE SOMETHING! DAY XIII] FEEDBACK THREAD

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BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Oh shit okay neat guess I'm in after all thanks Lib.
sbethune81
I don't have a growth mindset...yet.
2369
@CashmereCat - Some feedback on your Account Mu demo (also left on game page)...


I thought the aesthetics fit the game well. The ambient background music and the minimalist graphics created the right kind of atmosphere for puzzle solving, at least for me.
My favorite part of your design is that you introduce players to each new mechanic without holding their hands. This seems to have become much less common these days. I'm not sure if players have gotten more impatient over the years and designers are spelling things out as a result, or if it's the other way around. Either way, it's refreshing to see you take the road less traveled. The puzzles are all intuitive enough that it works.
My favorite set of puzzles was probably the ones where you tracked around the oil? from the oil lamps? Is that what it was? It was a clever mechanic.
I found a section where you can walk off the puzzle map and onto the background, which lets you walk directly to the exit without solving the puzzle. In puzzle 3, in the section with the black dots that you can only press once, you can walk up from the dot that's just below and to the right of button 3.
Hope this helps.


I had a great time playing your demo. Thanks for your hard work and for sharing it.


@Housekeeping - I really enjoyed the tracks you posted. My favorite is Serotonin Flowers. It evoked an image of traveling for me. I could actually see going on a run while listening to it. Thanks for sharing them.
Ratty524
The 524 is for 524 Stone Crabs
12986
kentona
> Heh, it's about as good as you make it with those old text-based games. I'd say my only suggestion is to probably give the player control over when to use weapons/drones or whatever. It would make the whole battle sequence feel a little bit less random, especially since just about every opponent seems to pull something out on the fly.

pianotm
> To start off, this has an interesting premise. I haven't played too many games where a dude copes with living in an alien-dominated society; the story overall seems to be heading in a solid direction from what I can tell.

> The problem lies with almost everything else. The combat is dull, and while you set up for something interesting with Jack's ammo system, you don't use it for the rest of the party members. I guess it's not THAT bad, but I just prefer to see something different that isn't "mash attack to win default battle system." With how frequent these encounters were (mainly in Uiyi's flasback bit), the game gets really repetitive after a while.

> Major flaw: The "escape" command in the battle window doesn't remove the enemy from the map, making the whole feature pointless as you can't run from enemies like the Yarzul.

> The side-quest where you kill off the town's rats could be implemented better. Right now, being an infinite gold farm isn't enough to keep me grinding rats for more than a few minutes. The problem is that it doesn't really feel rewarding, perhaps you could make it so that the player kills a certain amount of rats in order to complete a quest log or something.

> You should also go through some of your graphics and make sure the transparencies are properly set. I noticed that one alien dude in Uiyi's flashback bit has a white background in his face graphic, yet nobody else does.

> Your mapping contains a lot of excessive, unused space, making things look barren most of the time. Heck, even Jack's house looks larger than it needs to be. It wouldn't hurt to condense some of these maps to better fit with the scale of your character sets.

> So after Jack and Uiyi heads home and she rants about electricity and all... Where do I go from there? Is that the end of the demo? I feel like you could do better in indicating where the player needs to go to progress. Heck, I don't even understand what these two plan on doing after class to begin with.

>Overall, it needs some work. It has a lot of potential, though, so keep workin' on it!


Craze
> So I am not used to playing your games, is the story generally supposed to not mean shit and not take itself even remotely seriously? ... Fine by me!

> This was oodles of fun overall. I loved the challenge offered by the game's combat and the whole tone of the game was charming.

> Why can't you share potions? I guess it's a strategic reason, but the fact that you can share antidotes and tonics and not potions just feels like an arbitrary limitation.

> My first attempt at the boss was a huge disaster mainly because I ran out of mana with my two casters. While it is mostly my fault for paying no attention as I was clearing through each portal of chain battles, but why not restore everything after completing a chain? After all, the challenge of this game lies in enduring each consecutive battle, and I think it would give the player a bit of a better break if they were completely healed after each chain. It would make your inns pointless, but in turn I think it would save the player some time in doing repetitive backtracking to recover.
Craze
why would i heal when i could equip a morningstar
15170
Thanks for the feedback, Ratty! Glad you liked it. Potions are limited because I wanted them to be "oh shit" buttons instead of a heal spell replacement. Maybe I didn't hit the mark (LockeZ didn't think so either haha).

I responded to LockeZ's comments on full heals here: http://rpgmaker.net/games/7178/?post=624148#post624148 tl;dr: both of you are probably right but i wanted to keep a very vague """oldschool""" feel. didn't work ;V
Oddly enough, I wanted to try making a game where potions ARE a viable replacement for healing magic... (ideally freeing you (if you dare) from ALWAYS having a healer or healing capabilities in your party)
Craze
why would i heal when i could equip a morningstar
15170
Rogue Galaxy did that! There's no healing in anybody's skillsets, it's all done via items. The game's a bit grindy but it's got a cool setting and battle system.
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
I mean if inns cost money then your way would have made sense. There's no reason you couldn't make them cost money, since the player gets a little money even if they die before completing a chain.
sinn
the original sinn
1092
Battledome by Kentona and Nessiah's secret PM.

So is it just me or there's no ingame screenshots? :)
author=kentona
Oddly enough, I wanted to try making a game where potions ARE a viable replacement for healing magic... (ideally freeing you (if you dare) from ALWAYS having a healer or healing capabilities in your party)


I tried to do that and people complained. It wasn't like I didn't give them enough bloody items strewn about, and there was one heal spell (depending on one class) but nope. Too hard because god forbid people use their fucking items or something. :/
Thanks to Addit and Cap_H for your comments (I hope I don't miss anyone else, I just finished looking over this thread).

There is a button to toggle the minimap. But yeah, I will work on a border, and do something else with the colours (I need it to have enough contrast to survive against the contrast my tiles have x.x).
The map HUD is supposed to be balanced by the other info windows, when all is visible.
http://rpgmaker.net/media/content/games/3540/screenshots/Screen040.png

As for the map, there are still missing NPCs, and there is a huge frozen lake, which isn't displayed on the minimap (so it seems and works like empty space). I'm thinking about adding a small ice-skating thing to add some fun to their lives! (?).
sinn
the original sinn
1092
author=Liberty
author=kentona
Oddly enough, I wanted to try making a game where potions ARE a viable replacement for healing magic... (ideally freeing you (if you dare) from ALWAYS having a healer or healing capabilities in your party)
I tried to do that and people complained. It wasn't like I didn't give them enough bloody items strewn about, and there was one heal spell (depending on one class) but nope. Too hard because god forbid people use their fucking items or something. :/


It'll be just like Fallout,Brother in arms, Zelda,Banner saga(?), and some non-magic games, what's the problem.
But yeah, all those games are scarce on resources and high difficulty spikes.
Unless the art, story or gameplay is interesting enough, it's hard to reel people in for quite a while.

Should probably compare to FF2 for crazy difficulty even with magic. Not to mention the weapon/skill based leveling... and the magics have limited casts! Damn.
And still, one of the more successful difficult games.

@orochii Meanwhile, drekirokr (am i spelling it right)
Seems like a cool, all handmade art game with decent story.
Quite some effort there, will it only be in spanish though?
Actually, I seem to recall Legend of Dragoon having 50% healing items. Given that it was really super difficult to get healing magic (since it took a transform into dragon) this was probably necessary.
@Craze
Okay, so I've spent the last three hours having fun in Super Battle Kiddo E! Damn, it's fun once you get into the swing of things. I think it might be your best game yet. I really like that you don't have to pay for inns, especially with how much of a challenge it is to outfit your crew with decent kit since money is a bitch to come across (well, not a bitch, but it is a challenge unless you grind your ass off and I'm not one of those who enjoy over-grinding. I decided I'd only hit each HECS once in the game and have stuck to that. Still, level 5/6 where I'm at currently is about right, so good job on making it so that you don't have to grind.)
I've enjoyed the characterisation shown so far (to give an idea of where I am, I've done all the dungeons up to the temple so far. I just need to finish that to get the ship and move to the outer sea.)
I'm really enjoying it so far, though. Great job! I'll make a review or something after I'm done.

Oh, btw, I think you hit the balance of fights really well in this game. They can be a little long depending on the battle, but because they're in chains it feels like a chunk challenge and you can then run around and do stuff outside of that. The skills and 'classes' also work really well together and I've been using most characters in battle instead of just sticking to a couple of favourites - they each have their uses. That said, I do like the Myra/Wish/Vaunea combination. It covers most bases. Add Padrick as the secondary powerhouse, and you got a good team.

Also, the way battles are set up remind me of Mystic Quest and I've a love for the battlefields in that game (even used the idea in a few of my own unreleased games because why not, right?) I think it's a good way of allowing the player to pick what they do - optional fights that they can grind on if needed or try the blockage monsters.

Anyway, really enjoying it so far. GG >.<)b


Edit: Made it to the end. It was fun while it lasted and I'm looking forward to seeing a completed version... eventually. I hope. Please. >.<;
author=sinnelius
@orochii Meanwhile, drekirokr (am i spelling it right)
Seems like a cool, all handmade art game with decent story.
Quite some effort there, will it only be in spanish though?

No, I plan to translate it. But it will take some time... And actually finishing it will too.
And yes, you spelled it right! :).
MakioKuta, CashmereCat, nhubi, Cap_H, drenrin2120, thanks to all of you for giving me very useful feedbacks. There are still lot to do and the current demo state improving as the days pass~
CashmereCat
Self-proclaimed Puzzle Snob
11638
author=sawworm
MakioKuta, CashmereCat, nhubi, Cap_H, drenrin2120, thanks to all of you for giving me very useful feedbacks. There are still lot to do and the current demo state improving as the days pass~


I saw that you already updated your demo with a couple new rooms. That's impressive. Your output is crazy fast. Also I just realized who you are behind the monocle, under the top hat, and beneath the moustache. I know that you like your tobacco strong and your tea stronger. But don't worry, I won't tell anyone on the world wide web. ;)
Ebeth
always up for cute art and spicy gay romance
4390
*Cracks Knuckles* Okay feedback time!

Liberty- Sample Maps:
Wow! That's a lot of improvement over the maps that come with ace. You really made the regular town map look organic (as opposed to how stiff the basic one is) and like people would live there. You have a really good eye for detail. I'm assuming Map 2 is the cave entrance because that's the map it most closely resembles but it looks more like a cabin or shack entrance than a cave.I don't use sample maps but these look like they'd be very helpful for people who do.


Unity-Battlers:
The battlers look great. I love the shiny shading on the smiles! I really like the movement of the little flames too!


DarkFlameWolf - Video of Amulet of Fate:
Holy hell! That's an impressive amount of work! Personally, I'm not super into classic rpg's but I know that there are a bunch of people who are. With 10 years of work going into Amulet I wouldn't give up on it now! Take a break and step away from it for a bit if you need to but definitely continue. If you want to gauge interest maybe release a demo?


Ratty524-Mog Expansion:
Very nice! I really liked your MOG pack and I'm glad you're still working on it. Are you planning on eventually making a game with these?


Housekeeping- Music:
First off- I love the titles of your tracks. Secondly, they all sound great! I don't know how to explain it in proper musical terms but they have lots of twists and turns and they're very engaging. Osaka Konnichiwa is probably my favorite.


Merlandese - Music:
I really love this track. My music is set to loop automatically and I've just been listening to it loop for the last 15 minutes. Definitely fits the mood of the game.


I'll post more feedback later.
author=sinnelius
Battledome by Kentona and Nessiah's secret PM.

So is it just me or there's no ingame screenshots? :)

My ingame screenshot is right here:
http://rpgmaker.net/games/5000/images/55985/
author=Ratty524
kentona> Heh, it's about as good as you make it with those old text-based games. I'd say my only suggestion is to probably give the player control over when to use weapons/drones or whatever. It would make the whole battle sequence feel a little bit less random, especially since just about every opponent seems to pull something out on the fly.

Yeah, right now the battle plans are fixed and all actions have equal chance of being chosen. I am hoping to allow users to tweak their battleplans to influence the moves their autonomous battlers take.
author=CashmereCat
author=sawworm
MakioKuta, CashmereCat, nhubi, Cap_H, drenrin2120, thanks to all of you for giving me very useful feedbacks. There are still lot to do and the current demo state improving as the days pass~
I saw that you already updated your demo with a couple new rooms. That's impressive. Your output is crazy fast. Also I just realized who you are behind the monocle, under the top hat, and beneath the moustache. I know that you like your tobacco strong and your tea stronger. But don't worry, I won't tell anyone on the world wide web. ;)
I'm working on a secret room that leads player to couple easy pressure plate puzzles... even making a simple one takes quite a long time. I can't even imagine how much time you put on your puzzles, it just blows my mind :~D

Oh no! My cover is blown! *puts some money on Cash's pocket* Ehm, yeah the weather is great!