[RELEASE SOMETHING! DAY XIII] FEEDBACK THREAD
Posts
author=BizarreMonkey
The OP did not clarify rules, so out of curiosity and the possible temptation to post it, would this game I released just yesterday everywhere but here be fine if i went and got that all released?
Or is there some sort of theme or thing I need to do and should I just forget it?
Really, i should put it up, the demo stage is the time it'll need feedback the most. Fuck it I'm gonna go put it up, and if i get in on this, hella!
If not, well fuck you guys too it's not like I wanted feedback or anything anyway! <Say I while going to eat ice cream out of the bucket and blowing my face into a box of tissues like a washed up hack.>
If it wasn't released on Release Something Day, it doesn't count, sorry. (Friday 13th) That's what the whole thing is about - releasing something on the day. It was an event. This is still part of the event and only for those releases that made the deadline. Soz.
I'll be doing some feedback later today. Gonna try and give everything a lookie-loo.
author=Cap_H
@Ebeth - Everything Will be Fine
At first I started Stayin Alive by an accident as from the look of it game is exactly aboutDisco. And shite that intro was just haunting. End of the demo is just perfect. I like it so far. Something says me heroine won't be so lucky next time.
My score on Gameboy Shooter was 1156.
Thanks, I'm glad you enjoyed it!
Also 1156?!? How are y'all so good at the shooter?!? I'm so terrible at it OTL. If anyone else plays the demo please let me know your high score on the shooter game! It will be relevant to later stuff and I need an estimate of a high score and seeing that I can barely get over 250 I'm clearly at the lower end of that.
@CapH - gamepage
@Ebeth - gamepage
@Rose Guardian - just a comment on one of the screenshots, the answer to which was then amended, thank you, but once again more an observation than feedback.
@Housekeeping -
@AuberytheBard -
@Kazesui -
@Ebeth - gamepage
@Rose Guardian - just a comment on one of the screenshots, the answer to which was then amended, thank you, but once again more an observation than feedback.
@Housekeeping -
Made a small observation on the gamepage, but I do have to say the graphics are very charming, when they aren't frightening me into a corner with a security blanket. The whole transformation mechanic is wonderful and I'm looking forward to the plethora of character's I'll get to play as Jimmy...as long as that spider/caterpillar thing isn't one of them....though Sneaky Lincoln would be fun.
@AuberytheBard -
Never been a big fan of Zelda fangames, yes you can throw things now, but I do like the look of this so far, but it's got a lot of bugs, most of which sacred caught for you in his video.
@Kazesui -
Tactics game, and play on RTP not a bad start, and of course all the graphics are. Seriously what is with the maid? Is she exercising around that pole? Oddly I found the second battle to be the harder one to win, not that I think you should up the difficulty of the last one in recompense though. The ending needs a little more story, just a HEA, really? Surely the hero at least gets a kiss on the cheek or half the kingdom or something.
author=Housekeeping
@WCoulliard: I probably should watch the rest of this video, but one thing that stuck out to me very early on was the sound design. I don't know if your sounds are finalized at this point, but I'd consider dropping a lot of the rtp sounds. Even that wind BGS on the airship isn't really necessary; it reads "a lonely wind blowing in an empty desert" and not "wind rushing around you as you fly." The damage sound effect with the auto-crossbow sounds like each arrow is punching the enemy in the face with a cartoon boxing glove and the "your turn" sound effect feels off. I'd definitely use analogues from Final Fantasy for basically all of your sound design in order to maximize the nostalgia rush, which I would assume is the point of a fan game, anyway. It's cool to see that airship-under-attack sequence from FF6 in action again, though.
I've got a LOT of sound effects saved from various FF titles, ready to be imported, but I've been sort of lazy in that area of development. I know Paul is working on newer animations and graphics for battles, so I haven't jumped in to changing too much on what's already there, but I'd expect to see a lot of changes before release time, for sure.
I really enjoyed the way too short Account Mu. Now waiting patiently for the full game. Now going to play the poorly reviewed Oracle of Tao and see if I agree...
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I found Oracle of Tao incredibly hard to get in to. There's too much emphasis on time-based status ailments and constant, unbalanced, random encounters on the world map. It really feels like it's tailor-made for the developer and nobody else.
Yeah, I just tried it. Constantly under attack, and you really don't stand a chance against enemies, NPCs are really verbose, the menu won't go away, the opening map is really sparse, you can't rest without being attacked, weather effects are really obnoxious (this game needs a seizure warning).
I found some time to sit down and go through a few of these games. I picked them at random (mostly). Note: I likely will not play too far into games if they are exceptionally long as I want to try and get to as many other entries as possible.
Also, spoiler alert should be obvious.
Debonaire Sins
Everything Will Be Fine
Real Tactics Package
10 Minute Hero
River of Stars
That's all I have time for now, I'll try more games later. That list is daunting.
Also, spoiler alert should be obvious.
Debonaire Sins
I don't know if the creator, Fomar, accidentally uploaded the wrong files, but there's nothing really to rate... It's just a square grass tile surrounded by water and some random encounters that seemed very bugged. Sorry, I don't know what else to say. :/
Everything Will Be Fine
I really love the graphics and setting. The intro cut-scene was hella cute. <3 The main character and story telling was interesting enough that I was kind of sad the demo ended so soon. I'd like to get to know more about our protagonist and what exactly she's doing in space all alone. ;)
The scrolling shooter mini game was a nice touch, but I was confused by it at first. I figured out that the character was just playing a game fairly quickly, but a prompt asking me whether I wanted to play the game or not instead of just jumping into it would have been nice.
The game randomly crashed when saving. It didn't tell me why, it just said RGGS has stopped working and will close now.
That puzzle at the end took forever! ...because I'm terrible at such things! Only gripe is that it wasn't immediately obvious I had to press esc to exit the puzzle screen after I'd beaten it.
All and all, really just some minor complaints. You seem to have a great start with this project. I'll be following this one for sure!
The scrolling shooter mini game was a nice touch, but I was confused by it at first. I figured out that the character was just playing a game fairly quickly, but a prompt asking me whether I wanted to play the game or not instead of just jumping into it would have been nice.
The game randomly crashed when saving. It didn't tell me why, it just said RGGS has stopped working and will close now.
That puzzle at the end took forever! ...because I'm terrible at such things! Only gripe is that it wasn't immediately obvious I had to press esc to exit the puzzle screen after I'd beaten it.
All and all, really just some minor complaints. You seem to have a great start with this project. I'll be following this one for sure!
Real Tactics Package
I already commented on your page, Kaze, but I'll post here too. I enjoyed this a lot. It was simple but bug free and a lot of fun. I found myself engrossed in the gameplay, thinking long and hard about my next move. When I rushed, I died. Like a true tactics game! :P
The only problem I had was I found the second level infinitely more difficult than the last. Mainly because of all the golems. They swarm the party and deal massive damage and there doesn't seem to be much you can do to avoid it.
Still, all and all, solid mechanics and bug free system is a win.
The only problem I had was I found the second level infinitely more difficult than the last. Mainly because of all the golems. They swarm the party and deal massive damage and there doesn't seem to be much you can do to avoid it.
Still, all and all, solid mechanics and bug free system is a win.
10 Minute Hero
I enjoyed this playthrough while simultaneously I did not. Though my analysis might be a bit unfair as I don't much like games purely based on puzzles. I'll try to be nice. That said, let's get into this!
First, it needs to be said, I didn't finish it. I played through about three times and stopped, even when I knew what I had to do. I just couldn't bring myself to write down all the secret codes and figure out that switch puzzle, it just felt like a chore and not much fun. :/
So... yeah, I found the puzzle aspect of the game not very engaging. Mainly because the puzzles weren't really puzzles so much as... click around until you click on the right thing. Which isn't always a bad thing, but when the clock is ticking and the world needs saving, it becomes frustrating very quickly.
But not all is lost! I found myself laughing at the dialog quite a bit. I immensely enjoyed the tongue in cheek sense of humor this game has to offer.
The mapping was also aesthetically pleasing. Someone else mentioned previously how the rafters in some of the rooms were haphazard and nonsensical and how it was confusing but also, for some reason, kind of worked. I definitely agree, it works for this game. Also surprising, I didn't get annoyed by the flashing lights or darkness of the setting. I thought that was all just fine and worked very well in the game's favor!
All and all, not my cup of tea, but I can see lots of redeeming qualities about it.
First, it needs to be said, I didn't finish it. I played through about three times and stopped, even when I knew what I had to do. I just couldn't bring myself to write down all the secret codes and figure out that switch puzzle, it just felt like a chore and not much fun. :/
So... yeah, I found the puzzle aspect of the game not very engaging. Mainly because the puzzles weren't really puzzles so much as... click around until you click on the right thing. Which isn't always a bad thing, but when the clock is ticking and the world needs saving, it becomes frustrating very quickly.
But not all is lost! I found myself laughing at the dialog quite a bit. I immensely enjoyed the tongue in cheek sense of humor this game has to offer.
The mapping was also aesthetically pleasing. Someone else mentioned previously how the rafters in some of the rooms were haphazard and nonsensical and how it was confusing but also, for some reason, kind of worked. I definitely agree, it works for this game. Also surprising, I didn't get annoyed by the flashing lights or darkness of the setting. I thought that was all just fine and worked very well in the game's favor!
All and all, not my cup of tea, but I can see lots of redeeming qualities about it.
River of Stars
Alright, so, right off the bat, I can tell you that there are far too many tutorial sections. I'm a firm believer in teaching a player how to play the game through the gameplay, even if I don't practice this very well in my own games. Obviously, there are situations when straight up telling the player what to do is necessary, for more complicated systems they may be unfamiliar with, but the first thing the game tells me should not be that the diaries are how you save the game.
I also had a problem with the narration. It was very on-the-nose and too forward. Imagine this, from my perspective, I know nothing about this world or its inhabitants. Suddenly I'm being given lots of backstory, lots of history all at once. The truth is, you don't need to do that in order to tell the story. Players should be eased into plot elements slowly so that it feels more organic and not forced. It's not that the characters and story aren't interesting, it's just that, five minutes into the game, I have no reason to care. I have no vested interest in the characters or the world, and so the whole thing feels empty to me. A story has to make me care about the characters before it can start going on about the setting, in my opinion.
Just so you know, I actually kind of like where you're going with the story. It's really not that bad. In situations like this, presentation is everything.
I didn't get very far into the game. I got very frustrated with the battles. They were uninteresting and numerous. I spent ten minutes just pressing enter. When the boss battle finally came, there wasn't much to him either than to just press enter and hope for the best. I stopped playing when he revived the two minions I had killed.
There was one technical problem that popped out to me, too. The Yarzul never targetted Byinpe. They always targeted the weaker character, which I found a bit unfair and confusing. Also, maybe you have a reason for this, but I found it very odd that Byinpe was so much stronger than the other character. Though, like I said, it could be a plot element I never uncovered.
I hope I haven't disheartened you. The game has charm to it, but there are basic game dev theories it is blatantly ignoring. If you address these you'll be well on your way to a good game!
I also had a problem with the narration. It was very on-the-nose and too forward. Imagine this, from my perspective, I know nothing about this world or its inhabitants. Suddenly I'm being given lots of backstory, lots of history all at once. The truth is, you don't need to do that in order to tell the story. Players should be eased into plot elements slowly so that it feels more organic and not forced. It's not that the characters and story aren't interesting, it's just that, five minutes into the game, I have no reason to care. I have no vested interest in the characters or the world, and so the whole thing feels empty to me. A story has to make me care about the characters before it can start going on about the setting, in my opinion.
Just so you know, I actually kind of like where you're going with the story. It's really not that bad. In situations like this, presentation is everything.
I didn't get very far into the game. I got very frustrated with the battles. They were uninteresting and numerous. I spent ten minutes just pressing enter. When the boss battle finally came, there wasn't much to him either than to just press enter and hope for the best. I stopped playing when he revived the two minions I had killed.
There was one technical problem that popped out to me, too. The Yarzul never targetted Byinpe. They always targeted the weaker character, which I found a bit unfair and confusing. Also, maybe you have a reason for this, but I found it very odd that Byinpe was so much stronger than the other character. Though, like I said, it could be a plot element I never uncovered.
I hope I haven't disheartened you. The game has charm to it, but there are basic game dev theories it is blatantly ignoring. If you address these you'll be well on your way to a good game!
That's all I have time for now, I'll try more games later. That list is daunting.
@Ebeth: I got a score of about 190 in the shooter mini-game. If that helps. Though, really, I don't think that should even be a thing you should be worried about.
Also, I've updated Myriad Cypher's mission demo! Changes made have been noted on this post.
Also, I've updated Myriad Cypher's mission demo! Changes made have been noted on this post.
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 made a blog post related to my muddy brown photorealistic screenshot that everyone thinks everyone else hates (but almost no one actually hates).
I also summarized it in a comment:
People thought that the trend of making everything in every video game be as photorealistic and as brown as possible was annoying. But hey, they thought, at least sprite-based 2D games are immune to that, so RPG Maker should be a safe haven.
THEY WERE WRONG
I also summarized it in a comment:
People thought that the trend of making everything in every video game be as photorealistic and as brown as possible was annoying. But hey, they thought, at least sprite-based 2D games are immune to that, so RPG Maker should be a safe haven.
THEY WERE WRONG
@Nhubi: Thanks! Unfortunately, Sneaky Lincoln isn't a playable transformation. I'm not sure how I'd fit him into a character class, haha.
author=LockeZ
I made a blog post related to my muddy brown photorealistic screenshot that everyone thinks everyone else hates (but almost no one actually hates).
If it makes you feel better, I don't hate it. It's proof that one day, I will be able to battle yet more killer sharks in the full version of your game.
author=Archeia_Nessiah
Do we have to make our feedback public or are we allowed to PM it?
I'm cool with PM's, but you'd have to tell us that you did it! I am not going to go snooping.
author=Housekeeping
@Nhubi: Thanks! Unfortunately, Sneaky Lincoln isn't a playable transformation. I'm not sure how I'd fit him into a character class, haha.
He's a gollum obviously, with all that sneaking and that crooked shape and pose. So, Thief/Assassin maybe :)
@MakioKuta: Thanks for your feedback! I was definitely aiming for personality and clarity with the monster battlers. The Goodybag is supposed to have "Hm? OH MY JESUS HUMANS ARE GOING TO KILL ME!" kind of expression, but I think I didn't really pull it off well with the smaller scale of the sprite and the way I did the eyebrows (I was sort of thinking of Akira Toriyama's early artwork when designing it).
@Luchino: Thank you! I DID spend a bit more time with the Skeleton than I did the Goodybag. :P
I downloaded Pianotm's, Craze's, andI think Makio's game(that is impossible atm) and I'll give feedback on it later.
@Luchino: Thank you! I DID spend a bit more time with the Skeleton than I did the Goodybag. :P
I downloaded Pianotm's, Craze's, and
@CashmereCat I did a review on Account Mu. While I'm waiting for it to get approved, I'll just say here that I thoroughly enjoyed it. Now, I didn't find it nearly as challenging as Kory_Toombs or Indrah, but with the way difficulty progressed, I'm confident that the final version of the game will more than make up for it. The tower puzzle was just difficult enough to be headache inducing.




















