SAI PLAYS YOUR GAMES
Posts
post=140120err, all of them are mentioned in the game at some point, it's Raygley, I think that was the spelling. I can check if that's not it... XDpost=140096I'm playing it now and I'm stuck on the soldier's training. I'm at the question where it asks the name of the town. It is Dera, isn't it? Is there a specific space I need to put at the end? There are quite a few empty space characters. I had no problems getting Eddie.
five years old now, and still no review on here.
Mana Conquest is the first game I ever completed, and while it's dated by most standards, I'd appreciate someone saying something about it, even if it's bad.
edit:
I don't think he came off as arrogant. Not all of us have all the time in the world, and he just wants to make sure he's not wasting his time reviewing something that is not in it's final iteration/may have already been fixed/changed/canceled.
Also, one of the quiz questions is "What is your last name?" Seriously?
Dera is the right answer, but you don't need a space at the end of a four letter word. I did it that way because the hero naming screen is glitchy and doesn't show the last letter of a word that has an odd number of letters in it.
edit:
just to save some time, or potential other questions, the king's name is Edwin (with a space on the end), and the captain of the Guards is Rankov. One of these days I'm gonna make a blog with the answers to these questions in it. I did this on purpose when I released the game because I didn't want people motoring through the dialogue and not paying attention to it. But this is five years later, and the communities standards on walls of text have changed somewhat since then, so the quiz is mostly counterproductive to it's original intention.
post=140158post=140120err, all of them are mentioned in the game at some point, it's Raygley, I think that was the spelling. I can check if that's not it... XDpost=140096I'm playing it now and I'm stuck on the soldier's training. I'm at the question where it asks the name of the town. It is Dera, isn't it? Is there a specific space I need to put at the end? There are quite a few empty space characters. I had no problems getting Eddie.
five years old now, and still no review on here.
Mana Conquest is the first game I ever completed, and while it's dated by most standards, I'd appreciate someone saying something about it, even if it's bad.
edit:
I don't think he came off as arrogant. Not all of us have all the time in the world, and he just wants to make sure he's not wasting his time reviewing something that is not in it's final iteration/may have already been fixed/changed/canceled.
Also, one of the quiz questions is "What is your last name?" Seriously?
Dera is the right answer, but you don't need a space at the end of a four letter word. I did it that way because the hero naming screen is glitchy and doesn't show the last letter of a word that has an odd number of letters in it.
I know that they're all mentioned in the game, but that's really silly. One of the questions in the entrance exam to become a knight is asking your name? Your home town?
I'll give it a shot. The need to use spacing seems really arbitrary.
the hero name screen in rm2k was glitched in that it would only show letters in groups of two on it as you put them in, as such, if you put "Edwin" in the box, the screen itself would only show "Edwi" by putting the space on the end, it would show the full word "Edwin" in the text box, because the last letter is paired with a space, allowing it to show.
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
Ah, most excellent. I have had a hard time getting feedback. My game Vindication took over seven years to make, but lest that fool you into thinking its design was of epically grand scope, there was something like a five and a half year long hiatus in the middle. It's about 20-30 hours long, and is a comedy with a serious story woven in, like Disgaea.
I would love if you would play it and review it or give me feedback, as I've had very little feedback on all the sites I've posted it on, and almost all the feedback is only reports about trivial bugs that I've since fixed, or else people giggling about a couple of the early jokes. I've yet to obtain anything resembling a review and would be honored if you would play at least the first couple hours.
http://rpgmaker.net/games/1642/
I would love if you would play it and review it or give me feedback, as I've had very little feedback on all the sites I've posted it on, and almost all the feedback is only reports about trivial bugs that I've since fixed, or else people giggling about a couple of the early jokes. I've yet to obtain anything resembling a review and would be honored if you would play at least the first couple hours.
http://rpgmaker.net/games/1642/
Oh what the hell
COMPLETE CHAOS: http://rpgmaker.net/games/284/
Why you should play it:
Loads of hours of gameplay, big cast, NUMBERS, action-packed and fast moving plot, no filler dungeons, touch encounters, mature cast, modern setting and extremely scarce usage of typical RPG cliches and conventions. For better or worse, I doubt you've played a game like this!
Why I'd like a review:
It's my first completed game in almost three years and although I've gotten a lot of positive feedback on it...no one has reviewed it yet. *explodes*
Perhaps the game is SO epic that it's too big to review! It must be played, not read<3
COMPLETE CHAOS: http://rpgmaker.net/games/284/
Why you should play it:
Loads of hours of gameplay, big cast, NUMBERS, action-packed and fast moving plot, no filler dungeons, touch encounters, mature cast, modern setting and extremely scarce usage of typical RPG cliches and conventions. For better or worse, I doubt you've played a game like this!
Why I'd like a review:
It's my first completed game in almost three years and although I've gotten a lot of positive feedback on it...no one has reviewed it yet. *explodes*
Perhaps the game is SO epic that it's too big to review! It must be played, not read<3
post=140235
Oh what the hell
COMPLETE CHAOS: http://rpgmaker.net/games/284/
Why you should play it:
Loads of hours of gameplay, big cast, NUMBERS, action-packed and fast moving plot, no filler dungeons, touch encounters, mature cast, modern setting and extremely scarce usage of typical RPG cliches and conventions. For better or worse, I doubt you've played a game like this!
Why I'd like a review:
It's my first completed game in almost three years and although I've gotten a lot of positive feedback on it...no one has reviewed it yet. *explodes*
Perhaps the game is SO epic that it's too big to review! It must be played, not read<3
Sounds good! Added to the list.
post=140227
Ah, most excellent. I have had a hard time getting feedback. My game Vindication took over seven years to make, but lest that fool you into thinking its design was of epically grand scope, there was something like a five and a half year long hiatus in the middle. It's about 20-30 hours long, and is a comedy with a serious story woven in, like Disgaea.
I would love if you would play it and review it or give me feedback, as I've had very little feedback on all the sites I've posted it on, and almost all the feedback is only reports about trivial bugs that I've since fixed, or else people giggling about a couple of the early jokes. I've yet to obtain anything resembling a review and would be honored if you would play at least the first couple hours.
http://rpgmaker.net/games/1642/
Sure thing!
Sorry if I came across as sounding arrogant. That wasn't my intention. I just don't like reviewing demos because they're a work in progress. I know that personally, whenever I put out a demo, I know that a lot of areas are lacking polish so it's redundant if someone were to review it and tell me that "area B needs to be cleaned up/is buggy/is empty." Generally, with a complete game, the creator has the game polished to his satisfaction, so reviews can make him aware of flaws that he wasn't aware of.
I'm not making a bunch of demands. I thought it would be fun.
Welp, fair enough.
I have three finished games on the site. All of them are fairly dated, but I think that Backstage and Iron Gaia: Virus stand up fairly well over time on the merits of their stories. Not everyone agrees. If you'd like to take a crack at either of those, I'd appreciate it. Both have a play time of ~5-7 hours if I recall correctly. In either case, I am looking for a measured and informed opinion somewhere between the haters and the fans, preferably more on the side of the latter than the former. : P
Be warned that Backstage is a psychological horror adventure game, and IG:V is a very nontraditional jRPG with CRPG elements that is a gaiden to a game that you have never played and a game I might be embarrassed to have you play, if your standards aren't calibrated to the standards of 2004. So you can choose whichever of those two tickles your fancy better.
As for the pitch, I'll leave it to the game pages.
post=140293Sorry if I came across as sounding arrogant. That wasn't my intention. I just don't like reviewing demos because they're a work in progress. I know that personally, whenever I put out a demo, I know that a lot of areas are lacking polish so it's redundant if someone were to review it and tell me that "area B needs to be cleaned up/is buggy/is empty." Generally, with a complete game, the creator has the game polished to his satisfaction, so reviews can make him aware of flaws that he wasn't aware of.Welp, fair enough.
I'm not making a bunch of demands. I thought it would be fun.
I have three finished games on the site. All of them are fairly dated, but I think that Backstage and Iron Gaia: Virus stand up fairly well over time on the merits of their stories. Not everyone agrees. If you'd like to take a crack at either of those, I'd appreciate it. Both have a play time of ~5-7 hours if I recall correctly. In either case, I am looking for a measured and informed opinion somewhere between the haters and the fans, preferably more on the side of the latter than the former. : P
Be warned that Backstage is a psychological horror adventure game, and IG:V is a very nontraditional jRPG with CRPG elements that is a gaiden to a game that you have never played and a game I might be embarrassed to have you play, if your standards aren't calibrated to the standards of 2004. So you can choose whichever of those two tickles your fancy better.
As for the pitch, I'll leave it to the game pages.
I love psychological horror, so I'll give Backstage a shot.
Mana Conquest review:
Gameplay: 2/5
Battles are pretty standard RM2k DBS fare. The game is billed as having "strategic twists" to make the battles more interesting, but aside from the fact that certain weapons do more damage to certain enemies, I didn't find there to be anything outside the DBS. Battles weren't overly difficult and weren't too easy. There's not a lot more to say about the battles.
The reason for the low gameplay score is the minigames. At a certain point early in the game, you're required to undergo "training" which consists of a series of minigames. Although the idea behind them is fine, the minigames themselves are an exercise in tedium.
One of them teaches you to avoid monsters by having you run through an obstacle course filled with monsters. Should you touch any of them, you're sent back to the beginning. Simply put, there is no way to find your way through this obstacle maze short of trial and error. You have so little room to move around in that you normally have a split second to move past an enemy, and more often than not, doing so will put you immediately in the path of another enemy with another split second opening to move on. There are sometimes chains of 4-8 of these, giving you no time to stop and relax. Should you slip up even once, you're sent back to the very beginning.
Even worse, there's a point where you're in a three tile tall hallway and three enemies (one for each of the three vertical tiles, of course) launch at you with only one or two tiles between them for you to slip through. Once you finally get past them and to the end of the corridor, surprise! They turn around and shoot back at you from behind from off the screen. It took me over a hundred tries to complete this minigame and it was infuriating. Because I promised to play the game for at least 2 hours, I was determined to get past this minigame. It was completely unfair and unfulfilling and had I not been set on playing the game so I could review it, I would have quit after the 20th or so try.
After the twitch dodging minigame, the player is confronted by yet another one: a quiz game. To complete your application into the knights order, you must pass an examination of 10 questions and get at least 80% of them correct. However, the game fails you the instant you get a single question wrong, sending you to the game over screen (requiring you to reload your game and start over from the beginning). This wouldn't be quite as horrible if it weren't for the nature of the questions themeslves. One of the ten questions on the royal knights' final examination is "What is the name of the town you're in now?" Seriously?
I realize that the point of this game is to make sure you've been paying attention to the story, but the story isn't really that interesting and it seems like a really cheap ploy to force you to learn names (or rather, the spelling of names). After the first five multiple choice questions, you're required to input the rest of the answers using the RM2k enter hero name command. Because of its bugs, the game requires an extremely strict format for entering the answers and allows zero room for freedom. Some answers require you to put a space at the end of your response. If you omit the space, it's wrong. If you put a space at the end of an answer that doesn't require one, it's wrong.
It was this minigame that forced me to break my 2 hour gameplay promise. After struggling through the free response questions, I finally got stuck on a question whose answer I didn't know. The question asked the name of a certain NPC which was probably mentioned once but I had long forgotten. After making a couple attempts, I started to scour the town trying to find someone that would mention his name. The NPC himself was nowhere to be found. After talking to everyone in town several times, I had gotten no closer to figuring out his name. At this point in the game, you can't leave town, there are no sidequests to do, and there's nowhere to explore. As I had no way of finding out the NPC's name, I had no choice but to drop the game due to being incapable of continuing.
Since I got no further, I don't know if minigames like this are frequent and if not, it's a shame that they're so frustrating to beat. They severely brought down my enjoyment of the game and made the game into an agitating chore.
Story/Writing: 2/5
The story is standard fare: You play as heroic everyboy Rolf who has his home obliterated by the villain in record time (about 5 minutes). The villain, Theo, came to Rolf's village in hopes of exacting revenge upon Rolf's war hero father who has since passed away. Infuriated at being unable to get his revenge, Theo kills everyone in the village and spares Rolf, hoping that he'll grow strong enough to prove a satisfying challenge in the future. He's accompanied by a girl whose name I honestly can't remember, who is nearly killed by Theo when Rolf tries to stop him.
Rolf feels powerless at being unable to do anything about his village's destruction and blames himself for nearly getting That Girl killed. He vows to become stronger and to get revenge on Theo. The premise has been done before, but I don't rate a story down just for being cliche. The writing itself was acceptable, although there were a few noticeable spelling and grammar errors. They were relatively infrequent, though.
However, the characters are completely uninteresting. Rolf's only personality is his melodramatic anguish after the destruction of his village. The fact that he's upset about the incident is believable, but his monologue about it is too drawn out and over the top, making him seem whiney and annoying.
That Girl is just as bad. She has no personality and goes from being Rolf's close friend to her wanting to go to "the ends of the earth" with him literally overnight. I understand people are brought closer together by tragedy, but it's completely unbelievable that they develop that strong of a bond over the course of a few hours. Or maybe they were always that close together, I don't know. Their exchanges early in the game don't reveal anything about the nature of their relationship.
Graphics/Level Design: 1.5/5
Each important character has their own face graphic, but unfortunately, they're pretty poorly-drawn and colored. Most important characters also have their own sprites, but the sprites are lacking character and stand out starkly from the otherwise RTP rest of the world. They lack consistency and are pillow shaded. I suspect that whoever made the character sprites didn't have much experience with spriting. I would suggest recoloring and frankenspriting RTP sprites instead, since it's easier to make something consistent that looks good for someone who isn't an accomplished spriter.
The mapping is also pretty mediocre. While there aren't many noticeable flaws in the maps, the interior maps are huge and spacious, a problem which plagues many unexperienced mappers. Aside from that, it's sometimes hard to figure out where the borders for a map are. Sometimes there are teleports in places that aren't obvious. There are many cases where there is no path leading to a teleport, so it looks like any other piece of grass. Nothing else stands out about the level design. It's fairly simple and accomplishes its purpose.
Audio: 2.5/5
The game features an original soundtrack. I have no strong opinion about the soundtrack either way. The tunes were all forgettable, but there were never any moments where it grated on my nerves. A forgettable soundtrack is better than an annoying one.
The only other aspect of audio worth mentioning is that each character has battle cry sound voiceovers. They're fairly mediocre, but very repetitive. From what I could tell, it's the same sound effect over and over for each character. The sound quality for the recordings is pretty poor and the voices are not necessarily bad, but not very good either.
Suggestions:
-Recruit a spriter to do the original sprites or do RTP edits to maintain consistent quality
-Recruit a spelling/grammar checker
-Condense your maps, especially the interiors
-Make it more clear where teleports are, either by making paths that lead to them or by adding an indicator
-Add more variety to battles and skills
-Get someone better to do the face portraits
-Have beta testers play the minigames. I honestly can't believe that anyone tested those minigames without voicing their frustration.
-Give the characters more defined personalities
Bottom Line:
Mana Conquest is a pretty standard RPG Maker project that suffers from a couple minor design flaws. There's nothing that stands out about it as being particularly praiseworthy or demanding of criticism, aside from the downright unfair minigames which are required to progress through the game.
2/5
Gameplay: 2/5
Battles are pretty standard RM2k DBS fare. The game is billed as having "strategic twists" to make the battles more interesting, but aside from the fact that certain weapons do more damage to certain enemies, I didn't find there to be anything outside the DBS. Battles weren't overly difficult and weren't too easy. There's not a lot more to say about the battles.
The reason for the low gameplay score is the minigames. At a certain point early in the game, you're required to undergo "training" which consists of a series of minigames. Although the idea behind them is fine, the minigames themselves are an exercise in tedium.
One of them teaches you to avoid monsters by having you run through an obstacle course filled with monsters. Should you touch any of them, you're sent back to the beginning. Simply put, there is no way to find your way through this obstacle maze short of trial and error. You have so little room to move around in that you normally have a split second to move past an enemy, and more often than not, doing so will put you immediately in the path of another enemy with another split second opening to move on. There are sometimes chains of 4-8 of these, giving you no time to stop and relax. Should you slip up even once, you're sent back to the very beginning.
Even worse, there's a point where you're in a three tile tall hallway and three enemies (one for each of the three vertical tiles, of course) launch at you with only one or two tiles between them for you to slip through. Once you finally get past them and to the end of the corridor, surprise! They turn around and shoot back at you from behind from off the screen. It took me over a hundred tries to complete this minigame and it was infuriating. Because I promised to play the game for at least 2 hours, I was determined to get past this minigame. It was completely unfair and unfulfilling and had I not been set on playing the game so I could review it, I would have quit after the 20th or so try.
After the twitch dodging minigame, the player is confronted by yet another one: a quiz game. To complete your application into the knights order, you must pass an examination of 10 questions and get at least 80% of them correct. However, the game fails you the instant you get a single question wrong, sending you to the game over screen (requiring you to reload your game and start over from the beginning). This wouldn't be quite as horrible if it weren't for the nature of the questions themeslves. One of the ten questions on the royal knights' final examination is "What is the name of the town you're in now?" Seriously?
I realize that the point of this game is to make sure you've been paying attention to the story, but the story isn't really that interesting and it seems like a really cheap ploy to force you to learn names (or rather, the spelling of names). After the first five multiple choice questions, you're required to input the rest of the answers using the RM2k enter hero name command. Because of its bugs, the game requires an extremely strict format for entering the answers and allows zero room for freedom. Some answers require you to put a space at the end of your response. If you omit the space, it's wrong. If you put a space at the end of an answer that doesn't require one, it's wrong.
It was this minigame that forced me to break my 2 hour gameplay promise. After struggling through the free response questions, I finally got stuck on a question whose answer I didn't know. The question asked the name of a certain NPC which was probably mentioned once but I had long forgotten. After making a couple attempts, I started to scour the town trying to find someone that would mention his name. The NPC himself was nowhere to be found. After talking to everyone in town several times, I had gotten no closer to figuring out his name. At this point in the game, you can't leave town, there are no sidequests to do, and there's nowhere to explore. As I had no way of finding out the NPC's name, I had no choice but to drop the game due to being incapable of continuing.
Since I got no further, I don't know if minigames like this are frequent and if not, it's a shame that they're so frustrating to beat. They severely brought down my enjoyment of the game and made the game into an agitating chore.
Story/Writing: 2/5
The story is standard fare: You play as heroic everyboy Rolf who has his home obliterated by the villain in record time (about 5 minutes). The villain, Theo, came to Rolf's village in hopes of exacting revenge upon Rolf's war hero father who has since passed away. Infuriated at being unable to get his revenge, Theo kills everyone in the village and spares Rolf, hoping that he'll grow strong enough to prove a satisfying challenge in the future. He's accompanied by a girl whose name I honestly can't remember, who is nearly killed by Theo when Rolf tries to stop him.
Rolf feels powerless at being unable to do anything about his village's destruction and blames himself for nearly getting That Girl killed. He vows to become stronger and to get revenge on Theo. The premise has been done before, but I don't rate a story down just for being cliche. The writing itself was acceptable, although there were a few noticeable spelling and grammar errors. They were relatively infrequent, though.
However, the characters are completely uninteresting. Rolf's only personality is his melodramatic anguish after the destruction of his village. The fact that he's upset about the incident is believable, but his monologue about it is too drawn out and over the top, making him seem whiney and annoying.
That Girl is just as bad. She has no personality and goes from being Rolf's close friend to her wanting to go to "the ends of the earth" with him literally overnight. I understand people are brought closer together by tragedy, but it's completely unbelievable that they develop that strong of a bond over the course of a few hours. Or maybe they were always that close together, I don't know. Their exchanges early in the game don't reveal anything about the nature of their relationship.
Graphics/Level Design: 1.5/5
Each important character has their own face graphic, but unfortunately, they're pretty poorly-drawn and colored. Most important characters also have their own sprites, but the sprites are lacking character and stand out starkly from the otherwise RTP rest of the world. They lack consistency and are pillow shaded. I suspect that whoever made the character sprites didn't have much experience with spriting. I would suggest recoloring and frankenspriting RTP sprites instead, since it's easier to make something consistent that looks good for someone who isn't an accomplished spriter.
The mapping is also pretty mediocre. While there aren't many noticeable flaws in the maps, the interior maps are huge and spacious, a problem which plagues many unexperienced mappers. Aside from that, it's sometimes hard to figure out where the borders for a map are. Sometimes there are teleports in places that aren't obvious. There are many cases where there is no path leading to a teleport, so it looks like any other piece of grass. Nothing else stands out about the level design. It's fairly simple and accomplishes its purpose.
Audio: 2.5/5
The game features an original soundtrack. I have no strong opinion about the soundtrack either way. The tunes were all forgettable, but there were never any moments where it grated on my nerves. A forgettable soundtrack is better than an annoying one.
The only other aspect of audio worth mentioning is that each character has battle cry sound voiceovers. They're fairly mediocre, but very repetitive. From what I could tell, it's the same sound effect over and over for each character. The sound quality for the recordings is pretty poor and the voices are not necessarily bad, but not very good either.
Suggestions:
-Recruit a spriter to do the original sprites or do RTP edits to maintain consistent quality
-Recruit a spelling/grammar checker
-Condense your maps, especially the interiors
-Make it more clear where teleports are, either by making paths that lead to them or by adding an indicator
-Add more variety to battles and skills
-Get someone better to do the face portraits
-Have beta testers play the minigames. I honestly can't believe that anyone tested those minigames without voicing their frustration.
-Give the characters more defined personalities
Bottom Line:
Mana Conquest is a pretty standard RPG Maker project that suffers from a couple minor design flaws. There's nothing that stands out about it as being particularly praiseworthy or demanding of criticism, aside from the downright unfair minigames which are required to progress through the game.
2/5
Well, a mediocre review on a five year old project is better than nothing, I suppose.
I gather from this, that had I included the answers to the quizmaster minigame, or removed it entirely, you would have gotten a lot more enjoyment out of the game. As I had mentioned before, this game is very old, and standards in the community were a lot different when it was originally released. I will admit that the original minigames were grating, and for the most part unnecessary. The next part in the trilogy that I'm working on has no such minigames, and the actual minigames themselves were never seen again in the actual game (aside from one room in the final dungeon where you get to avoid the monsters one last time, or you can kill them all, since touching them initiates a fight this time instead of instant gameover).
Anyways, while I would like to say that I would take your suggestions to heart, the game is done, and all work is focused on it's sequel, which doesn't really require playing the first game to understand. Fortunately, it doesn't suffer from any of those problems (or as far as I know it doesn't, anyway). I appreciate the feedback though. Thanks.
I gather from this, that had I included the answers to the quizmaster minigame, or removed it entirely, you would have gotten a lot more enjoyment out of the game. As I had mentioned before, this game is very old, and standards in the community were a lot different when it was originally released. I will admit that the original minigames were grating, and for the most part unnecessary. The next part in the trilogy that I'm working on has no such minigames, and the actual minigames themselves were never seen again in the actual game (aside from one room in the final dungeon where you get to avoid the monsters one last time, or you can kill them all, since touching them initiates a fight this time instead of instant gameover).
Anyways, while I would like to say that I would take your suggestions to heart, the game is done, and all work is focused on it's sequel, which doesn't really require playing the first game to understand. Fortunately, it doesn't suffer from any of those problems (or as far as I know it doesn't, anyway). I appreciate the feedback though. Thanks.
post=140602
Well, a mediocre review on a five year old project is better than nothing, I suppose.
I gather from this, that had I included the answers to the quizmaster minigame, or removed it entirely, you would have gotten a lot more enjoyment out of the game. As I had mentioned before, this game is very old, and standards in the community were a lot different when it was originally released. I will admit that the original minigames were grating, and for the most part unnecessary. The next part in the trilogy that I'm working on has no such minigames, and the actual minigames themselves were never seen again in the actual game (aside from one room in the final dungeon where you get to avoid the monsters one last time, or you can kill them all, since touching them initiates a fight this time instead of instant gameover).
Anyways, while I would like to say that I would take your suggestions to heart, the game is done, and all work is focused on it's sequel, which doesn't really require playing the first game to understand. Fortunately, it doesn't suffer from any of those problems (or as far as I know it doesn't, anyway). I appreciate the feedback though. Thanks.
No problem. But the suggestions I gave can be taken to heart with future projects, too (especially with regard to graphics).
Oh yeah, for sure.
I made all those terribad charactersets and facesets by the way. I never claimed they were good. XD
I'm a lot better now, at least, imo.
edit:
The in battle sound effects seemed a bit stale because you were still in the phase of the game where rolf and melissa were kids. After the knight test some time passes and skills come out, and the voices become less similar.
I made all those terribad charactersets and facesets by the way. I never claimed they were good. XD
I'm a lot better now, at least, imo.
edit:
The in battle sound effects seemed a bit stale because you were still in the phase of the game where rolf and melissa were kids. After the knight test some time passes and skills come out, and the voices become less similar.
post=140643
wow, how'd I get to top of the list?
I ordered the list by how much the games interested me at first glance.
You know... we should get a reviewer forum going like they have at RRR and have a few people who like playing games a lot, have a reviewer title. The only basic rule could be that if you want to keep that reviewer title, you need to review at least one game per month.
Oh, and I would like a review of Ebon Scape, but I have yet to release a newer, fresher, grammar/spelling friendly version. It's also a demo, but it's 99.5% complete. So if you review it, keep in mind I'm already working on those issues.
(It does have slightly more than 15 hours of gameplay, which is huge for an RM2K3 game too.)
http://rpgmaker.net/games/2085/
Oh, and I would like a review of Ebon Scape, but I have yet to release a newer, fresher, grammar/spelling friendly version. It's also a demo, but it's 99.5% complete. So if you review it, keep in mind I'm already working on those issues.
(It does have slightly more than 15 hours of gameplay, which is huge for an RM2K3 game too.)
http://rpgmaker.net/games/2085/
Always looking for feedback on Think Outside the Box! http://rpgmaker.net/games/2007/
post=140649
You know... we should get a reviewer forum going like they have at RRR and have a few people who like playing games a lot, have a reviewer title. The only basic rule could be that if you want to keep that reviewer title, you need to review at least one game per month.
Oh, and I would like a review of Ebon Scape, but I have yet to release a newer, fresher, grammar/spelling friendly version. It's also a demo, but it's 99.5% complete. So if you review it, keep in mind I'm already working on those issues.
(It does have slightly more than 15 hours of gameplay, which is huge for an RM2K3 game too.)
http://rpgmaker.net/games/2085/
I think I'll wait until the newer version then. There's no point in me giving you feedback if you're already aware of the issues.
post=140650
Always looking for feedback on Think Outside the Box! http://rpgmaker.net/games/2007/
Added.
http://rpgmaker.net/games/1212
Visions & Voices pitch: Explore a small village and uncover its darkest secret - but who are you to stop the apotheosis of a madman?

(Note: This is not an "under-the-radar" game, but karsu and I love feedback on some of the... risks we took.)
Visions & Voices pitch: Explore a small village and uncover its darkest secret - but who are you to stop the apotheosis of a madman?

(Note: This is not an "under-the-radar" game, but karsu and I love feedback on some of the... risks we took.)





















