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Path of Light (v1 demo)
- Mr.Nemo
- 06/19/2009 05:47 PM
- 1181 views
Okay, so here we have a small rtp "starter" game (as it seems) and having said that, it's set up the way you're used to when it comes to rpgmaker games.
I will keep this short and simple with a few pointers to expand on the various hints of potential that the maker shows.
Story/Plot;
I don't give so much for a generic plot, as long as it is done right. The first thing that came to mind; the main character, Nero ( pretty generic name) is a general for a rebel army. And yet he starts at level 1? A bit of FF2 came to mind; to make this sort of thing work, make it that the Rebel generals are broken down and desperate (they're loosing this war, mind you) and seeks to enlist new recruits in the towns they've moved through. In one of these towns, the hero, Nero, could be one of the few (if not only) who could actually handle a weapon and would be promoted to general (maybe for the villain, Xavier's dubious purposes) by the so very desperate rebel-leaders. This was just an idea that I thought could work if sketched properly to make some more "background" and feeling of desperation in the beginning. Do not rely on long walls of text to explain the war or just put as many words you can; but elaborate on the situation. What was suggested above was a mere idea of mine that could work, for example. Also, the word "playhouse" used in the beginning sounds a little... off. Change it. And make the introduction text a bit.. flashier. Not overdone or extended, just.. put a nice background with some black edges and an invisible textbox to go with it.
Dialouge/characters;
Dialouge is sorely lacking and very rushed (I think the author hinted at this). Not only is it brief but also lacks punch. I mean, keep it simple, by all means (it's far superior than the above-mentioned walls of text) but the fewer the words, the more each and every sentence is important (in terms of explaining the background/situation, character-development and providing drama). This need very much to be expanded upon, keep it simple but not brash. The second character introduced (and the cutscene with Xavier before this), are prime examples of areas that needs some love from the writer's department. The first bits of dialouge in the meeting room is, although a few typos here and there, not too bad. It gets the job done but still needs a bit improvement. Also, the NPCs (mainly soldiers) dialouge was very meager and could contain more info on the background, situation, the desperation... everything to immerse the player in the world.
Aesthetics;
The musical choice was mostly RTP and worked for the most parts (also, I played it too long ago to really remember, sorry). But the key parts in this category are the mapping of this little project. Keeping in mind that it is all-rtp, I think the author gets his mapping pretty well. It looks good and shows great potential, even though I think there needs to be more "action" in the surroundings. They are a bit too big for just rooms and corridors (which do look good) and does not contain any real interaction moments for the player to be immersed properly. Make some small jumping sequences, or "semi-puzzles" here and there, just to make the surroundings more interesting than just walking around. But that's more of a gameplay matter, I'd say.
Gameplay;
Speaking of which; the gameplay. As far as this demo goes, there's nothing in terms of gameplay besides the common random battles. And a simple skill-crafting system which could turn out REALLY well. The battles aren't very exiting or too hard; but if we're left with no puzzles/mini-games and a skill-system that requires grinding; the battles have to be more interesting and not just button-mashing. Think up enemy strategies that are countered by different player strategies and skills that works in alternative ways (perhaps with just a little scripting work, nothing overly complex without a purpose) in order to spice up those encounters!
This was mainly written for the author and will be revised once a new version shows up to check up on those improvements :) but to everyone else, if you like seeing potential in newer game-authors, check this out and contribute with your input.
I hope you get some ideas and motivation to continue improving your work mr antilurker77!
Cheers.
I will keep this short and simple with a few pointers to expand on the various hints of potential that the maker shows.
Story/Plot;
I don't give so much for a generic plot, as long as it is done right. The first thing that came to mind; the main character, Nero ( pretty generic name) is a general for a rebel army. And yet he starts at level 1? A bit of FF2 came to mind; to make this sort of thing work, make it that the Rebel generals are broken down and desperate (they're loosing this war, mind you) and seeks to enlist new recruits in the towns they've moved through. In one of these towns, the hero, Nero, could be one of the few (if not only) who could actually handle a weapon and would be promoted to general (maybe for the villain, Xavier's dubious purposes) by the so very desperate rebel-leaders. This was just an idea that I thought could work if sketched properly to make some more "background" and feeling of desperation in the beginning. Do not rely on long walls of text to explain the war or just put as many words you can; but elaborate on the situation. What was suggested above was a mere idea of mine that could work, for example. Also, the word "playhouse" used in the beginning sounds a little... off. Change it. And make the introduction text a bit.. flashier. Not overdone or extended, just.. put a nice background with some black edges and an invisible textbox to go with it.
Dialouge/characters;
Dialouge is sorely lacking and very rushed (I think the author hinted at this). Not only is it brief but also lacks punch. I mean, keep it simple, by all means (it's far superior than the above-mentioned walls of text) but the fewer the words, the more each and every sentence is important (in terms of explaining the background/situation, character-development and providing drama). This need very much to be expanded upon, keep it simple but not brash. The second character introduced (and the cutscene with Xavier before this), are prime examples of areas that needs some love from the writer's department. The first bits of dialouge in the meeting room is, although a few typos here and there, not too bad. It gets the job done but still needs a bit improvement. Also, the NPCs (mainly soldiers) dialouge was very meager and could contain more info on the background, situation, the desperation... everything to immerse the player in the world.
Aesthetics;
The musical choice was mostly RTP and worked for the most parts (also, I played it too long ago to really remember, sorry). But the key parts in this category are the mapping of this little project. Keeping in mind that it is all-rtp, I think the author gets his mapping pretty well. It looks good and shows great potential, even though I think there needs to be more "action" in the surroundings. They are a bit too big for just rooms and corridors (which do look good) and does not contain any real interaction moments for the player to be immersed properly. Make some small jumping sequences, or "semi-puzzles" here and there, just to make the surroundings more interesting than just walking around. But that's more of a gameplay matter, I'd say.
Gameplay;
Speaking of which; the gameplay. As far as this demo goes, there's nothing in terms of gameplay besides the common random battles. And a simple skill-crafting system which could turn out REALLY well. The battles aren't very exiting or too hard; but if we're left with no puzzles/mini-games and a skill-system that requires grinding; the battles have to be more interesting and not just button-mashing. Think up enemy strategies that are countered by different player strategies and skills that works in alternative ways (perhaps with just a little scripting work, nothing overly complex without a purpose) in order to spice up those encounters!
This was mainly written for the author and will be revised once a new version shows up to check up on those improvements :) but to everyone else, if you like seeing potential in newer game-authors, check this out and contribute with your input.
I hope you get some ideas and motivation to continue improving your work mr antilurker77!
Cheers.
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Thanks for the review. Story obviously seems to be the weakest part of my game. I'm going to go through all the old scenes and see what I can change so it sounds better. In the next area there will be numerous new spells and skills to learn. I can't do much with the enemies in the first area of my game due to the lack of customization that's available so far.
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