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A cluster of ideas, but no semblence of balance

  • Xenomic
  • 06/09/2013 08:51 PM
  • 16656 views
So I recently started playing this game after me and Bulma (somehow) got each other to review each other's game, even though I'm not exactly that great at reviews myself. I came into this game expecting half-decent story, gameplay, graphics, etc., but...it's a bit lackluster, let's say? To note, I played up through getting the 4th crest, so it's not a 100% review on the entire game. Just what I've managed to play through alone:


Story: From what I can gather about the story, the game takes place in 6000 or something AD like that, on a New Earth because the old Earth got blown up by God or something because of some demon, and then he created a new Earth, whereas religions merged into one essentially. Your hero, Ambrosia, has been chosen to be the new Oracle and has to collect 8 (?) crests and...do something with those crests, I forget. While the idea of a new Earth after the old Earth was destroyed and religions being merged into one has potential, this game doesn't really do it very well. Most of the game's backstory is found within books, and...well...they're books alright. If you try to read each and every book without skipping through them, you're going to be there for quite a while (I was going through a book and skipping through text because it was taking so long, and I swear at least a minute or so went by before I finally got through the book...). While it's a good idea to have some backstory to your story in the game, I think it should've been done in a more "cut-to-the-point" way, and/or integrated through the story moreso than through the books. Just even mentioning a little of how Taoism, Shinto, and/or whatever other religion there used to be became one and why they did would've done wonders instead of sitting through book upon book upon book to find out why.

Speaking of backstory, there isn't too terribly much on the characters themselves. Ambrosia's is talked about throughout the game at the very least, and I think it does a fairly decent job with her, but the rest of the cast has little to no backstory to them at all. Why should I care about this exorcist who just randomly joined me out of nowhere when I know absolutely nothing about her? When did this elf chick ever said she wanted to be a musician BEFORE she told us that she told us that she wanted to be a musician? What is this scholar's dealio and how is he inside a place that's meant for women only!?



Gameplay: The gameplay (this is separate from the Balance section to come afterwards) has some rather interesting and unique things that makes it stand out a bit. Your main hero, Ambrosia, starts with no actual abilities until she gets her first crest, at which point she gets access to the Predict ability (which is a typical Scan ability), Oracle (which are different abilities gained from getting crests), and the Trigram ability, which acts as a random elemental attack I guess. When using the Oracle command, the command will disappear for one of Ambrosia's turns, and then on her next turn afterwards, the command will reappear. Interesting gimmick, but is pretty flawed (see Balance) and Trigram will hardly see use due to its impracticality.

Your second character, the Cloud-wannabe Nevras, is well...more of a Warrior type character. He swings swords, and he's good at it. He does come with his own skillset, which over the course of the game you can upgrade by buying the upgrades, making him even more useful.

Next up, the third character, the elf musician Aqorm, is a Thief/Geomancer hybrid, which is an unique twist for a class. However, don't expect to use her Geomancy skills very often, due to her never going above 100 MP (from what I could tell) and every Geomancy skill costing exactly 100 MP. She CAN dual wield, at the very least, so it gives her SOME attacking options other than being an item user, if need be.

The fourth character, the scholar mage Elias, is well...a mage. He uses nothing but magic, ranging from HP recovery to status healing to elemental buffs to status buffs to status debuffs to finally Holy/Dark elemental spells. If there's something you need in terms of magic, this guy has it. Oh, and he also has Prayer which I have yet to figure out what it does. And he can use Alchemy, combining 2 items to make a new item (I have yet to ever use this ability myself though, as there's never any real reason to do so).

The other 2 characters, the exorcist Azarael and the Monk Anideshi, I haven't used at all, because well...see Balance afterwards for why.

As for the battle system, it follows a day/night system, where enemies are less likely to attack during the daytime, but are more aggressive at nighttime. In addition to this, during night your characters tend to start the battle in Sleep status, leaving you wide open to getting your behind ripped apart by monsters. Other weather conditions, such as Snowy, Rain, and Heat, adversely affects the battles as well (Snowy makes the player lose HP over time while making it harder for them to hit with physical attacks, Heat makes the party constantly lose 10 HP each turn from what I've seen, Darkness disables most physical skills as well as makes using regular Attacks unreliable, etc.). These are some pretty neat ideas, although the Night condition is somewhat annoying whenever you just want to flee from battle/end the battle and just move along.

In addition, when using the regular attack command, characters can restore MP to themselves. While this is a nifty way of handling recovering MP, the shear amount of MP regained from it makes using any MP restoring item moot really, and I think it could've been handled a lot better than it was.

In terms of outside of battle, it's the standard fare. Roaming around maps, talking to NPCs, exploring dungeons, and the like. There is a bit of a puzzle element to the game, though some puzzles are a bit...much, let's say? Some are a bit more obvious than others, but others are rather vague in what you have to do. Oh, and if you goof up? Sometimes you just have to restart the puzzle, sometimes you're teleported to the start of the dungeon (ffffff!), and other times you...instantly game over? Yes, there's instant game over puzzles if you do them wrong (granted, you CAN save in the dungeon itself so if you DO game over, you can just reload your save), which can be a bit...infuriating at points, especially when you don't even expect to just game over randomly from having not understood a puzzle. To make matters worse, some puzzles have to be dealt with by dealing with random encounters, and...well, random encounters that aren't map encounters have a really high rate of occurring, making traversing some dungeons extremely annoying.



Balance: This is where the game falls apart heavily is the balance. At the start of the game, you start with Ambrosia and not too later get Nevras in the party. So you figure "Oh, my party is level 1 and I need money to buy stuff. I'll just fight a few battles outside of town to get some money and EXP", and go outside and fight your first battle. Then you find out the enemies you're fighting are dealing 200-300 damage in one attack to a single party member, and there's 3-6 of them in the party. Your max HP for both characters are roughly 500-600 HP. You do the math, and then you die and reload your save. Now, you somehow BEAT said monsters (how, I don't even know at that low of a level), and you come across a custom EXP and money system, and find out you gained about 600 EXP but no money. So how do you make money? Well...it seems that most of the money making is going to be done by selling the Alchemy items, as for the most part, monsters will NOT drop a suitable amount of money, even later in the game. This makes keeping up with items that you NEED (Phoenix Meats are highly important, as are Healing Herbs and the like) as well as equipment (3300 for a Power Bangle? That early in the game??). In addition, to make matters worse, the custom EXP system is flawed heavily. There are times from a group of enemies where you can gain say....5000 EXP, then the next time you fight the same group of enemies, you gain 12000 EXP, and then the NEXT time, you gain...800 EXP? What?? Why such a big influx in the numbers for EXP??

To top it off, once you are suitably leveled so that the first set of overworld monsters don't maul you to death, most monsters in the game, as well as most bosses, become a joke as you just pummel them into oblivion while they barely do 300 damage to you or your party. Yes, there are some monsters that will wipe the floor from you (you're usually given an option to immediately run at the start of the fight), but granted you can just easily flee from the battle with Ambrosia or Elias, and if you're lucky enough with Stealing, Aqorm will steal something powerful from the enemy before you flee (stealing from this Ultima Weapon enemy before fleeing got me a ridiculously powerful sword that I gave to Nevras, and now he attacks 6 times in one turn for a crapload of damage...). To make matters WORSE, due to the day/night system, you can wipe monsters without a big fear of even being attacked for the most part. And if they do attack? Big deal, Elias can reverse just about ANYTHING the monsters did to you, unless something happened to him in which case if you have Healing Herbs/Phoenix Meats, then it's all good anyways.


There is a bug in the system, which I'm going to assume is due to the fault of RPG Maker 2k3 and this custom battle system or something, where if you use an action, such as attacking, and the monster so happens to decide to do something right as you use that action, it'll get cancelled out completely or halfway through the action. This makes for some rather annoying instances where you have to waste a turn and wait until that character's next turn in order to do anything at all, but I can't really give that a point against the game at all. There's also another bug where while running sometimes your party will be attacked one last time by the enemy and incur damage/statuses before actually running from the fight, which is...a bit annoying as well, to say the least.


Now, about the characters: There is hardly an instance where you'll ever really need to use abilities for most characters. In some instances, using said abilities is just an auto-win button in most fights. Ambrosia is a prime example of this: For the most part, unless the enemy is weak to Holy, all she'll be doing is mashing the Attack button (Trigram? Why use that when it's so unreliable? And who needs to Predict when you can just simply attack!). If they ARE weak to Holy, then Ambrosia automatically goes to Oracle > Alexander and most of the time the enemies die in one shot (start of the game, and it does like 5000 damage? Um...ok??). Nevras will usually be either spamming Attack, Jump Thrust, or the Void-elemental attack, and nothing else. Elias is usually spamming spells the entire time (either Recovery, Light/Dark, or Twilight/Radiance), since there's no real penalty for NOT spamming them as he can simply attack once and gain a crapton of MP back. Aqorm is...kinda just there to Steal really. Steal and/or use Attack or Items, because Geomancy isn't exactly used very much due to the MP limit. Granted, Geomancy can be strong, but it's still not going to be used very much as there's no need to really use it. The other 2 characters I don't even know what they're capable of as I never used them...there's no real incentive TO use them as the game doesn't really force you to use them, nor is there no real reason NOT to use the characters you start with.

Oh, and speaking of Aqorm, while it's an unique quirk to the Steal system, it's a bit abusive. You see, when you Steal, you well..have a chance to Steal an item from the enemy. However, due to the quirk in the system, you can Steal up to X items in the fight, where X equals how many enemies were in the fight. What's the quirk? You can continuously steal from the same enemy X times until you can't steal anymore, making it easy to farm rarer items to sell for profit. This also means you have to be careful whom you steal from, as if you steal just from one enemy alone, you can't steal from the others later on.

This is all just the battle system itself. Other things not balanced include equipment (that Power Bangle that's 3300 gold at the start of the game? +250 something Attack? Sure, I'll go with that! Oh, this Dark Sword? Let's me attack twice in one turn? Sure, why not!) and items (there's hardly a reason to ever use items thanks to Elias, and he's the ONLY reason to ever use an item. Most of them are just underwhelming and/or never used due to being Alchemy items, and there's hardly a reason to use the Alchemy system from what I found). Granted, SOME things are a bit more cleverly hidden (I shall not spoil what, but let's just say I was surprised when I found out, and found out how ridiculously broken it just makes everyone else).



Miscellanous: Now, to point out some things that I have noted down for the game:


*The menu is really buggy if opened during the middle of conversations, and there's no options to just leave menus as there should be.
*In order to advance the plot outside of the first town, had to find a NPC whom is the next party member with no indication of such, making it tedious to know what to do next.
*The auto-scroller moves WAY too fast for dialogues. If it's going to use the auto-scroller, make it have a 3-5 second delay, and not a 1 second delay.
*Title screen has some of the most annoying sounds I've heard for a title screen. Please do something about that.
*If you're going to make hints extremely vague, at least make it so that there's still SOME kind of hint to progress. The puzzle at the "Tower" or whatever it's called was so vague that there was no way knowing that the solution was right there at all. A lot of it was just trial and error which...while it can be done right, is kinda annoying when there's multiple puzzles that require you to do the same thing in the same dungeon.
*The game doesn't do a good job sometimes of pointing the player in the right direction. There are times I had to wonder where I had to go because the game didn't say (oh, this is here!). For instance, after the first dungeon I was told to go to the boat pier in town. So I went back to the unnamed village you could name at the start of the game looking for a pier (as it was represented by a town, so I figured it was a main town and the shrine was a shrine place). Didn't find the pier, so I went looking around. Turns out it was in the shrine place, after you follow a slight dirt trail with a sign that says it's there. Maybe it's just me, but it isn't exactly obvious that there was anything in that direction.
*Some maps are just WAY too big. For instance, the first town is ridiculously huge and empty, and could do with being cut down to a 1/4 of that size, as well as another town that could do with being split into multiple maps...




Overall, the game had room for potential with the story, characters, and gameplay, but suffers from heavy imbalance in the battles, storyline that isn't exactly made to be very interesting and of which you have to spend hours reading backstory to know everything about what is going on, characters that aren't exactly that likeable and/or overpowered, and gameplay that, while has unique ideas and features, isn't implemented well enough to make battles or the game exactly interesting.

Posts

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I mean you.

Hey bigtime, where ya' been?

I think I brought encounter up from 30 to 50 on the WM (I'm not sure , and it's 25 in towns and dungeons and the like. I do not want Elias to be this strong. Even if dungeons are a nightmare, having one character breeze by battles and another use no MP is way off balance. You can get away with one, provided there's at least something stopping spam spells, but not both.

1. That's kinda the problem of the year. I'd like some sorta plugin that allows a second music file to "play_once" over the music. Then I could have the music at like half volume, and it would play once. It'd be even better if it would not halt everything until sound is done. Yay, for needing the loop to do this. I have done it where it goes to music OFF. You can change personal preference at CommonEvent 279 (change it from memorized music to OFF).
2. Choose the last one of the text types. Black and White is usually the most clear. I think the next most is green, followed by blue, with translucent text only if you're weird and wanna look at grey on grey.
3. I don't remember insta-death spells in early parts. But yea, I remember ice spell and arrow being particularly brutal. I'll check and see if I can't make weaked down spells for first island enemies.
4. No. I's basically a noob town, and basks in its noobishness. You'd better run! There are a few characters in the middle-upper area (a sign salesman, a girl who sends you on a fruitless sidequest, and some houses). The tent you get populates (and you can but upgrades from the bank, all the way up to a portable town tent). But the Opening town is just that, an enormous, soldier-run fascist state that you can't wait to leave.
5. Or just trying to explain and getting interrupted. I might do that
6. Ohhhh, because it's reading 0964 as 964. I suppose I could do variables for each number, but this would be highly inefficient. I could also specify that it must be >= 1000.
7. Yea, there's that one. I offered the choice to leave at that spot. That's basically all I could do without taking away people's free will. I suppose I could think of some item, that could be effective (I now have that Battle ID thing, which basically lets you do item ids). Time to write in some Phoenix Down (sorry, Phoenix Meat, you're eating the actual bird, not using its feather) death conditions.

25? Oh god, that would explain so much. Default or around there is absurdly high in 2k3 (1/20 is 5% yes, but I don't know if it's really that now that I think about it. 5% chance seems really low, but it happens rather frequently...hmmm).


Trihan did bring up something that I didn't bring up, and that was the intro. Now, if you could SOMEHOW have the VA and the text going at the same time, that'd be cool, but I don't think that's possible without having the text scroll with the VA in a movie file or something.


Another problem, which I think should be addressed somehow, is you don't know when you learn stuff at all until you actually go into the skill menu/battle. I've gone into fights and go to use something from Elias, and found out hey...I somewhere along the line learned some spells??? Maybe have a message that pops up when you leveled up or something say "Hey! You learned Dark 2!" or something like that?


I don't think there are insta-death spells that early? I could be wrong, but I don't recall them either. I think he's just referring to things that just one-shot you whatever you do. Also, that fairy was the most annoying enemy IIRC because you could hammer away at something, and BOOP! 1500 HP restored by that damn fairy. Damn you fairies!! I like fairies and all but damn you! >_<
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I meant the things that can paralyse you in the tutorial battle. You don't get a game over for losing but it's still a bit unfair for a tutorial since all it really teaches you is how to get your ass kicked. :P

For the ATM thing, although it's not the most elegant solution I would have conditional branches for the text; if the PIN is less than 10, show "000var"; else if it's less than 100, show "00var"; else if it's less than 1000, show "0var". That should solve it.
You mean the rats??? I don't even recall them ever inflicting Paralyze on me or using Paralysis o_O;;

Maybe I was just lucky? ^^;
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
No, the tutorial battle in town with the big worms.
Oh...maybe I skipped that then because I don't even recall them lol. I'll admit I did NOT speak to everyone at all, mostly because I just wanted out of that first town due to how big it was (and wanted to move on with the game). ^^;
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Unfortunately for me when I did that I went into a graveyard that ganked me. :P
Yeah...I kinda had that happen to me too. Wasn't expecting it for some reason. Then died. ^^;;
Okay, so far, the graveyard...

(Everyone talks about the graveyard, what sane person would willingly go visit a graveyard?)

I made a little old lady who "before you go" sells Jars of Human Tears, which do this...



They don't kill the enemy (no experience) but, assuming it sets off before you get ripped apart by the enemy, forces them to flee.

I don't think there are insta-death spells that early? I could be wrong, but I don't recall them either. I think he's just referring to things that just one-shot you whatever you do. Also, that fairy was the most annoying enemy IIRC because you could hammer away at something, and BOOP! 1500 HP restored by that damn fairy. Damn you fairies!! I like fairies and all but damn you! >_<

You like fairies?

Hey, listen!

Where does it show the pin number? I only see the part where you input it, so it doesn't seem to matter. I entered 0001 and it opened. Ohhhh, "I forgot my pin." (Done.)

Aside from the default, which I could bring back, but it would be redundant since I have my own one (I use level up message with a picture, to add a few variables on secretly) the only thing I can think of is a rather long group of common events having them say, "Wow, I learned something new!" But since you sometimes skip two levels in training (up against some enormous monster, that gives massive exp), I'm not sure it'd always display.

Okay, I think the problem killing the party is usually wood elves. I'm moving them to island two (which you'd normally get to once training a bit). I assume most people can handle the centaurs, and the mantis/hornet combo is a bit tough, so I might move that to a deep woods section.

Currently working on rating enemies by level.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
When you talk to the lady and tell her you forgot your PIN.
Yea, fixed it.

Partway through trying to puzzle out levels for monsters (if you're overlevel, this will make exp go down to a lower tier, so high exp becomes medium). This might still look all over the place due to being multiplied by enemies though, so I might take that out and broaden the range (nah, a mob of 8 monsters is generally harder than a single monster).

I'm gonna major update in a bit (after fixing the exp and the steal system especially).

Currently I've done at least a preliminary version of the experience system (I'm trying to make it match the general level of the monster party, although monsters don't match each other), but the steal system is a bit more tedious.

I'm not remapping (i.e. changing tilesets), unless something looks very off (e.g. bright sunshiny map while everyone is gloomy). But I might add more stuff to the opening town (and other equally wide maps), to remove the sense of wide emptiness.

author=bulmabriefs144
*Part of the menu system opens as a result of key press. But 2k3 is stupid and sees a key press and decides "well okay, you can press nearly anytime." Yea, it kinda sucks. I wanted to have a menu that included common options and it was really buggy as a result of being tied to keypress.


This is what I struggled with when I made my Book of Combat system as well. The way to fix this is for Key Input Processing to record both Space (confirmation) and ESC (cancel) keys. When the Confirmation key is pressed (which happens any time the player interacts with something) make it set the variable that reads key input to 0.
author=Milennin
author=bulmabriefs144
*Part of the menu system opens as a result of key press. But 2k3 is stupid and sees a key press and decides "well okay, you can press nearly anytime." Yea, it kinda sucks. I wanted to have a menu that included common options and it was really buggy as a result of being tied to keypress.
This is what I struggled with when I made my Book of Combat system as well. The way to fix this is for Key Input Processing to record both Space (confirmation) and ESC (cancel) keys. When the Confirmation key is pressed (which happens any time the player interacts with something) make it set the variable that reads key input to 0.

Okay, you'll need to show that in code, because I'm not really sure how that works.

I'm gonna do my first update since the review.

1. Pretty much all enemies are rated. They're still mixed up (don't hate, just because you see the same distribution of enemies), but experience given is based on a general level that I think you should be able to beat the monster at (and yes, pretty much all monsters are killable, even the Elder Gods. Being able to do it with any sort of ease, is sometimes another matter, but training and equipment work wonders).
1b. If you face an enemy group when you're at a higher level than the expected one your experience generally sucks. The average monster group is 35. There really should be more monsters that are in the 50s level range, but it actually skips to 75+ (meaning you have a bit of a hard few battles for a few times). I'll try to fix this in the future.
2. Steal system is fixed. One item per enemy. I suppose I could do rare items too, but I'll save that for later.
3. Opening town now has a few more buildings. I decided I wanted to give a better sense of where Ambrosia grew up (it's sorta depressing now), so there are things like urban sprawl, outsiders with uncharacteristically large houses, etc. The town is the same size but it feels more filled in now. Also, the graveyard gives you an item that makes you feel slightly less butt-raped.
4. Worked on fixing a few minor criticisms.
5. I don't fully understand Millenim's menu advice so I'll fix that later.
Wow I was gonna try out this game despite the review but the response from its creator just left a sour taste in my mouth...oh well next game
I respond poorly to everyone. For instance, I'm probably likely to say that if that stopped you, you're probably not likely to try my games anyway. Or if you will, you won't like them.

Seriously, when you worked really, really hard on something for like 2-3 straight years, see if your initial post is anything like this. It's not my initial posts that matters (since you think it does, it means you believe in first impressions, whereas I think first impressions are garbage), it's what I do about the criticism. I fixed most of the problems regarding the game flaws.
author=bulmabriefs144
I respond poorly to everyone. For instance, I'm probably likely to say that if that stopped you, you're probably not likely to try my games anyway. Or if you will, you won't like them.

Seriously, when you worked really, really hard on something for like 2-3 straight years, see if your initial post is anything like this. It's not my initial posts that matters (since you think it does, it means you believe in first impressions, whereas I think first impressions are garbage), it's what I do about the criticism. I fixed most of the problems regarding the game flaws.

Actually with video games (as with most things) first impressions are everything whether it be for Triple-A Games, High Profile Indie games, or a game you made in your garage by yourself. You need to convince people to try your game (yes even if its free) and going ballistic when someone criticizes your work is just going to make things worse and turn people off...this includes myself so yeah sorry I'm not gonna play your game because your actions left a bad taste in my mouth.
Told ya.

Game reviews are about follow-up. You're generally not gonna like what the guy says about your game, unless you receive the legendary 5/5 or 10/10. Even less so, when you repeatedly tell the guy "noooo, don't review my game." (which I did) Which is part of why I went "ballistic" in the first place.

But there are two approaches after the initial irritation wears off. You can either (1) blame everyone but yourself and do nothing to improve the game, or (2) you can fix the problems. And that is is why I don't buy the notion of first impressions. They're shallow. Pro games it works, because all that generally counts is that sale, and having the player be impressed with it running properly and being flashy. But if you're in any field of service, Joe's Tire And Auto may be extremely sketchy by first impression, but the important thing is service.

I make bad first impressions on everyone. I'm just that warm and friendly. But Xenomic, the original rater, offered to take a second look at my game, and possibly LP it. Speaking of which... I wanna ask him how it went.
author=bulmabriefs144
This is pretty good. I will explain my thinking on this game, before I bash yours with an equally brutal review.



says the author of the game that features PMG as a (non) relevant game mechanic.

Seriously I was still taking some interest in this game, I don't know, it sounded maybe a little interesting and I was about to click the download button.

But this single sentence made me laugh and feel a deep, heavy pity for you, and decide to simply quit reading any and all comments remotely related to this game.

But fear not! I might still play your game.

...


And review it.
Yeah, I'd rather you wouldn't. Bugger off.

If you actually felt pity for me, you'd know that my life has been shit the last few years, that I don't and won't judge you, so you'd have to be some kind of jerk to kick someone who is not only down but bitter about it, and anyway couldn't care less about what you think because it's my game, you can like it or hate it. My life is starting to pick up, so I'm gonna be happy with that, and tell you to get a life.

Also, it's PMS not PMG.

Also, I'm having issues related to the game not copying correctly (I'm totally serious, I copy the game to a another location and get two different title screens). So it's likely in no shape for anyone to review, and I can't even edit it, because the version that shows up on the editor is the weird version.
Then make a blog post about it or something. And I'm glad stuff is getting better for you.

l

if you don't want anyone to review it then simply hide the gamepage. If you don't, cope with the fact that it is an online gamepage in a site where people make reviews, and you're acting defensive over that. And yeah in portuguese we call it TPM, Tensão Pré Menstrual.

I don't mean it with hate or anything, I just felt offended in Xenomic's place for you reacting so badly at something as a review.
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