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Cute, but needs some polish!

  • flapbat
  • 11/16/2014 08:15 PM
  • 1982 views
Legacy Reborn is a fun little adventure that will probably remind any game maker of their first attempt at making an RPG. The whole style of the game is carefree and whimsical, and it all feels old-school and home-brewed.

Gameplay (3/5)


Not all games strive for a unique battle system. Legacy Reborn uses a the simple stock battle system whereby you level up and gain new spells. It's fun. It's simple. And you level up every other battle.

The downside is that the battles are unbalanced. That isn't to say they're difficult; just wonky. The main fault is status effects. Every enemy can inflict status effects that persist outside of battle. That's right, you have to manually remove them after -every- battle. My ratio of Eyedrop use to Potion use was roughly 4:1. Speaking of potions, they only restore 100Hp. This is in a game where you start with 500 Max Hp.

The random encounter rate is also pretty high. This is bearable since maps with encounters are small, but it's still annoying. There are only 2 maps with encounters, but I still fought probably a couple dozen battles. However, since you level up every other battle, like I said, it's actually kinda fun.

Oh yeah, treasure chests re-spawn when you leave a screen. Infinite money and items galore! Whoo hoo!

Almost forgot, enemy Agility is way high. This seems pretty common in games that haven't been well play-tested.

Music (3/5)


All the music is RTP, but it is themed well to fit the cheery feel of the game.

Story(3/5)


Fun. Quick-paced. Straightforward. I liked how quickly the story moved. My only critique is that it felt a little bare-bones at times. Some NPCs don't talk. There is one particular part of the story that was simply narrated against a black screen instead of showing the actual scene. But it's still a fun little story.

My Notes


---Starting Town---

Title Screen is one of my favorite RTP songs ever!!

NPC man in town: Misses à “missus”

No character portraits?? How about their walking sprite?

Why can I break into one empty house, but not the others? Oh! It’s my house.

I got Miho, and the Elder still says to go get Miho!

---Forest---

Not a fan of first enemies inflicting “Blind” when physical attacks are the only option.

Very strangely epic battle music… although I love the song, it seems a little out of place for minor encounters.

Annoyingly high enemy speed/evasion (common complaint against unbalanced games). Even at level 6 with the walking shoes, Assassins strike first.

Very high forest encounter rate.

Treasure chests reset when you leave screen. Infinite money!

Quick level ups are fun

Sacking camps is fun. Would be more fun if random encounters weren’t so high.

Potions are a joke! Only 100 Hp?

Blind is super annoying, especially because it lasts between battles.

---Town Again---

“The nerve of her” made me laugh. Strange syntax

Conversation to Elder after Forest: “fend ourselves” I think should be “fend for ourselves”

---Desert---

Why do all the enemies have such high Agility??

Yes! I’m blinded again!

Very annoying how all status ailments last outside of battle.

---HQ---

Very bare-bones! Show us the scene of the two getting split up! Make us feel sad, instead of such a brief narration.

5 years passing is a cool idea though.

I’m glad they didn’t confiscate my stupid hat.

“Can’t let you pass without permission” cuts off some of the dialogue.

Noble hat: “Access of frills” à “Excess of frills”

Non-talking NPCs make the place feel bare-bones

I like how the place feels big, but you can only explore a few rooms. Adds nice atmosphere.

Overall: Cute! But needs a lot of work.


Overall: 3/5


Well, seeing as how every individual element ranked 3/5, the final score should come as no surprise. This is a fun but very simple game. I'd gladly play more of it, just for kicks. I feel like the game designer accomplished what they wanted without stressing about all the custom features that so many other developers lose sleep over. And unlike those other games, I think this one could be easily expanded. If the designer adds anything to it, I'll play more :-)

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
A few responses, which may contain spoilers:


I'll play around with healing items a tad. Such as having them restore a certain percentage of HP/MP as opposed to a flat number. The percentile progression has been 10/50/100 or 25/50/75/100 in previous games, but, maybe we'll see how 30/65/100 goes.

Did you not attempt to use skills while you were blind? Interesting. Though, I'm not sure where I would make the notation that blindness would not effect the accuracy of techniques (aka: STR-based skills). So, while it might sound like you were hit with that status more frequently than the plays I've done, I might have been ignoring it, because I knew/figured it was a mostly irrelevant condition. More proof that developer knowledge sometimes gets in the way!

Yeah, I should probably have the Elder say something different after getting Miho.

Spelling errors!? NOOOOOOOOOOOkay.

Yeah, I could probably show how the two characters split up. This was brought up before, but, eh, lazy, I guess.

Character portraits are a mixed bag for this game. I still have the old ones from when this was made in RPG Maker 2K, but, there's no consistency with them. I didn't think to use the character sprite, so, that could be a thing.

Damn, I thought I fixed the encounter rate! Though, I suppose I can tweak it again.

I'll take a good look at the speed scores. I know when I was balancing monsters, I was looking at the stats an average character would have at various levels with the crappiest equipment. Such calculations could explain why Assassins were still able to go before players when they hit level 6 (despite being "level 3", themselves), but, again, I'll have to look at where the actual numbers lie.

I'll have to plug some numbers in my handy-dandy monster stat calculator. I recall trying to set up the creatures in the wasteland with straight-up fire attacks, but the resulting INT was deemed abhorrently low. To wit, it was in the teens. We'll see where the numbers lie if I try to set them up with Enrage and or Muddle. I have to be careful not to have them spam those abilities, though, as they take control away from the player!


*Edit: I have other reasons to check out the five-year gap. Maybe I can do that check as I alter it's location, and content? The non-talkative NPCs in the Jade HQ, though. That's going to be rough, writing for them all, and keeping them distinct. Or even half of them!
Hiya. Actually, I think the non-talking NPCs are ok. My notes happened as I was playing, so it took me by surprise is all. I like that there are so many NPCs, and the not talking fits the quick flow of the gameplay. The wasteland monsters can cause Stun, which is a pain after the 5 years when you only have a party of 1.

I never cared when Miho was blinded because she has spells. But the main guy only has physical attacks. Overall, the game was fun, but the statuses kinda got in the way more than I think most players would like.

Was it intentional to have chests respawn?

-flap
Marrend
Guardian of the Description Thread
21781
The wasteland critters shouldn't be using Stun! I see Silence and Blind, but Stun is used by Bandits only! Anyway, yeah, at minimal, I might want to do something about the use of Stun when there's only one character in the party. Also, have some way to point out that being Blind doesn't effect the physical-based skills (aka: techniques) at all. Normal attacks, yes, but not techniques. Though, you might have a point about how the enemies all have a not-attack skill of "cause status condition".

Having chests respawn was intentional. I think it was brought to my attention during the development, or within a review of, Okiku, Star Apprentice as an incentive to grinding. The idea of randomizing the contents of chests was briefly touched upon, but, it was decided that I didn't want to mess with that headache.

*Edit: I may also want to make Kazuto's house more externally obvious for players.
Oops, you're right. Got my skills mixed up.

Oh! I didn't know Blind wasn't an issue for techs...

Randomizing chests isn't all that tough :-) It would be fun to see that implimented. I would even go as far as to randomize where they spawn, but that would take a bit of time to design. I'm working on a game that has a fully functional randomized chest contents and locations event.

-flap
Marrend
Guardian of the Description Thread
21781
I might be more worried about the potential for "save-scumming" on the part of players. I guess they could, feasibly, "save-scum" for both encounters as well as chests.

Naaaaah! Let's keep it simple!
Haha. Oh, but I'd love to save-scum that epic drop!

Simple is good :-)
Pages: 1