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Demo Feedback + Disractions!
Alex898- 08/23/2010 05:02 PM
- 3002 views
So I was wondering what everyone thought of the demo. Were parts too hard? Was the plot easy to follow? Were there glitches or plot holes? Just so I can maybe smooth out certain aspects of the beggining of the game. Also, I am going to redo parts of the prologue so it's smoother and since releasing this demo I already remapped Ephilon Road and the Badlands to make them more detailed as well.
Distractions is referring to how busy I have been lately. While I am still working on the game, I haven't been able to work on it as much as I used too. I'm not sure if the game will be finished in the fall now, but I will make sure that the final version of Bloodsphere is out in the year 2010!
Distractions is referring to how busy I have been lately. While I am still working on the game, I haven't been able to work on it as much as I used too. I'm not sure if the game will be finished in the fall now, but I will make sure that the final version of Bloodsphere is out in the year 2010!
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downloading the game now! :)
will tell you my ideas when I finish it...
will tell you my ideas when I finish it...
I just reached about 30 or 35 minutes into the demo and I decided to tell you what I've noticed so far. I've decided to split my feedback into two parts: minor and major.
MINOR
- There's a few typos and really is sort of a careless mistake, fix these please!
- The introduction is pretty long, in fact really long. Perhaps you could shorten this a little bit?
MAJOR
- The maps need a wee bit more detail, mainly to under-shrubs: flowers, grass, logs, anything that makes the outdoors look more natural.
- A few shadow problems I've noticed.
- Some of the dialogue in-game is misplaced. For example, "Shopkeeper (directions)" The sign says that it's a Shopkeeper but clearly it's a wooden sign!
- Grab a few "Battlers"!
SUGGESTIONS
- I suggest you shorten the introduction by a bit or better yet if you want to keep it lengthy, perhaps combine a few cut-scenes together.
- I also recommend reading back through your text and make sure it makes sense and continues to provide to the story.
- I also suggest using "Battlers" for the monsters. I found it annoying having "blind" encounters.
Overall, I really enjoyed the demo. Most of these are minor things, and the major things aren't game breaking but just my personal opinions. Consider these! Good luck!
MINOR
- There's a few typos and really is sort of a careless mistake, fix these please!
- The introduction is pretty long, in fact really long. Perhaps you could shorten this a little bit?
MAJOR
- The maps need a wee bit more detail, mainly to under-shrubs: flowers, grass, logs, anything that makes the outdoors look more natural.
- A few shadow problems I've noticed.
- Some of the dialogue in-game is misplaced. For example, "Shopkeeper (directions)" The sign says that it's a Shopkeeper but clearly it's a wooden sign!
- Grab a few "Battlers"!
SUGGESTIONS
- I suggest you shorten the introduction by a bit or better yet if you want to keep it lengthy, perhaps combine a few cut-scenes together.
- I also recommend reading back through your text and make sure it makes sense and continues to provide to the story.
- I also suggest using "Battlers" for the monsters. I found it annoying having "blind" encounters.
Overall, I really enjoyed the demo. Most of these are minor things, and the major things aren't game breaking but just my personal opinions. Consider these! Good luck!
What do you mean by battlers for the monsters vs blind encounters? Like have a monster walking around on the map and you get in an encounter when you touch it? I was originally going to do that but I couldn't get the system to work how I wanted (I wanted to have them walk randomly and then when you were close enough to chase you) but couldn't get that working right.
I agree on the intro, I'm actually not happy with how the prologue worked out and I'm probably going to completely retool it. Do you know what parts the dialogue was misplaced?? Like which sign it was. The reason that happens is from the UMS I use and if its misplaced it's because I forget to clear the 'name' that was saved to appear so those glitches are easy to fix when i find them.
Thanks for playing!
I agree on the intro, I'm actually not happy with how the prologue worked out and I'm probably going to completely retool it. Do you know what parts the dialogue was misplaced?? Like which sign it was. The reason that happens is from the UMS I use and if its misplaced it's because I forget to clear the 'name' that was saved to appear so those glitches are easy to fix when i find them.
Thanks for playing!
First of all, I'm sorry for the late reply on my end. I've been busy.
By blind encounters I mean have a battler represent that encounter. I don't like it when you don't know when to expect a battle sequence! It drives me insane. I also think paths or roads should be fairly monster-free. They're meant to be safe passages through the wilderness or so I think. Unless the plot calls for something different, I'd prefer the paths and roads to be clear.
As for the prologue being too long, I'm glad you are clearing that up. Overall, I enjoyed the game. Keep up the good work!
By blind encounters I mean have a battler represent that encounter. I don't like it when you don't know when to expect a battle sequence! It drives me insane. I also think paths or roads should be fairly monster-free. They're meant to be safe passages through the wilderness or so I think. Unless the plot calls for something different, I'd prefer the paths and roads to be clear.
As for the prologue being too long, I'm glad you are clearing that up. Overall, I enjoyed the game. Keep up the good work!
hey, Alex898! I'm almost finished with your demo. :)
I have to say it's been very fun for me, and I would say the only thing it lacks is a little more polish in general (with some maps and some rare typos here and there).
For example, some dialogue parts seem to have been "clipped" for no particular reason, like this:
http://rpgmaker.net/users/rabitZ/locker/bloodsphere_dialogue.png
Also I haven't finished the whole demo yet, but I found it kinda slowing that most of the chests ask "Open chest?" first, instead of just opening (of course, this might be because some chests you're NOT supposed to open, but I don't know if that is the case).
But overall I found it fun and good-flowing! I'll sure try to play it again if a new release comes out! :)
I have to say it's been very fun for me, and I would say the only thing it lacks is a little more polish in general (with some maps and some rare typos here and there).
For example, some dialogue parts seem to have been "clipped" for no particular reason, like this:
http://rpgmaker.net/users/rabitZ/locker/bloodsphere_dialogue.png
Also I haven't finished the whole demo yet, but I found it kinda slowing that most of the chests ask "Open chest?" first, instead of just opening (of course, this might be because some chests you're NOT supposed to open, but I don't know if that is the case).
But overall I found it fun and good-flowing! I'll sure try to play it again if a new release comes out! :)
post=206727
hey, Alex898! I'm almost finished with your demo. :)
I have to say it's been very fun for me, and I would say the only thing it lacks is a little more polish in general (with some maps and some rare typos here and there).
For example, some dialogue parts seem to have been "clipped" for no particular reason, like this:
http://rpgmaker.net/users/rabitZ/locker/bloodsphere_dialogue.png
Also I haven't finished the whole demo yet, but I found it kinda slowing that most of the chests ask "Open chest?" first, instead of just opening (of course, this might be because some chests you're NOT supposed to open, but I don't know if that is the case).
But overall I found it fun and good-flowing! I'll sure try to play it again if a new release comes out! :)
Yea the clipping comes from my script. I have to clip the text boxs so that facesets will fit so in the process of typing out certain parts of the game, namely conversations between face and faceless characters, I sometimes accidently clipped the faceless textboxes too.
The chest thing is because there is a few chests that have "mimic" enemies in them. I sort of had that in as a "Are you sure? Cuz you don't know what to expect inside". In retrospect, it is a little redundant though since there is only like 3 or 4 Mimics in the whole game.
I'm glad you enjoyed it though! I'm looking forward to the final version of Legacy of the Guilds too. :)
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