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A Potentially Good Story

Celdran’s Curse… After the rather foreboding and thrilling introduction, the game picks up a sort of open, free-willed nature, allowing a comfortable, classic adventure type feel, with much more going on in the background.

Just to tell you first off that some of the dialogue boxes had dialogue out of … well the box. Some sentences were cut off, throughout the game. Just thought I’d tell you that so you can fix them. Although all of them are understandable without much difficulty. Also, I only played up until the port town, because I’m not sure where this “secrete” spot is where you’re suppose talk to the ring chick. So some things I say in this review could probably be disregarded.

Gameplay: 3. There wasn’t really much of anything in terms of gameplay; at least this far into the game anyway.

The game seemed to not have a lot of puzzles (if any at all) or quests to do, aside from the main quest. (Although I probably missed a few) There were a few optional “quests” although they didn’t seem to be big. The only one I found was the one where you had to send this shopping list to this woman’s husband. I think a game like this one would probably do well with a moderate amount of side quests, not too many, but not too little, so as to give you a little extra item here or there, and not too many quests to side track you. At first I thought the case with the Hermit at the beginning was going to be a string of optional quests, but it turns out it wasn’t. Oh right I also noticed these “trade items” that you could get from enemies or on the field. I’m sure those will probably have a purpose later, I like the concept.

The battles had a few problems. While fighting the regular pedomils was simple and easy, the ones that drained health are not. Drain health attacks are actually quite difficult to fight against when you’re by yourself, although they become easier to deal with once you level. I would really suggest moving the drain health pedomils until slightly later. Fighting numerous enemies is also quite difficult; the boss for example, was almost impossible. I was level 4 when I tried to fight the boss before finding the ring, and while it proved a challenge, I managed to kill the lesser pedomils and get the boss by himself. But then the case with not having enough biscuits to heal me came into play. But even so, the battle was lucky for me, as I managed to kill one of the enemies in one hit and saved me some hit points. I would really recommend either toning down the enemies or increasing Orcena’s stats. Although, the enemies seem to attack very quickly (I think that’s how rpgmaker calculates it though, I’m not certain) It would help too if we could somehow find a place to maybe biscuits or something, since I ran out.

Aside from the slight difficulty, I thought the battles were balanced pretty much. Exp distribution was okay, it actually forced you to level up a bit so you could deal with the tougher enemies, such as the Mantises and drain health pedomils. I liked that balance.

Although the battles seemed bland. All I had was my regular attack. I understand this is the demo and you obviously have something cooking up in terms of skills and or magic, but its kind of hard, as well as boring having only a regular attack to use. Hopefully some form of skills will be learned soon. So hopefully, in the future you’ll add more content in some form or other, quests, puzzles etc and make battles more interesting.

Graphics and Mapping: 4. The maps were decorated quite well; there were a few custom charactersets, as well as ones with poses like for sitting.

I thought the graphics were good. There were some custom poses for some of the charactersets, and some custom ones, like Orcena and Jasp. (While wearing the hood thing anyway) The map of the forest was quite good, the pathways varied in size, and plants were distributed throughout it. The maps were large enough to suit their purposes. I thought it was rather cramped in the pedomils caves, but I think it was intentional to more equally force the player into combat. I liked the idea of using those holes for nests, and having items within them; that was creative. I also liked how you placed items throughout the maps as little bags, and when opened the bags would remain as empty sacks. It was a nice touch. I also liked the addition of a fog overlay at the port town, which added an extra layer of atmosphere.

One thing I noticed is that I think you used a few charasets twice. I noticed this in the port town when I entered of the houses and realized I saw that charaset used already. I know charasets can be hard to find or make, but it would be nice if you at least didn’t repeat any of them.

Oh yeah. I also saw that map at the beginning, seemingly fire emblem-esque where the map shows you where the characters are going and where they are currently etc. I like the idea, but uh, the map isn’t very pretty looking. I know you were trying to do your best, but maybe it would be better to just make the map with a chipset instead of drawing it?

Music and Sounds: 3. Most music fit with the areas and scenes, though there were little sounds; of which there were several potential places where they could have been used.

The music was mostly RTP I think, but that’s fine. I liked the music and a lot of it fit the scenes, except for one instance in the introduction. The part where Ford stabs Lance, the peaceful music is still playing. It was kind of weird how the music stayed the same after something brutal like that; it kind of ruined the experience. I think you might want to maybe fade out the music or maybe start another music piece, something that perhaps sounds “mysterious”. Also, I think the music at the port town didn’t fit too well. At first, I thought the music playing was the music for when you are in the pub, but it was actually for the entire town. The music was more fitting to a pub, so it felt rather too “jolly” when outside. I think you should try and find another music piece for the town itself.

I don’t think I ever recalled hearing many sounds in the game, save for when you were poisoned by the flower in the beginning. (Which was good btw) But there were so many instances where you could have added sound effects. The sound of opening doors, getting the items out of those bags that are scattered around, also the instance where you drop the ring down the sink, you even write the sounds like etc. I know it’s hard to find sounds like those on the internet, but if you could find some sort of fitting sound it would make the scene feel more realistic. The scene where you fill the bucket with water could also be an instance for sound.

Also I had some more volume issues in this game. The confirmation sounds for the menu were really loud compared to the music; I would suggest lowering it a little. The sounds for the battle animations and the victory music was also loud, one thing I really hate is hearing really low music at first but then getting my ears blasted by really loud sounds or music the next second. :\ If you can, it would be nice to take volume consistency into account with each sound and music piece.

Atmosphere and Setting: 4. The atmosphere is extremely casual despite the seriousness of the story, which I think is fine. The story simply hasn’t come into the character’s time yet. There is some info provided about the world and the environment, although some history would help a little bit.

The introduction I noticed, seemed to have a very serious theme, hiding the truth of the story that as the players we don’t fully understand as of now. The story progresses and we soon take control of the character. The atmosphere then changes, to a more casual and laid back type of style. I don’t have anything wrong with this; actually I think it was a good implementation. We first come to a serious tone, as we understand, or try to understand the predicament and main plot, and then we finally go on the adventure, and since it’s just starting out and things haven’t gotten near the main plot yet, everything is peaceful and carefree. Like the calm before the storm. (As they say) I thought it was a good idea, as carefree etc is a good feel, making you do what you wish. Until things start to align more with the main story and things start to become more focused around that.

The setting is generally described, not a whole lot is stated about the world or the areas the characters enter. A little info is given about areas, such as pedimil nests being in the area etc, but not a whole lot in terms of history or significance to the story. (If the story has significance to that certain area) I think it would be good if we were given at least some general information about the world so the player knows what kind of world and environment this is. Maybe a little information about the world’s history too, maybe as just for entertainments sake, unless its story related.

Story: 5. The story is pretty good, and is expected; two children are given to the castle, their owner, a knight of the castle, dies, and the king raises the children (expected). There’s some character personality as well.

The story is the most interesting point in the game in my opinion. It has a lot hiding in the shadows, and a lot of possibilities as to what could happen. The character doesn’t seem to be delving into the main plot just yet, and instead smaller plots are leading to the main one by coincidence. (At least I think it might) This is a good example of how a story should work. The “Celdran Virus” is interesting in itself, as it is a curse that continues to plague a person, or the character for the longevity of its significance. The characters, being infected with this, are horribly cursed to always be pestered by creatures, constantly being chased, and constantly being in danger, or putting those nearby in danger as well. The characters would be known to bring trouble in their wake.

Not a whole lot is revealed about the main story, but I can see that it has the potential to go somewhere quite interesting. Other elements such as a “spirit” stuck inside a magic ring add to the uniqueness of the story, and makes one wonder if there is relevance between the two elements. The characters also showed a good amount of personality. Orcena and Jasp seem very connected, enjoying talking and playing with each other. Jasp seemed to feel really connected with his sister, thinking that the king would never separate him and his sister. The guard commander doesn’t seem to enjoy or be good at working with children, but it could be more or less the case with Orcena, since probably shyness and quietness is part of her personality. Although she doesn’t have much difficulty speaking with that spirit chick, (The spirit of the ring, I forgot her name) and thus has a stronger connection with her, of which will most likely evolve into a friendship.

What I liked: I really liked how specific, clear cut and natural the story was, (the intro in particular) and the great amount of dialogue. I liked the good mapping as well.

Closing Statements: Celdran’s Curse could use a few adjustments in terms of gameplay and perhaps more and better use of sound and music (nothing big) but it’s generally a really well made game. The game is a good example of how a story could be told.

Posts

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Thanks for the review (I'm a bit late ^.^; ) I'm gonna fix this game up when I can find some spare-er time. You've pointed out a lot that needs re-doing/checking/balancing. Thanks for your time. ^.^
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