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Demo is OUT

  • Jenna
  • 02/05/2013 04:06 AM
  • 3473 views
The demo is finally ready for the public, I hope...

If anyone has any issues with the demo please private message me and I will do my best to fix the issues.

Comments and suggestions are always welcome, but as I am not a great scripter I am unable to do a whole lot.

Hope everyone enjoys the demo ^.^

Posts

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What kind of issues, if may I ask? The best if the issues are addressed as openly as in the comments IMO.

179 MB sounds hurting. Gotta need a whole night to finish. Oh well, least I can taste some :)
Hopefully its issue free for you. :) It is a long download though.
One issue I found was there was a text of Tila at the start and the text box was set to middle not bottom... It drives me nuts knowing everyone will see that...
I cleared the demo. Now it's time to give a small review! No, to post this in the actual review page, it's rather unfair. I mean, the demo only shows the small portion of the game, not the entire product!

What I first see when extracting the game, I feel just a little weird that the files are not encrypted. It's okay if the game is designed to be open source though. I even see some (slightly) confidential files like concept arts. Even XAS' manual.

At the start, well, the our usual favorite intro: the protagonist, Tila, wakes up from her sleep. I don't find it as a problem, just to pinpoint it. After the gameplay starts? I tested the controls. Wow, you can slash around in someone's house? Not a big issue, again, but it's about manners. No wonder Tila's sister warned her about the pot there...

The control help, is barely helping. It helps for simple execution, but the entire tidbits of it is hardly explained. For example that the game does not explain that you can charge the Sword by holding the attack button. Another example is that the game barely explains what the weapons (and weird items like bombs) do. It should be explained! Worse, who knows that guarding needs shield to be equipped? The response for guarding is a little late too. Not to mention that the game does not explain how to execute the Spirit Move too, which needs the Spirit gauge to be full first. The worst part, is that there's a certain action limiter. I notice that in continuous mashing, the slashes gets lagged over quick succession of combos. Even though it's unnecessary to show the CT gauge (or what XAS call it), at least tell the players that the combos gets slower over use! It affects combat!

Now, let's talk about the actual combat. The first part is actually simple to grasp, where button mashing is acceptable. In fact, the enemies does some noticeable fightback, especially the green slime. But as I go further, I didn't notice any considerable variations of their patterns... Mash away, as I say.

The early puzzles is still considerably obvious, which I mean that it is practicably solvable. The latter parts, starts to be a blind experimenting. Mostly because the Rod's function is unexplained, I'm sure of this. This is where the weapons' functions needs to be explained clearly. There's some part that is better for the player to experiment, but the main basics are a must to be explained.

The dungeon designs are favorable. From the crawling, it gives me Ys vibe, go through ways, slash away mobs, find things that may or may not help me, with some puzzles intact, simple. But what is unfavorable that the paths are unclear. Who knows that behind the rocks is accessible for the next area? I almost get stuck there... Oh, Lazrius Forest is an exception. It's tedious... Too much ways and no variation. Ah, I just wish that the enemies that I beat won't spawn anymore, at least until I get back to some safe area.

The bosses, now they hold some issues. I find them bear loads of HP, to the point it's tedious! The game is fast paced, but I require a good 6 minutes of mashing?! Well, they do have some notable defenses that makes some mashing needs more planning. A little concerning is the difficulty curve between bosses, in sense of patterns. The first one lasers and shoots everywhere, harder to evade. The second one, mere mashing is enough, with barely working evasions. The third one, the phase where it curls down to invincibility is boring. What I concern the most is that their attacks barely give any warning. For long ranged shots is still fine. But where you need to get close and they can just shoot in multiple directions, it feels so sudden. The patterns are fun, but it will be better with considerable warnings, AND if I can do something to shorten the third boss' defensive curl... i want to mention the bullet attacks' hitbox. Fire, which yield a size around 1x1 square tile, but it hits me only by it's side, larger than it's seen. That's unfair...

What I found most problematic is the balance between weapons, skills, and items (especially bombs). I mean, there is! The sword is the strongest weapon useable in entire use compared to the others. Good range, quick succession of chaining, and damage where the DPS is better with normal attacks compared to its own long while charge attack. The bow? It pierces through, but too costly with the use of ammo. Rod? It ranges considerably, but too weak. Boomerang? Bears the similar issue of Rod. Fire? I better heal. Ray? I better heal. The cost to heal is pretty cheap, making attack skills comparatively expensive, especially when the SP does not recover without any use of items or special occurrence. The Spirit Move, the strongest DPS available, is too strong. It charges quickly as I mash through with my slashes! Charges quickly compared to Sword's charge attack, and it damages just so big too! I very like it when guard nullifies damages, but the misses are pretty often to the point of near-frustrating. The rate of miss is pretty often there, and no considerable difference between different targets. A funny and maddening thing to miss if the target does not move at all.

To point further, I like the interaction with some objects, noticeably trees. Wow, I can cut those to get some items! Throwing pots is priceless too. And yes, there's some writing issues like where I pick up the supplies at the start of the game, where it is set to middle, not bottom, and when I use a skill with my SP is insufficient, it says "No MP". The confirm SFX lagged a little. Learning skills barely obvious without seeing through the menu. Oh, the fatal part, is the save everywhere feature. Not that I despise this, but the fact that I can't access menu in boss fights is where it hurts. What I mean is that, isn't there any clear warning of a boss' existence? At least by that warning (save points, for example), I can prepare and SAVE before fighting them! The damage number pop ups are pretty confusing with the zooming and flashy movements.

Changing between characters, I find it unnecessary for now, as far as double HP stock and different palettes of equipment sets. Maybe the two of them needs more specialization, or the demo does not cover enough for a noticeable specialization? The changing process will be better if there's some flashy effect, IMO. And to change my arsenal in a sub menu is welcome, but there should be a better way like one button press...

One thing for sure, I find this game better than Korean "Action" RPGs. This game's combat is worth more than theirs. But of course, this game still has a long journey ahead to completion, a large room to improve things.

... Maybe I wrote too much? Those are all that I can say. I still have some hopes for this game ;)
A good read and some nice points in there.
I really enjoy the music.
Actually I just wanted to interject something about it being unencrypted. I dont see a problem with that since most of you are well versed in how to make games and adjust values and all sorts of wunderkid stuff that to be honest, leaves me shaking my head. I like watching your interactions when a problem arises and all the technical terms pop up. I dont understans diddly squat but am always amazed how you can take numbers and values and create a polished and beautiful and playable game. Basically what I know is to simply sit down and attempt to enjoy somethng that someone created.

I enjoy when I can get into a game and fart around with it as long as I dont f*ck it up to the point that it wont work. Simple HP things, etc. Just enough to make it a bit more fun with the time I have to play a game.

There was a game called HINTERLAND that I was able to mess with and for me it made it considerably more interesting....in fact, being able to delve into and adjust things made me interested in joining this group.

Ive d/l several gamemakers thinking I would be able to learn how to at least get my nose wet but I admit I am a total dim bulb, which is fine because Id rather play than create.
In any case, I adjusted a simple price of an item in this game just to see if it would work and saved it and wouldnt you know....when I started the game it wouldnt work....apparently because I messed with a value.

It might be nice, when you go to the games section and are presented with choices in your search for a game, to have a spot which says if its encrypted or not. I imagine many people who visit the site would like to see something they might be able to play with.

Thanks
@Wltr3565: Wow that was a huge read and a lot of valid points. I guess with the guides I was going more Secret of Mana, you jump in you dont get guides and you figure it out as you go with small hints along the way, maybe... Maybe it is me since i grew up with games without guides, but I hope I don't need to make a guide for everything as that just makes me feel weird with my game. I mean does everything really have to be explained in a game now-a-days?

Save points I had in the demo at one point, but took them out thinking it was lame, maybe I was wrong cause it would help point to a HEY MAYBE A BOSS IN THERE... ^.^; my bad...

Yea the weapons have been worked on a lot, I have even been thinking about not using arrows for the bow and just have unlimited ammo seeing as even 99 max arrows goes fast. I just can't seem to get the weapons just right, earlier the boomerang was too op at the start.

Oh snap it says no MP...crap I missed something...

Seems the diagonal attacks hit wider, not sure why, but I have no way to fix this ; ; I am not script savvy...

For the controls guide, I can modify it more and I swear I put in there hold Z for charge attacks, maybe that was only for the main game not the demo....crap

Ahhhhh so much to do....
Marrend
Guardian of the Description Thread
21781
It occurs to me that wltr3565 could have posted that wall-of-text as a review, and simply not assign a score. I'm sure there's a comment about this somewhere...
@jenna:
For the guides, at least the most basic thing the thing can do. This game's Rod is the main example. It never hurts to tell the players what's the most basic thing the Rod will do. It only says "Shoots Fire Balls", which barely helps... "Trigger special switches" is more than enough. But I do appreciate the approach to let the players do things by themselves.

Well, the game still have a long way. The demo does show promise :). We're patiently waiting!

But really, is it okay to let the players view some files as confidential as concept arts? Just asking :P Concept arts might smell spoilers.

@Marrend:
It's more like feedback than a review. And I do not want to assign a score (yet) since it's still not finished yet. I only want to score it when it's finished.
@Wltr3565: I dont mind, but maybe the final game should be encrypted, but not sure how to do that.
@jenna:
About encrypting the project, read the help file, RPG Maker VX Ace > Menu Bar. It contains sufficient information for encrypting the game.
author=wltr3565
@jenna:
About encrypting the project, read the help file, RPG Maker VX Ace > Menu Bar. It contains sufficient information for encrypting the game.


Thnx ^.^
SunflowerGames
The most beautiful user on RMN!
13323
I don't agree with a lot of things mentioned in the review.
To find out what items do you just need to equip them and test them out.
This is some thing you can do right off the bat... and when I
recevied the magic rod I wasn't suprised by what it did.

I actually understood the bosses attack patterns pretty well.
I knew whan the first boss was going to use his big attack
and I knew where to stand. Perhaps I'm too used to
this sort of RPG, having myself played through
Secret of Mana, Zelda, etc...
@kory:
I'm bred with Monster Hunter-ish games and shmups. To not tell a function isn't fully wrong, It's true. But I do remember those games, Secret of Mana and Zelda, still give sufficient warnings. Maybe just as sudden as slow bullets that are shot without warning.

Yeah, too much Monster Hunter... :P
Marrend
Guardian of the Description Thread
21781
So, I played this game up to the first boss. My splattering of very stream-of-consciousness notes follows:


Pre-game observances:
As is my want, I went to the Music directory and poked around. Most of the songs there were okay, but I heard a few peices that sounded off. Specific examples include "10 - Balance.mp3", "30 - Who_What.mp3" and "64 - Deul.mp3".


Running commentary:
Tina: "Dont't break any more pots!" (Corrected phrase)
So, basically, leave no pot unbroken, as it's a method of treasure-hunting for this game. Got it!

Isn't "Shift" supposed to allow me to run? Nope, it says "Spirit Move", not "Sprint Move". NEVER MIND!

Text cut-off with the desciption of the Boomerang in the item select screen. This screen seems to be pulling the description from the "main" item desctiption (The one that was defined in the database), but I could be wrong.

Unless I'm hugely mistaken, it seems that the wells are being reset with Faerie Water. Bug?

Hrm. Maybe those wells resetting isn't a bug? Treasure respawns seem to happen with every map!

Terralon Crypt is really dark. Like "I can barely make out anything, my character included" dark. I suppose the atmosphere calls for it, but, I'd still suggest that you brighten things up a tad.

I took a bit more damage from that Lich Queen boss than I liked, but, I managed to live through it. This seems like a good place to stop as any.


Post-game observances:
During my play, I found items that seemed to only be useful for a synthesis system (AKA: the "Materials" item sub-category). There are certainly those that have no issue treasure-hunting such items. I, however, do. If I'm going to get something, it should have some kind of use other than just being able to synthesize with it. I'm very probably in the minority here, so feel free to ignore this comment.

I didn't really see all that much story. Though, I probably shouldn't even talk about that, as I only saw about 40 minutes of the game.



*Edit: A few more comments, if you will.


I don't know about this wand/rod/whatever people are talking about. The bombs and boomerang "tools", though? They work more or less like they do in a Legend of Zelda game. The main difference is that the boomerang in this game doesn't stun, but it does seem to have a set range, even going so far as to ignore obstructions (enemies or otherwise) that are in range.

I don't think levels happen often enough. Though, I have to mention that it's totally possible to jump to level 3 or 4 after fighting a group of two or three monsters in my games. So, this comment can be taken with a grain of salt!
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