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Demo review: Refreshingly original, but still notably underdeveloped.

  • NTC3
  • 05/31/2015 03:15 PM
  • 1948 views
Nsala Sunset is described on its game page an African fantasy game, based on the years’ worth of research by the author into existing African mythology. Same was also true of Nsala Liberation, released a while ago on here. Back then, I was immediately interested in the premise, but put off playing due to a rather mixed reception of 4 reviews with 2.5 star average. This prequel is meant to be a more focused attempt to cover similar ground, with underdeveloped mechanics cut and a greater focus on individual relationships. Such retrospection from the developer is impressive, and the people who played the original will probably note a few changes here. Still, a lot more work is required before I could reasonably see Nsala Sunset entering the pantheon of RMN's greats, which is what a game with its ambition should deserve.

Aesthetics (Art, design and sound)

The art here is all custom, and fittingly, it goes for a stylised look inspired by regional African art. In fact, whereas a lot of RM games have chibi heroes going through more-or-less realistic surroundings, here it’s the opposite: for most of the demo, you’ll be going through levels with earth in shades of purple, lined by palm trees with dark –purple leaves. There are also some animated plants likely taken from the respective myths, which are certainly interesting, but whose animation currently loops too fast. On the contrary, the player character (named Rawjal) and other people all have reasonably realistic sprites with rather impressive level of detail, and the custom animations for actions like entering trance or giving offerings to the spirits are also well-done.

However, the most striking graphical feature of Nsala Sunset is the isometric perspective I haven’t seen done in rmk before. It’s reminiscent of some of Middens’ experiments with perspective, but thankfully, things are much more consistent here. In fact, there’s one moment during the demo where the perspective shifts before your eyes in the temple, and the result feels really impressive.



Though same can’t be said about low-res floor, columns and walls of darkness all around. Hopefully these will be fixed in the finished game.

The mapping, however, is a different story. The previous game, Nsala Liberation, had been consistently criticised for having overly-large maps with nothing interesting in them. With this kind of complaint, the true problem always lies with the latter half of the sentence: unfortunately, RedMask instead decided to have small, very linear maps that still don’t have anything interesting in them. Here’s another screenshot to better illustrate the scale of the problem:



See how much of the screen is taken up by that reddish growth you cannot go through for some reason, and is essentially an invisible wall in all but name? Nearly every map is like that, and this kind of transparent and arbitrary limitation is quite frustrating on its own. However, it is then compounded by the same problem I also saw in Middens: all the custom art may be there, but you are not allowed to interact with any of it, and the levels feel dead and distant from the player as a result. The animated plants I mentioned earlier look impressively strange (glance above again for an example), but they're just static props, and approaching them does nothing. When games like Guild Raider! or A Blurred Line managed to give the most mundane objects memorable descriptions, letting the player know what said strange plant actually is in the explored mythology should be easy enough.

Lastly, the soundtrack is also very authentic, and uses a mixture of tribal chanting and drum compositions. Not much stands out so far, though, and I do think that some of the chanting could’ve been replaced with better equivalents. The menu sounds, too are all replaced by single drum beats, which is great: to me, that should also be the case for saving, which currently triggers a longer piece that soon grows quite grating. Sounds used during the curse healing sections and such also fit well enough, and footstep sounds are unfortunately missing from the game again (sound pack link).

Storyline

The demo I’ve played currently establishes the external conflict stemming from a deadly curse that a malign spirit has been spreading through the village, and which separates the victims’ spirits from their bodies unless a witch can set them back together. It also sketches out the four primary characters of Rawjal, the apprentice of Grand Witch Lanoa, Lanoa herself (also the protagonist of Nsala Liberation), Clua, the spirit of Lanoa’s dead aunt who currently inhabits a floating mask, and Nziru, the first woman saved by Rawjal. It doesn’t accomplish much more than that, however, and on the whole, the writing can be best described as “Insufficient”. It technically works and does deal with uncommonly seen subject matter, but it also feels like it could’ve been far more compelling, and not a fat-free version of a better story, if you will.

For instance, one of the things that really plagues the game at the moment is inconsistent use of language. The characters’ traditional names and beliefs are in sharp contrast to the Americanisms frequently infesting their speech. Sentences like “Jeez, don’t you remember anything we teach you?” , “Aw, come on!” or “You’re still new at this, how about a refresher?” break nascent immersion quite a bit, although I’m not sure whether it’s better or worse than stuff like this:



Just because it worked in Iji, it doesn’t mean it will work for you.

This awkward fourth-wall-breaking is especially notable when it comes to the magic and the curse-healing. I’ll elaborate on those mechanics in Gameplay, but for now, suffice to say that for a game supposedly steeped in African culture, there’s surprisingly little elaboration on what do they actually represent. You’re told that the things you’re removing are curse fragments, and that’s basically it, with more complex material (like how does Rawjal actually change colours, or what those switches are supposed to mean) going entirely unexplained. To me, a good way to tackle this would be by slotting in another chapter before this one as a prologue of sorts, where you kind of get to experience Rawjal’s typical day and learn about the complexities of every ritual and such in a more organic manner than what is done so far. It would also help a lot with establishing her character and those of other two; right now they’re rather thin sketches initially, and the details that flesh Rawjal out can be missed if you ignore the optional dialogue trees.

Speaking of dialogue trees, I’m normally a huge fan of the mechanic, but their implementation here is a little hit-and-miss. Right now, they’re tied to an Affinity system that measures Rawjal’s standing with other characters, kind of like the Approval meter in Dragon Age: Origins. Even though I would prefer a system that didn’t showcase its number-crunching and used subtler cues instead, it’s not a bad idea, and getting Affinity + or – messages with correlating sounds as the result of your choices feels really good. However, the effect is diminished when many of these choices are really obvious, like when Clua says it’s best to search an area, and agreeing would obviously increase Affinity. Some dialogues are quite well-written, though, and really do make you think, or provide unexpected twists. The early dialogue with Nziru about songs, or their first heart-to-heart conversation is a good example of those dialogues done right, especially since all the options and replies really do feel in character.

To improve on the system, I would advise to make the simpler, less compelling dialogues more complex with greater numbers of options, so that they’re consistently engaging, as well as increase the number of dialogues in general, and make some preset conversations into dialogue trees. A good example of the latter is the preset conversation Rawjal cures the two children in the temple. She cracks really weak jokes each time she heals them, which lead to some equally awkward replies from others, making the moment of deserved triumph feel strangely uncomfortable. It would be much better to make these jokes one of three-four options given, so that the player can decide for themselves whether it’s part of Rawjal’s character to joke like that, and so that they would feel personally responsible for being admonished afterwards.

Lastly, there are also a few typos, like “Pour girl,” “There is a kuduo (ancient African equivalent of a treasure chest whose presence is unlikely and which appears for player’s convenience only ) near by by” as well as clunky sentence structure like “In that case, maybe I should help with that” or Nziru saying at one point “I wonder how much time has passed since I was in that curse” (I presume it should be under that curse, or something?”) In the temple, there also issues where the dialogue doesn’t update as often as it should right now. Clua will still tell you the instructions for torches even after you’ve lit them, and talking to Nziru will still give you the same joke about sneezing time after time, when it should’ve only happened once. These are minor problems compared to ones above, but they’re worth mentioning nevertheless.



This bug, which appears whenever you try to exit to main menu through F12, is also worth mentioning.

Gameplay

Nsala Sunset begins with the choice of difficulty between Easy and Normal. However, said choice only affects the curse-healing sections, and while they’re the most prominent part of the game by far, one shouldn’t forget the simple obstacles overcome in the real world with Rawjal’s fire magic. Their nature does not change depending on your selection, remaining equally simple. The first two are just about pressing a button to burn a bush standing in your way; granted, they’re used to teach you the mechanic, and I would hope to see more interesting applications later on. Only the last one, where you need to manipulate a fireball to light several torches somewhat counts as a puzzle, and it’s still impossible to fail, as the fireball doesn’t ever go out and running it into wrong things (i.e. people) does nothing. This creates a bizarre mismatch when compared to the far more difficult healing sections.

With Sunset’s healing, even the Easy Mode is engaging and gives a pretty good challenge. The Normal Mode, which halves Rawjal’s available Health and Time, should by all rights be Hard, as it literally requires absolutely perfect timing in order to beat the latter two curses. I would advise in the strongest possible terms to make it into the Hard Mode, and create a Normal where Health/Time is about 75% of Easy (as well as make the difficulty choice reflected in the puzzles, of course.) Anyway, what you are actually doing is going around on a small top-down map that apparently represents victim’s mind and removing the curse fragments represented as brightly coloured balls by running into them while being the same colour. If the colour is wrong/you’re blank, it hurts Rawjal instead.

The fragments all move around at a good pace, but there are also immobile coloured fragments that restore a little bit of lost time, and coloured fog that damages and slows Rawjal if she’s wrong colour. Quite unfairly, the fragments are allowed to go through fog of different colour just fine. It wouldn’t be so annoying if we knew what the colours, the moving balls and the fog are supposed to represent, but like I said before, we don’t. All of the above applies just to the first curse, by the way. The other two introduce further mechanics: one has dark blue terrain that always damages Rawjal, and another has white vortexes sweeping the place, which hurt Rawjal and send her to the start regardless of her colour. Here’s one in action:



Again, the main problem is that right now, this all feels just like a set of mechanics that bears very slight resemblance to healing anything. If we knew that colours stood for emotional states, for instance, or that those sweeping things were actually jolts of pain indiscriminately moving through the patient’s mind, or anything like, then the gameplay would instantly take on a different meaning. In fact, it could well be used to give us some insight into each patient’s character, or a glimpse of their story. Whatever the case, it would certainly be more fitting then Clua casually calling it “Dark blue terrain that will always damage you and is best avoided” , etc.

In fact, the damage and time themselves are also rather unclear mechanics, because I never understood what failing them and getting a Game Over actually meant. If Rawjal’s health running out means that she actually died in a real world, shouldn’t the fact that she basically puts her life at great risk every time she tries to heal someone be an integral part of the story? Alternatively, maybe it’s “only” the patient’s life that’s at stake rather than hers, and running out of time means that the curse was only made unsettled and so finally claimed its bearer’s life. If that’s the case, though, then why does Rawjal’s getting damaged have any impact at all? I could also discuss why removing all but one curse fragment still counts as a total failure, etc. but I guess this is a conversation for another time.



Whatever the case, you’ll be seeing this a lot on “Normal”.

Conclusion

Much like the original, Nsala Sunset is certainly an interesting and unique game about a time and place we don’t see enough of in any media. However, it still needs a lot of work in order to live up to its promise. Doing so would require overcoming the arbitrary shortcomings and in favour of greater, constant integration between storyline and gameplay, and I certainly hope RedMask can accomplish it.

Posts

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Such retrospection from the developer is impressive, and the people who played the original will probably note a few changes here. Still, a lot more work is required before I could reasonably see Nsala Sunset entering the pantheon of RMN's greats, which is what a game with its ambition should deserve.

Thank you for your review. I'm glad that you see potential in Nsala Sunset to be a great game.

As for what you believe will help fulfill said potential I will address here.

You said the animations on the plants are to fast. That's a simple fix I'll slow it down. Not sure if it will look as fluid when slowed down but I'll give it a go.

You were impressed by most of the graphics but a few graphics seemed low res to you. Please understand my games have zero budget, I am poor, and currently jobless. I might not have time to fulfill everyone's desires.

Both of my games have maps with plenty to do in them. But lets just focus on the map you show in the screen shot. You say the maps
don’t have anything interesting in them
. In that map that you show there is a Fireball tutorial and a short storyline scene. Additionally there are four optional events to interact with on that very map including: 1Nziru who you can chat with and gain affinity, 2 Clua who again you can talk to and gain affinity, 3 a treasure chest with a Baobab Fruit, and 4 a Heart-to-Heart event which you complimented.
Some dialogues are quite well-written, though, and really do make you think, or provide unexpected twists. The early dialogue with Nziru about songs, or their first heart-to-heart conversation is a good example of those dialogues done right, especially since all the options and replies really do feel in character.
How many more things do you honestly expect to be crammed into this map?
Moving on you point out a lot of red growth in that screenshot. Yes, from that camera angle you can see a lot of it and yes it is a boundary. Games need boundaries, if you could go past that the Mode 7 effect would be ruined and I can't make my game go on forever.

You mention that you wish to read about the weird plants. I wish to not waste players time. I believe players time is very valuable. Have you ever played Metroid Prime? Fantastic game, I love it. In that game they added a scan visor. It let you read a lot about the environment. And that's great and it can add to world building. But tell me this how much of that scanned info do you remember. Probably very little. I would bet you remember 2 or 3 really interesting scans but that's about it. I have nothing important I wish to tell you about that fantasy plant. If you want to learn about a real African plant there is one in the game the Baobab fruit which is explained in game to be from the Baobab Tree A.K.A. the Tree of Life. Said tree is also featured in my previous game as well. But I'm not a Botanist I don't know everything about the plants of Africa. My research is targeted mostly at the people, art, and culture.
If you find it odd that I should put in a fantasy plant well let me put it this way.
My art is not a simple recitation of my knowledge of Africa I've stated my games are
not documentaries. Every artist puts there own ideas in their work. Price of Persia is not just a recitation of Persian knowledge the artist who made that game put themselves in the work. African art and culture is my inspiration but my work is my work and not simply a replication.
Speaking of straight educational knowledge I might just bring back the EDU Noks from the last game. Yes the break the 4th wall but it's the best way to separate the fantasy from the real knowledge I can provide. And I will remind everyone that these EDU texts are optional so if your worried about your precious 4th wall than don't read them.
I would also like to add that the EDU Noks will have much more interesting info than whatever random description I give for a plant that's there to look nice.

I hope that doesn't disappoint you. In fact, I'm not against object descriptions so long as I feel they are worth talking about. For example, if you talk to Lanoa a second time in the shrine before the view shifts to reveal the door, she'll tell Rawjal that the large statue in the room is an oracle used in divination. That to me is interesting and that is the sort of world building dialog I wish to share with my audience.

The saving sound goes on for a while because I have a habit in games of double saving and I know others do too. The sound is prominent so that people like me are less likely to waste time doing a double save.

You want footstep sounds? Rawjal is floating. Besides there are only so many events I can add before RPGMakerXP decides it can't handle it all and starts to slow down.
I apologize for the technical limits but they are beyond my control.

You mention taking issue with my characters occasionally using an American accent. Well I am American I can't help but write the way I do. Plus, I'm no English major. Besides I hate that unwritten rule that every movie about a foreign culture has to use British accents. I love the British accent but I'm not British. I do know an English major, he was kind enough to look through much of Nsala Liberation's text but I can't pay the man. I'm poor. So I don't know if I'll be able to get him on board again.

Your next screenshot shows Lanoa telling Rawjal about saving the game. That happens because players need that info. If you would like to recommend a better way than please tell me and I will consider it. I always take players suggestions seriously so I am all ears.

You want more details about the curse healing. I will likely provide more about that at some point. This is just a demo after all.

I should note those guys in the shrine aren't kids. Rawjal is just a very tall woman. I'll have kids in the game at some point so you'll see what I mean.

Anyway you take issue with the fact that sometimes Rawjal just speaks her mind without player input. Well she had an established character in NL so she's not a blank slate. I think blank slates are dull as characters. But maybe you have a point maybe I can add more dialog options.

Thanks for finding those typos I'll fix them.

I understand that the F12 thing is convenient but it's also not needed. Whereas the script that conflicts with it is very necessary. I apologize but I don't think I'll be able to fix that. Luckily You don't need that function to enjoy the game.

I'll consider your suggestion of a 3rd difficulty but it might not work out there is more going on with that in the coding than you may think.

Other than that there doesn't seem like much complaints about gameplay other than the fact that you wish it was more tied to the story. I'll see what I can do. I'm sure I can do something about that.

Thank you very much for your input it has been very informative.



Since you brought up my previous game Nsala Liberation let me take a bit of time to talk about that.
It is a fact that none of those reviewers played the first dungeon of the game. They all quit sometime during the beginning so they have seen very little of what is in the game. Only one of those reviews reflect the current build of the game and again it's just first impressions given. It's worth noting that Dr.-iHawk's review isn't all that negative but from what I recall Dr-iHawk's biggest issue was finding the emblems. An issue that's easily solvable by getting the exact locations marked on the map by a character named Tingtembo. I will take responsibility on not making a bigger deal of that new feature and perhaps that's why Dr.-iHawk did not find Tingtembo who would have alleviated one of his/her's biggest issue. I actually intend on making another update to Nsala Liberation eventually. I believe the game is great in it's current form but the are little things that I can still improve which are being revealed to me via private messages and a current Let's Play. Please understand I didn't have a dedicated tester until Red_Nova volunteered and it's impossible for him alone to find everything there is in a game as big as NL. But it is due in part to his testing that I have much confidence in the current build. The rest of my confidence comes from myself having worked more than 6 years on Nsala Liberation.
Moving on to the other two reviews I just want to mention that Alichains was very nice in changing his review to a not rated review after he had learned that I had addressed many of his issues in the newest update. I thank him very much for doing so.
As for Sviel I contacted him to try my newest version but he never got back to me. I will try contacting him again whenever I finish the next update.

I didn't bring these reviews up to bemoan them I'm simply explaining why you should not be turned away from NL. That being said I am intending an eventual update to NL so if you wish to wait for that than that's perfectly fine.
It's also worth saying that I do in fact thank those reviewers for their time and effort.

Regardless, of opinions of my games I'm quite certain that most players walk away with a better appreciation of Africa and if that's all I can achieve than I have still achieved plenty.

Thanks again for your review.
I'll try my best to make sure Nsala Sunset's full version is as great of a game that everyone hopes it will be.
Firstly, apologies for not replying sooner. My Internet access has been very intermittent the last couple of days. Anyway, time to address this point-by-point:

author=RedMask
I understand that the F12 thing is convenient but it's also not needed. Whereas the script that conflicts with it is very necessary. I apologize but I don't think I'll be able to fix that. Luckily You don't need that function to enjoy the game.

From what I've gathered, this is the way to fix the F12 bug, so if it works, you'll be able to do both.

author=RedMask
You were impressed by most of the graphics but a few graphics seemed low res to you. Please understand my games have zero budget, I am poor, and currently jobless. I might not have time to fulfill everyone's desires.

Well, that is unfortunately true of quite a few devs on here. To clarify my remarks a bit, I was actually referring to the graphics in the temple once the perspective changes (i.e. ones shown in the screenshot), and low-res was probably the wrong word to use. The reason they didn't look good was largely because it's single-shade floor and columns set against a sea of single-shade black. If you just make the shading more interesting and nuanced, it would then look good again.

Moving on you point out a lot of red growth in that screenshot. Yes, from that camera angle you can see a lot of it and yes it is a boundary. Games need boundaries, if you could go past that the Mode 7 effect would be ruined and I can't make my game go on forever.

Of course I understand the need for boundaries; I'm directly involved in developing a game at the moment, believe it or not. However, is there really absolutely no way of peeling all that growth back a bit so they that it is still present, but looks less prominent and leaves more ground for the player to walk on?

How many more things do you honestly expect to be crammed into this map?

7-10 total sounds reasonable, given that I've seen plenty of games on here that managed it. That includes the things you already have, as well as further elements like object descriptions. Speaking of that...

You mention that you wish to read about the weird plants. I wish to not waste players time. I believe players time is very valuable. Have you ever played Metroid Prime? Fantastic game, I love it. In that game they added a scan visor. It let you read a lot about the environment. And that's great and it can add to world building. But tell me this how much of that scanned info do you remember. Probably very little. I would bet you remember 2 or 3 really interesting scans but that's about it.

When you finish a novel, how many paragraphs of it do you actually remember? Probably not a lot, so why not just cut everything besides the plotline itself? It's the same logic here. Also, it's up to the player themselves, not to you, what they do with their time. If they don't wish to read those descriptions, they won't, so there's no problem here. If anything, you're currently wasting a lot more time by calling what should, by all rights, be Hard Mode, Normal.

I have nothing important I wish to tell you about that fantasy plant. If you want to learn about a real African plant there is one in the game the Baobab fruit which is explained in game to be from the Baobab Tree A.K.A. the Tree of Life. Said tree is also featured in my previous game as well. But I'm not a Botanist I don't know everything about the plants of Africa. My research is targeted mostly at the people, art, and culture.

It doesn't have to be about the plant itself. Plenty of games on here use the environmental description as a framing device to let us learn more about the main character, rather than the thing being described. For instance, there's a short game on here called Okiku, Star Apprentice, and at the start, there are some locked rooms. If you try to go there, Okiku herself will say (paraphrasing slightly) "This is room X, but let's not go there. I'm already cleaning out these rooms on a regular basis!" You don't really learn about the room, but you learn quite a bit about the kind of character she is through this kind of reaction. In another game, A Blurred Line, you control three people trying to stop a terrorist during the prologue, and interacting with items triggers short exchanges between them. In one of them, approaching a broken military robot leads to conversation about how it's useless without control, a metaphor for the underlings' situation. People do remember this kind of stuff.

If you find it odd that I should put in a fantasy plant well let me put it this way.
My art is not a simple recitation of my knowledge of Africa I've stated my games are
not documentaries. Every artist puts there own ideas in their work. Price of Persia is not just a recitation of Persian knowledge the artist who made that game put themselves in the work. African art and culture is my inspiration but my work is my work and not simply a replication.

Sure, I get that, and in fact, I never questioned that one aspect.

Speaking of straight educational knowledge I might just bring back the EDU Noks from the last game. Yes the break the 4th wall but it's the best way to separate the fantasy from the real knowledge I can provide. And I will remind everyone that these EDU texts are optional so if your worried about your precious 4th wall than don't read them.

Well, if you do that, you'll lose one of the key draws for this kind of game, which is the ability to experience this knowledge organically as part of the narrative. It's not just fourth wall concerns here; it's that the people in general tend to remember things better when they're directly linked to something they care about, which essentially exactly what integrating the information directly into the narrative does. As a matter of fact, have you wondered what happened to the so-called edutainment genre in general? It actually had been quite prominent during the late 90's and even early 00's, before fading away.

Its decline didn't happen because people were less willing to learn; it happened because as gaming became more mature, the storylines also became more important, and those games universally put their information first and storyline second, frequently separating the two like you're now proposing. This approach just doesn't hold player's interest, because as a rule, if the player puts the information you want to convey first, they'll just go and look it all up on the internet on their own. The kind of people that'll actually stick through playing are those who have some interest in the setting, but are primarily concerned about the way it plays and what actually happens in the story.

If you truly want people to know what you're telling in the game, you need to focus on making the storyline interesting (and the gameplay interesting and balanced, but you know that already.) That way, you'll be able to get even the people with little interest in African myth playing, simply because they've heard it's a great game because of the story it tells, and they'll finish the game with knowledge they never would've gotten otherwise.

I hope that doesn't disappoint you. In fact, I'm not against object descriptions so long as I feel they are worth talking about. For example, if you talk to Lanoa a second time in the shrine before the view shifts to reveal the door, she'll tell Rawjal that the large statue in the room is an oracle used in divination. That to me is interesting and that is the sort of world building dialog I wish to share with my audience.

I remember that bit, but it's actually exactly part of the problem I've covered above. I mean sure, it's an oracle, but so what? Lots of cultures have oracles: what makes this one more important than the rest? It is exactly this kind of reaction you'll get from people not already in love with African culture, aka. the vast majority of potential audience. If you've established the importance of this divination for the people in Lanoa's village earlier, by showing how a prophecy had impacted on someone's life, or something, then the reaction would've been very different. The people would then care about this oracle, because they know that its judgements really did change lives of people back then.

The saving sound goes on for a while because I have a habit in games of double saving and I know others do too. The sound is prominent so that people like me are less likely to waste time doing a double save.

Thing is, not everyone does that, and even when a person does double-save, they think of it as a personal thing, rather than an actual problem with the game's interface. On the other hand, everyone will be hearing this same sound many times throughout the game, and they will consider it the game's fault if it annoys them. Point taken about footsteps, though. Also, one of the first things people tend to do when playing games is press "Escape", since they know it's the default menu key, and when they do, they'll see the option to save there. You don't really need more remainders.

You mention taking issue with my characters occasionally using an American accent. Well I am American I can't help but write the way I do. Plus, I'm no English major. Besides I hate that unwritten rule that every movie about a foreign culture has to use British accents. I love the British accent but I'm not British. I do know an English major, he was kind enough to look through much of Nsala Liberation's text but I can't pay the man. I'm poor. So I don't know if I'll be able to get him on board again.

I'm pretty sure accent refers to the way a person pronounces words, which is irrelevant here, since you have no voice acting. The actual expressions people use is a different matter, especially because those expressions didn't exist back then, and so it takes the player out of the narrative. I appreciate that you've had English major on board once, but you don't really need to. A simpler approach is just to enter the words/phrases you consider suspect into Google search. I just entered "Jeez", for instance, and the second result is a dictionary telling me it's an Americanism, and thus that it should be be removed.

Anyway you take issue with the fact that sometimes Rawjal just speaks her mind without player input. Well she had an established character in NL so she's not a blank slate. I think blank slates are dull as characters. But maybe you have a point maybe I can add more dialog options.

I know, and I like that she's an established character: in fact, this is why I think it might be a good idea to add a prologue of sorts just for her so that people who haven't played NL can get to know her better. And like I said before, that humour just didn't feel very genuine after how difficult the healing was, so it's best to make it optional here.

Anyway, this should be it. Best of luck.


P.S. And as for Nsala Liberation, I'll probably wait for an update, since I'm quite busy now, and there are plenty of games on here for me to review in due time.
Thanks for the additional feedback.
I'll be sure to try that script fix. Thanks for going out of your way to find that. That's really nice of you.
Unfortunately, I don't have time for a long response right now but rest assured I'll be keeping all this information in mind when I continue work on Nsala Sunset.

If I have time later to make a larger response I will. Thank you for your support.
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