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A puzzling fantasy.

  • pianotm
  • 05/22/2017 05:04 PM
  • 1986 views
Name: Anirone

Developer: Goddialga

Story: A young girl faces her real life demons by escaping to a fantasy world, but that world is just as dangerous as the real world. Usually, I beat games. This game beat me. No, this isn't a Yakov Smirnov joke.


This piano only plays one note. Music in Morse Code!


Writing: Nothing textual to speak of, but just because a game has very little text, and while text does come in later, it isn't really a whole lot. That doesn't mean there isn't much writing, and this game is very expressive. Instead of telling us a story in words, the developer uses a child's imagery and imagination to convey the story quite well.

Gameplay:The game is hard, certainly, but it isn't so hard that I felt overwhelmed. No, what finally beat me is the fact that not only is the game hard, it's a bit tedious. Please, don't get me wrong. The game is very well done. There just isn't enough of an effort to maintain my interest. I tried to stay interested, but after the bat chases me all the way from the switch room and into the first room and I'm trapped, I had just reached the point where I really didn't see the point. The puzzles are very intensive, and there's very little outside of them to hold your interest and they felt like a chore. Your adversaries present a bit of a threat to the challenge, but not much of one. After about 30 minutes, I legitimately reached the point where I was figuring out what to do next and I was just too mentally fatigued to care. The gameplay itself is simple enough: find items and figure out how they interact on the map. That second part is the hard part, and you are going to wrack your brains on most of these conundrums.


The way is shut. It was made by those who are Dead, and the Dead keep it until the time comes. The way is shut.


Graphics: Mostly RTP, I think, with the main character a custom sprite and I doubt the hanging corpse is RTP. Very well mapped with an excellent level layout. I have absolutely no complaints about the graphics.

Music: I believe all comes from a pack. If any of it is RTP, I certainly don't recognize it. The music is very good at developing an atmosphere of mystery and danger.

Conclusion: The game is very nicely put together but it just doesn't hold my interest. I think a big problem here is that the danger presented is moderate and there are no real penalties. You either get it right, or you die and start over. While the puzzles are extremely challenging, the game itself is not. There's no urgency to the game. The points where you're being chased by enemies really don't factor in because these are puzzles in their own right that you're either going to figure out, or die and try again. The lack of actually penalty really just makes the game feel like a grind. Overall, the game's good, and is an excellent puzzler, but its inability to maintain interest really hurts.

Posts

Pages: 1
Wow! Thank you for your review! This is my first game I developed. Actually, I was going to give up halfway, but I got some encouragement from some players. So, I decided to finished it, but not with my original plan.

I am kind of understand your boredom since even I used a lot of energy to maintain my interest to finish creating the game. There are only two reasons left that drove me this far, players who want to play the full game and an experience I would get from making a first game.

I don't even imagine someone would give a review this good for this game! I hope to hear what the players think about the good ending and the "true" story behind this game, but it seems like it is too hard to get :<

I didn't expect the map is good since that is the most boring and least determined part I did.

The music is from presence of music and others.

Also, if you can, please give me some example of real penalty you mentioned. I might be able to use it in my next game or whatever.

Thank you!
pianotm
The TM is for Totally Magical.
32367
Oh, well a good example of a penalty would be, whenever you die, you lose an item and have to recover it, and maybe now it's in a different place. Or whenever you die, you lose progress and one or more puzzles you've already solved have to be solved again and have changed.

You've got the same thing going on with Angel Painting, except in that, the story is actually interesting and helps to maintain that interest. In Angel Painting, you've got a mystery you're trying to solve and the puzzles are providing clues. The lack of a threat doesn't reduce interest in Angel Painting.

Here, it just feels like you're solving puzzles to get to the next part. And I think Angel Painting is still in the queue, so you probably haven't seen that review, yet.
author=pianotm
Oh, well a good example of a penalty would be, whenever you die, you lose an item and have to recover it, and maybe now it's in a different place. Or whenever you die, you lose progress and one or more puzzles you've already solved have to be solved again and have changed.

You've got the same thing going on with Angel Painting, except in that, the story is actually interesting and helps to maintain that interest. In Angel Painting, you've got a mystery you're trying to solve and the puzzles are providing clues. The lack of a threat doesn't reduce interest in Angel Painting.

Here, it just feels like you're solving puzzles to get to the next part. And I think Angel Painting is still in the queue, so you probably haven't seen that review, yet.

Thank you for your advice! I think I put something similar in the game. Not when you die, but it really resulted in the ending (The sword, the hammer, the lamp etc.). I can't include those penalties you mentioned in the game because it will ruin my game's concept (and I'm too lazy---no, I just hadn't thought about it.). Though I think I can use it in my next game.

The story is being put too much near the end (I mean a lot of texts) and that made the first part of the game not so much interest, it seems. It started without any story telling the player and focused only puzzle-solving on and on. It is quite hard to hold their interest under this concept. The puzzles in the second half are crazy, I must admit. It looks like I did something a bit opposite of Undertale (Genocide), maybe. It's a bad behavior of mine that make the game look like this ,too.

Anyways, I would like to know what you had summarize the story of Anirone. What ending you got? Or what part you gave up? If you would please tell me.

Thank you again!
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