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Older isn't always better.
Corfaisus
- 08/16/2017 03:44 AM
- 612 views
I'm not going to be able to say much about the story or the dialogue because I wasn't able to get the font to work, but from what I read, your mother is tough, your father is a pushover, and you have a sibling who - like yourself - wants to do something aside from sit around the house all day getting milk for people.
You go off and find a shield and a bag of rocks. You have a walk through the woods with your suddenly-appearing sword and you die. You wake up in the afterlife and you have to make your way out of a cave to freedom. That's as far as I got, but apparently there's a witch monster (true to the story of Hansel and Gretel) that you have to fight for your freedom from the afterlife. I assume all this going by the small bit of poking around I did in the editor.
Let me just say that what originally drew me to the game was its Legend of Zelda Oracle series graphics and the mock Gameboy window the the game is played through. It looked really cool and there's even a few neat effects such as the original Gameboy Color start-up with the colors along the letters. That's about where the coolness factor ends, unfortunately.
One of the big things that really drags this game down to the bottom is the poor implementation of its action battle system and custom menu. Still being able to swap out between your characters while the menu is up is a pretty jarring graphical bug and the way the battle system is handled is no better. You're still bound by the tile-based movement that's default to RPG Maker 2003 and monsters move roughly the same speed you do at random intervals, so lining up your sword shots just right makes combat a colossal pain. Also, unlike the Oracle games, your sword doesn't actually slash and affect the tiles next to it, so unless you're standing still and the monster is standing still directly ahead of you, it won't register a hit.
When it does register a hit, it's spastic. What I mean by this is if you go in mashing attack, it might get one or two hits in in rapid succession and this sometimes leads the death sound effect to play twice with a sizable gap between each sound. Transitioning between one map and the next isn't stopped but is instead a fade out-in ordeal in tint alone, so you can bug out the transition by walking back and forth between the maps. It's all very sloppy and really ruins what could have otherwise been a really interesting game.
Also, the puzzle to get the shield might very well be bugged because I had to tap away at the same tiles multiple times (after looking up the solution via editor) for it to register enough switches to open the stairway leading back out, all the while having to avoid a bat that can very easily block your path and kill you should you find yourself against a wall.
I wanted to like this game, but unfortunately, it's just not solid enough. If these problems were fixed, I could see the developer taking this same kind of aesthetic and making a full length adventure out of it the likes of which the RPG Maker scene has yet to see.
One can only dream.
You go off and find a shield and a bag of rocks. You have a walk through the woods with your suddenly-appearing sword and you die. You wake up in the afterlife and you have to make your way out of a cave to freedom. That's as far as I got, but apparently there's a witch monster (true to the story of Hansel and Gretel) that you have to fight for your freedom from the afterlife. I assume all this going by the small bit of poking around I did in the editor.
Let me just say that what originally drew me to the game was its Legend of Zelda Oracle series graphics and the mock Gameboy window the the game is played through. It looked really cool and there's even a few neat effects such as the original Gameboy Color start-up with the colors along the letters. That's about where the coolness factor ends, unfortunately.
One of the big things that really drags this game down to the bottom is the poor implementation of its action battle system and custom menu. Still being able to swap out between your characters while the menu is up is a pretty jarring graphical bug and the way the battle system is handled is no better. You're still bound by the tile-based movement that's default to RPG Maker 2003 and monsters move roughly the same speed you do at random intervals, so lining up your sword shots just right makes combat a colossal pain. Also, unlike the Oracle games, your sword doesn't actually slash and affect the tiles next to it, so unless you're standing still and the monster is standing still directly ahead of you, it won't register a hit.
When it does register a hit, it's spastic. What I mean by this is if you go in mashing attack, it might get one or two hits in in rapid succession and this sometimes leads the death sound effect to play twice with a sizable gap between each sound. Transitioning between one map and the next isn't stopped but is instead a fade out-in ordeal in tint alone, so you can bug out the transition by walking back and forth between the maps. It's all very sloppy and really ruins what could have otherwise been a really interesting game.
Also, the puzzle to get the shield might very well be bugged because I had to tap away at the same tiles multiple times (after looking up the solution via editor) for it to register enough switches to open the stairway leading back out, all the while having to avoid a bat that can very easily block your path and kill you should you find yourself against a wall.
I wanted to like this game, but unfortunately, it's just not solid enough. If these problems were fixed, I could see the developer taking this same kind of aesthetic and making a full length adventure out of it the likes of which the RPG Maker scene has yet to see.
One can only dream.
![](https://rpgmaker.net/media/images/rating/4.png)