• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

This review is cold


Cold at Heart is a RPG Maker VX Ace game that was created for the McBacon Jam. The current state of the game is still a demo and was reviewed on September 21, 2016.

You and your droid buddy have crash landed on some planet. Your wife has crash landed on a different location on the planet. So you go on your way to try to find her. You enter into a colony that has some sort of plague infecting all the robot A.I. So in order to proceed you need destroy infected A.I. and reactivate different parts of the facility.



I just wet my pants a bit.


The graphics look custom made and look very nice. The science feel of the game is really pulled off well with the sprites and the face graphics. I particularly liked the area outside the colony. The snowy area was a very interesting place, and I sort of wish there was more to do there before you went inside.

A lot of the game appears to driven by the exploration of the facility. You need to go to different parts and interact with the environment to find things. You can find data logs, items, and equipment for your characters. Actually exploring to find equipment is paramount since it's the only way you can improve your character's stats.



You'll just want to end this as quickly as possible.


Now let's go to the part of the game I hate. The combat system is front view and the graphics look amazing. And the step ratio for you to get into battle is handled very nicely. But... Seeing "Miss" and "Evade" too frequently can quickly become very frustrating. In addition at the end of battle all you receive is a couple of credits to spend on the vending machine. And what your given isn't nearly enough to outweigh the combat's biggest issue. You don't receive experience at the end of battle. So say goodbye to any thoughts of level grinding. If the game is too hard for you, well that's just too bad. So your best option is to try to explore to find the equipment and items. And you'll get into battles exploring. And since it's pointless to fight battles you'll end up just wanting to escape. You'll end up failing a couple times before you can actually escape. The game just becomes a circle of frustration when all you want to do is progress through it.

Overall the game has a nice premise. It's a game I would be willing to explore more if the combat system issues were addressed. The combat appears to want to be challenging with the skill sets and abilities, but when the skill misses or the enemy evades it just becomes frustrating. I'm not saying the combat can't be difficult. There just needs to be more in place to balance that difficulty out. At this point I feel the demo has enough content to give a score, so I give it a 2.5 / 5.

Posts

Pages: 1
Thanks for taking your time to review our Alpha demo, Kory!

Yeah, we had some small difficulties within our team, which forced us to rush things a bit to make the deadline. Actually, pretty much the entire battle system, skills, enemies, balancing etc. were made in just a few hours before the deadline.

I'm glad that you seemed to enjoy the other parts of the game though. We also plan to add some more things to the colony exterior.

Either way, here are some things that we've changed so far (and plan on changing) in terms of battles :
-We now use a FTB that lets the player start with 4 actions per turn.
-Instead of random encounters, there will be visible encounters on the maps that the player can chose to fight or run past.

Concerning the EXP/leveling, we are mainly going for a Super Metroid approach where character progression is a result of finding various items/upgrades through exploration.

I do however agree that having the battles give zero EXP makes them a bit less worthwhile. If you ask me, chances are that we'll probably add EXP to the fights. I don't know yet though since I'll have to discuss it with the team first. I'm personally a bit interested in implementing an AP system.
SunflowerGames
The most beautiful user on RMN!
13323

Visible encounters would certainly be a beneficial addition if you are going for this sort of battle system. But you may want to also increase the hit % to 100 for the actors and the evasion to 0% for enemies. (That's if you don't want to give exp points. It's all about balance.)
Ratty524
The 524 is for 524 Stone Crabs
12986
Luiishu pretty much said it.

Thank you for taking the time to review this. Your thoughts will be definitely be duly noted by the time we release a final build.

@Luiishu: One route we can take, if we want to steer away from the EXP route, is to give more value to the credits. As oppose to just having them give you access to healing items, how about additional (but temporary) attacks or actions? I think it'll allow players to have more options for dealing with battles and the "default" tools already given to them.
Like combat items that are usable in battle? Sure, I guess we could add something like that. It's kind of weird though in a way, since if a player wants to beat the game, it can just try to avoid every on-map encounter. When the player needs to get stronger for a boss, it will just grind to be able to buy more items.

@Kory: Hmm, the hit percentage is already at 100. It might be different in the demo though. The full game will definitely be a lot more balanced though!
SunflowerGames
The most beautiful user on RMN!
13323

If the credits could be used to buy upgrades for ATK upgrades, or something else it would provide the balance you need.
Making stat-increasing items available through vending machines is an interesting idea. The stock can also be limited so that players won't get too OP. Thanks, buddy!
Edit: man what's with me and posting in the wrong topics lately
Pages: 1