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Well made, quick diversion

  • Hexatona
  • 02/04/2017 06:16 AM
  • 2319 views
I feel a little bad reviewing this game when the author intends to give it a new coat of paint. But I just hate seeing completed games without any review, so here we are. If they do manage to change it, I promise to return and update this review.

I'll skip the summary for the game, because the Summary page does an admirable job of it.

The story of this game is told in a very vague, mildly surreal fashion. You begin the game with the Imperative "Where is Sera?" and most objects you see can be interacted with and further along that course - though most simply give you flavour than any real meat. A set of bones, A Sigil on the wall, altars - each allude lightly to the recent past, your character, or your quarry. Don't misunderstand that as being a bad thing, because you look forward to those moments probably more than anything else as a driving force.

The game isn't challenging, per se, but it can be a bit frustrating. I can understand adding that frustration, because otherwise the challenge would be absolutely nonexistent. This manifests entirely in the very small visibility radius as you wander around some very clever mazelike environments. If there had been any combat in this game (and there is thankfully not) you would tear out your hair, but game manages to just barely dangle the right sort of carrots your way to send you eventually in the right direction.

One major tip that I can't emphasize enough, though, is SAVE the second you see ice. If you manage to walk yourself in a direction not exactly intended, you will be stuck being unable to do anything other than shut down the whole game.

Aesthetically, the game is well put together. The maps are the real standouts here, with some great layouts and great use of resources. Music choices can be... really hit and miss, especially in town. The whole game has a very somber feeling to it but there are some downright chipper tunes blasting underneath the sound of rain, which is a no-no.

There are multiple endings, and the game is kind enough to MAKE you save right before you pick which one you get. I can't state how awesome that forethought is, because you are not going to want to wander through the mazes a 2nd, let alone a 4th time. I won't spoil anything, but the way you choose endings is an inventive way of characterizing not only your character's intentions, but also alters the way the other elements involved are represented.

For a score, I like to take an additive approach. The game is completable, with the only bug being the minor quibble about ice physics. Nice maps, generally nice music, vague but properly written dialogue. Tight aesthetic. Multiple Endings.

I can't really think of a compelling reason why someone would want to play it, though. It exists, and exists well. Is that enough? It's like walking through a well made model of a house. You like the look of it, it gives you a few ideas of your own, but you can't think of a reason you'd come back again or tell someone to make the drive to look at it themselves.

Posts

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Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
One major tip that I can't emphasize enough, though, is SAVE the second you see ice. If you manage to walk yourself in a direction not exactly intended, you will be stuck being unable to do anything other than shut down the whole game.

This is the takeaway from the review. You can say what you want about the direction of the game or the dialogue, but this is something that objectively needs to be fixed. Even if it's something like Hero's Realm where you bounce off of walls that you collide with, sending you back the way you came.

If nothing else, just ticking the "Skip If Cannot Move" box in the Move Event command would solve this problem, though I'm not sure if it'd lead to the player getting stuck on the ice unable to get back to sturdy ground.

As a matter of fact, I'd volunteer as a tester/proofreader but I'm afraid there might be a language barrier between Cap_H and I that might lead to updates not being made or mistaken hostility.

If they do manage to change it, I promise to return and update this review.

If Cap_H doesn't PM you about the update, I will because I feel it's important given the permanence of reviews.
Cap_H
DIGITAL IDENTITY CRISIS
6625
Thanks for the review. I'm actually really glad that you wrote it.
I know about most mistakes now and they're reasons I want to remake it. I was so much under pressure in November, that I didn't notice ice maze bug and always managed to finish the puzzle. However, when I tried it now, I ended up in a wall too.

Corf, I would love to have someone, who proofreads it, once the script is updated. Playtesters will be needed as well. I think I got enough broken engrish games in my backlog already. So, I'll let you know.

To be frank, this motivates me to work on it more than my own self-learned knowledge that the game sucks. I'm working on a winterruption project right now and I will return to LB in the second half of February.
Hexatona
JESEUS MIMLLION SPOLERS
3702
Awesome, I look forward to it!
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Hexatona
Awesome, I look forward to it!


Likewise. Keep me posted when the script is done and when playtesting needs to take place; I'm available.
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