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A Story Without Words
I don't think any other game will ever leave as strong an imprint as Another World did when I was a kid and we first played it on my friends Genesis over the Sega Channel.
I don't think I've ever played another game that's ever given me the same feel for the story (even with words) that it did; certainly not another platformer.
I don't think I've ever played another game that's ever given me the same feel for the story (even with words) that it did; certainly not another platformer.
Cast Aside Review
Whoa, surprise review! (And a very positive one at that.)
Technically it was supposed to be episodic but I never finished more than the first 2 since I kept getting distracted by contests, but it's been around a looong time and on a lot of other sites. So really it's more of a demo as you say. :)
Maybe I should just focus on this for a year or two to wrap it up... you have a lot of good points in here, I think maybe an in-game (F1 to show hide?) and PNG/TXT manual for controls? (The freeze and speed controls would really help with the real-time system concerns you had, though maybe there's something else I can add too...)
Do you remember any of those tileset issues? (Like always this kinda rock on these maps, or all the vines in the mines, etc.) I thought I caught them all, but it sounds like I've missed quite a few which makes me unhappy as I hate those myself. (They're tricky since I have a lot of passability changes in and sometimes a little fix breaks something else.)
Did you have any other annoyances you didn't mention in the review? This is the only non-contest project I have, so I like to implement a lot of the feedback I get (which is why it's so polished compared everything else I've ever made.)
Thanks!
Technically it was supposed to be episodic but I never finished more than the first 2 since I kept getting distracted by contests, but it's been around a looong time and on a lot of other sites. So really it's more of a demo as you say. :)
Maybe I should just focus on this for a year or two to wrap it up... you have a lot of good points in here, I think maybe an in-game (F1 to show hide?) and PNG/TXT manual for controls? (The freeze and speed controls would really help with the real-time system concerns you had, though maybe there's something else I can add too...)
Do you remember any of those tileset issues? (Like always this kinda rock on these maps, or all the vines in the mines, etc.) I thought I caught them all, but it sounds like I've missed quite a few which makes me unhappy as I hate those myself. (They're tricky since I have a lot of passability changes in and sometimes a little fix breaks something else.)
Did you have any other annoyances you didn't mention in the review? This is the only non-contest project I have, so I like to implement a lot of the feedback I get (which is why it's so polished compared everything else I've ever made.)
Thanks!
Game Gale 2010
Game Gale 2010
comment=32258
I bet it's either skyscraper or astral conjuction
My expectation as well (though I sucked at BOTH GAMES.)
What are you working on now?
Avarice Review
On combat you mentioned one thing that was an issue due to poor presentation more than anything, and that's the difficulty hitting enemies with certain skills (a bug with a Fireball for example.)
Certain skills hit by a pixel-type of collision detection, others by an area, small insects and targets are much easier to hit with the area-type skills like Gust, mines, a Fireball exploding on an object they're, or melee weapons.
The pixel-type collision ones tend to be a bit more powerful but are harder to hit small or fast enemies with.
Melee weapons are not nearly as easy as ranged due to their shorter range and odds of being hit more often, but the payoff is that they have a very high "surprise critical" rate - if you hit an enemy with a melee weapon before they know you're there, you will do a massive amount of damage, usually killing even tougher enemies in 1 hit. (Melee also makes any hits you take do half damage, so you can take 2x as many blows.)
Both of these facets are NOT presented clearly enough that the player ever picks up on them though, definitely something we should have included some mandatory skills and a quick tutorial on.
Things I've learned for future games:
1. For different collision types make them marked more clearly on the attacks and ensure there's a small tutorial area where they are shown effectively how to use both so it's clear
2. Enemies have vulnerable times when they can be sneaked up on, these need to be more rewarding for melee than ranged (why risk sneaking up with a melee when you can sniper rifle from well outside their normal range) - this would probably be in the form of additional rewards for melee kills.
3. Make melee defense bonuses more visible (maybe a shaded number so the player knows they're taking half as much damage vs. full damage)
* Additional suggestions or thoughts on those?
I'm a bit surprised by the fact that you didn't find magic as useful, there are certainly less spells to choose from, but they're extremely potent spells with damage usually higher than it's guns counter-part, especially as you get into the higher-tier spells like Flame Pulse and Geyser which have secondary effects or multi-hit like Bolt, etc.
I'm not sure what to do in that department except maybe make the usefulness of magic more apparent or mix enemies up so they have strengths/weaknesses to physical vs. magic? Or maybe removing MP healing items and focus on a faster MP regen?
* Additional thoughts about why you felt magic was underpowered would be welcome.
Certain skills hit by a pixel-type of collision detection, others by an area, small insects and targets are much easier to hit with the area-type skills like Gust, mines, a Fireball exploding on an object they're, or melee weapons.
The pixel-type collision ones tend to be a bit more powerful but are harder to hit small or fast enemies with.
Melee weapons are not nearly as easy as ranged due to their shorter range and odds of being hit more often, but the payoff is that they have a very high "surprise critical" rate - if you hit an enemy with a melee weapon before they know you're there, you will do a massive amount of damage, usually killing even tougher enemies in 1 hit. (Melee also makes any hits you take do half damage, so you can take 2x as many blows.)
Both of these facets are NOT presented clearly enough that the player ever picks up on them though, definitely something we should have included some mandatory skills and a quick tutorial on.
Things I've learned for future games:
1. For different collision types make them marked more clearly on the attacks and ensure there's a small tutorial area where they are shown effectively how to use both so it's clear
2. Enemies have vulnerable times when they can be sneaked up on, these need to be more rewarding for melee than ranged (why risk sneaking up with a melee when you can sniper rifle from well outside their normal range) - this would probably be in the form of additional rewards for melee kills.
3. Make melee defense bonuses more visible (maybe a shaded number so the player knows they're taking half as much damage vs. full damage)
* Additional suggestions or thoughts on those?
I'm a bit surprised by the fact that you didn't find magic as useful, there are certainly less spells to choose from, but they're extremely potent spells with damage usually higher than it's guns counter-part, especially as you get into the higher-tier spells like Flame Pulse and Geyser which have secondary effects or multi-hit like Bolt, etc.
I'm not sure what to do in that department except maybe make the usefulness of magic more apparent or mix enemies up so they have strengths/weaknesses to physical vs. magic? Or maybe removing MP healing items and focus on a faster MP regen?
* Additional thoughts about why you felt magic was underpowered would be welcome.
Lux Licentia
Thanks for the feedback everyone; I think this has a lot of potential if given more polish and the engine given more options that are as easy to use.
I don't think I'll be updating this particular game much, but a second game with all the improvements is definitely in-plan. Maybe I'll redo what is here as the introduction to that too so the ideas don't go to waste.
I don't think I'll be updating this particular game much, but a second game with all the improvements is definitely in-plan. Maybe I'll redo what is here as the introduction to that too so the ideas don't go to waste.
Beautiful Escape: Dungeoneer Review
comment=31542
It seems any discussion is pointless; it's not like the game's author or me are going persuade anyone who disapproves of this type of game that it is okay, or the other way around.
As for BE as part of Game Gale - I've played all of the entries and this one is the most polished, or simply the best one. To create all of this in just two weeks is a great accomplishment, so my hat's off to you, sir.
Discussion does seem pointless I guess.
You either are okay with torturing/raping virtual innocent people for fun, or you aren't.













