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Drill Guy Review

author=OldPat
Thank you for the review, Beregon, I really liked it! :)

Finally even lil Drill Guy gets a review! *pats Drill Guy*

I *hate* how some things in this game turned out to be, but we did the best that we could in the two weeks we had to finish it. It's a shame, alas.

Thank you again!


No problem! Believe me, I know how you feel at that front, I also had things in games that turned out a lot worse than I originally intended due to time limits. Though I think there's a great game buried underneath it all, you just need patience to get through the bad.

Chronicles: Fate of a Princess Review

Wow, great review, I was also looking for an MV sample game and found this one to be a great inspiration :)

Our opinions regarding the classes are almost identical. :) Though there are three things I want to mention:

Warrior is pretty badly designed and works only despite its flaws. I'd say it only really gets great near the endgame, when you get the good Substitute gear (Friendship Bracelet and such) and that level 10 ability that doubles their max HP. The class has a lot of useless skills, like that one where you use up all your valuable TP to do mediocre damage or that bugged one that is supposed to act like a better Guard, except it doesn't have an Agility bonus, so it mostly activates after every enemy already acted. Still the third best class for the princess though (especially since only she can equip the best sword in the game). A lot of its damage comes from passive counter-attacks.

Regarding Bard, due to their ridiculously high Agility (which gets boosted even more with that special dagger from the bonus dungeon), they are the best at using items like the ressurecting ones and potions. Especially since they have a passive chance to gain additional action, so they can do that and still use their skills. I don't find them bad for healing against bosses, that regeneration song helps and they can heal with Potions. Divine Plea from Paladin is still great though. Also, while Song of Action is a no-brainer that is pretty much mandatory for the bonus bosses, there is another, even better skill in that one song that makes the whole party defend during their round. That is probably the most OP skill in the game, especially once you have multiple actions. In the end, I would use a party of 2 Rogues (or Ranger + Rogue) + Warrior + Bard and switch the Bard out for a Paladin when needed for Divine Plea or something else.

I agree that Warlock is the worst designed class in the game and some of its skills do more damage to your party than the enemy (Mage in comparison is just weak and boring ), however I would still say that Warlock is stronger class than Mage. Warlock has loads of HP (more than Warrior even), so it can survive a lot, while Mage drops pretty much immediately. Meaning, while Mage is pretty much useless, atleast Warlock can do the Potion duty and maybe spam that one ability they have that lowers Attack. I've played as a Mage princess in my first playthrough and had trouble defeating the bonus boss at first since she was pretty much always KO. I think if I made her a Warlock, it would have gone better than with a Mage.

Cuties & Clues Review

I also got massive lag on the character selection screen, as I mentioned in my review. Thought I was the only one, since Liberty didn't have any issues when she streamed it. Dunno what causes it.

Good review btw. Seems we pretty much agree on this game. :) Though I never really felt threatened by AKA past the very first time they showed up. I was playing as Bodibuldos though, so I could pretty much just stunlock them.

Reaper of Swords Review

author=kory_toombs
Thanks for this review. I'll keep this in mind if I make another game using this engine. Some of the issues you found might be due to my inexperience using this engine. And originally this game was going to be made with Unity. I'm considering either making a metroidvania or a diablo clone next, but can't really decide. Also, need to find graphical assets. One of my main hurdles with this game was that I was using limited assets.

The spikes above, where the pillars are can be avoided by moving right, without jumping, and dropping down.

To avoid the fireball, when the boss in at the top center, start your character on the edge of the screen, then when the fireball is released, run to the other side, you will avoid all the fireballs.


Hello, honestly, I get this. It seems like it was your first game in this engine and in addition to that, you seem to have switched from Unity? It's a fine first test project and a good base to build from.

Regarding the spikes, while they were annoying, the complaint wasn't really about difficulty as much as the fact that you could have literally kept jumping into them with no problem in most places, then move a few pixels and die instantly. They weren't that bad to avoid.

Also, one time in the last level, I stood on the edge of a platform, then attacked a flying skull without moving. The Reaper's leg shifted a few pixels as part of the attack animation and the character fell into the bottomless pit even though I literally only pressed the attack key. Not sure if this was a feature or not, but it really frustrated me at the time :D

Regarding the art assets, I figured that was the reason for the kitchen sink approach. Though mostly it fit pretty well. I just think that, say, the genie should've been moved to the Temple, since he feels kinda out of place in the Swamps.

And yeah, I see what you mean now. Tbh, when she decided to use those fireballs, I was mostly in the air attacking her and didn't have time to process the situation to get past her without taking damage anyway. Kinda my fault, though the boss really could use another mechanic besides flying along the edges of the screen.

I would definitely like to see either of the two possible directions you might take this in the future. As I said, this feels like a prototype for a much better game :)

Perceiving Shapes Review

author=Starmage
Hello Beregon and wow!! Thank you so much for this extremely detailed review! ^_^ :) I fully understand the critics that you found, as I myself actually wish I was able to convey the symbolisms more clearly and not too vague (though I did aim for some vagueness since the game jam's theme was "Cosmic Horror".), still, the plot could indeed use some clarity and not just seem like an endless mystery box as you have mentioned. xD

I'm really happy that you enjoyed the game for what it is, and I'm glad you liked the presentation! ^_^ :D

I honestly appreciate that you tried the best you could to analyze the plot, and see that it can indeed be theorized... But yeah, I wish I could make things less vague in the future. :)

I did put all the symbolisms in the game for a reason. :D And it would take me having to PM you the entire thing if you're eager to know. ;) But hopefully, if you know em, it wont take away from the mystery. ;) I assure you, its not supposed to be just a "It was all a dream" kinda take. xD As what I have come up making it goes into a rabbit hole. :D

Once again, thanks so much for the review, Beregon! I appreciate it!


Hello Starmage! From my review, it probably seems like I've enjoyed the story much less than I actually did. Honestly, it wasn't that bad. I didn't really think that it was all just random and the symbolism was pretty coherent, so I was pretty sure that it all means "something". It just wasn't clear enough what. I expected some kind of reveal, but the ending didn't really provide that. Which was a shame, since I was very interested about it and would like to know more.

As I said, it's subjective. I don't like too much vagueness in story and "open to interpretation" kind of games, largely bacause I've experienced numerous ones that did it very badly (yours was alright in comparison), so I'm just kinda tired of it.

Cuties & Clues Review

author=Avee
"Frogge is sus"

Thank you for the detailed review!

author=Beregon
Just pressing a key to browse between possible characters lagged a lot and could even seemingly freeze the game for a time
You're the first person to mention lag during the character selection screen. I'm afraid that I can't find the cause. It might have to do with some of the constantly running Parallel Process events but there was no lag on my end... That bug will remain a mystery.

author=Beregon
using a wrench or Bodibuldoses's attack with a chance to stun worked really well
Blue attacks may make the target skip a turn, which is indeed a very useful effect. The blue item Bike Helmet is also the most useful defensive item. I do believe that I made blue overpowered.

author=Beregon
the traps seem too weak and with barely any impact on the game.
I wanted traps to also use the color system to deal more damage to certain characters, but I didn't have time to implement it.
Many ideas had to be left out in order to release the game within the deadline.

All that being said, there is definitely room for improvement.

author=Beregon
An expanded version of this game could really be something special that would have the potential to become a classic.

You think so? I'd like to get more feedback from the community about a potential remake.
A few people have said that an improved and expanded version would be worth going commercial but I'm on the fence about that.

I don't know, it just kept lagging massively every time I attempted to change the character and it only kept getting worse the longer I stayed on the screen.

Bodibuldos was indeed very powerful, which might make sense for a "default" character for beginners.

Yeah, I know how that is :)

It definitely could be. With some additions, bug fixes and maybe additional maps/scenarios.

If you wish to work on this further, maybe add some random events and especially expand the involvement of the other characters. Right now, you hardly see them as is and the only thing they do is give you tutorial tips.

Like, dunno, maybe there could be a random event where A.K.A. frames your character and they have to prove their innocence? And if that fails, the other characters turn into powerful enemies.

And maybe A.K.A. could sometimes target other characters and you would have to locate them and save the target.

It might even turn out that there are multiple A.K.A.s and therefore, multiple suspects.

You know, just add some depth to the core concept.

And maybe add a few more characters/colors while you are at it. Maybe Brown vs Black/White?

Just a few suggestions, you probably already had some of these as unimplemented ideas :)

Misaos 2020 - Discussion Topic

Ok, since it's now encouraged to recommend your own games, let's do this :P Glad Luke Daimont was already recommended, honestly, that's already much more than I expected :D Anyway, without further ado:

Luke Daimont: Absolute Mayhem



A SHMUP platformer made in a week for the Trials of MZ event. Got to second place, well, sort of? Got voted to the top 3 and only got 2 points less than Game with no Name, largely because Liberty didn't score my sidescrolling level graphics that high (which is perfectly understandable :P). Got the best score in Engagement though! Also added a bunch of improvements since the original event version, like a slightly better boss fight and collision detection.


Amarok's Howl



Made for the Kill the Cutie event, in about two weeks after I abandoned my previous project. The most notable thing about it is probably that Sedna legend, which caused quite a reaction during the event stream. The game is sorta based on Inuit mythology. The basic gameplay is that you need to rescue 11 people, who are located around the Campus and their exact locations are random. You also need to sneak around and run from monsters, who patrol the maps without having a rigid patrol route and can detect you more easily if you are dashing or moving. Improved it a bit since the event version, adding a few enemy types that would make it more dynamic.


Now, to recommend a few games made by others that weren't discussed yet:


Feed Your Pet

A candidate for that hedgehog category.


Scar of Shadows

For the demo category. The combat is really fun.


Cuties & Clues

I think this also deserves to be highlighted.

1st prize winner in the Spooktober Spooktacular game jam!

Congratulations, I knew for sure that your game was gonna be in the first place, well deserved! :)

Cuties & Clues

Nice game! I believe that I got the best ending.

Everyone was innocent and it turned out that Pomelon faked her death. Everyone survived.

Sword of Aegis (Demo) Review

So, I know this is a three years old review of a 13 year old demo, but seeing how much flak the author got for the name of the game in both the comments and this review, I just can't let this go...

Aegis doesn't exactly mean a literal shield in latin. Atleast, it's not a common word for an actual shield someone would carry in battle. That would be something like scutum or clipeus etc. If aegis is used, it's more often in the metaphorical sense, like a "shield of status" or something like that.

Basically, true to the myth from which it originated, aegis has the association that someone is protected from harm by a higher power. The original Aegis also wasn't necessarily a shield, sometimes it was a piece of an animal skin, I think it was the skin of a goat. In some cases, it was also referred to as a breastplate.

Atleast in english, Aegis can also mean protection or patronage etc. and is often used in that context. Sword of Protection sounds perfectly acceptable. Plus, maybe I'm the only one, but Sword of Aegis sounds like a pretty cool title.