CREATION'S PROFILE
I translate games as I don't have enough time to make them.
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Americans are stupid?
I don't know, I have the feeling the same thing happens in Canada on a smaller scale. I'm under the impression that people outside of Quebec (BC, Albeta, Manitoba... Yukon) don't really know what's happening there and have no idea about the geography.
I don't think most people I know in Quebec know where Edmonton, Yellowknife or Charlottetown is.
I don't know about where the states are either, except for a few exceptions like Texas, Florida and Vermont but then again I'm not really interested by America as a country.
I don't think most people I know in Quebec know where Edmonton, Yellowknife or Charlottetown is.
I don't know about where the states are either, except for a few exceptions like Texas, Florida and Vermont but then again I'm not really interested by America as a country.
Americans are stupid?
rpg3.png
*Chests look too huge, resizing them by half in photoshop would take you 5 minutes and it would look better.
The rest is ok, besides the floor tile that is but you already know about that.
The rest is ok, besides the floor tile that is but you already know about that.
rpg6.png
I think this is loads better, no comparison. I wish we could avoid the whole freaking drama and just get to making better games. The top of your walls looks MUCH better
There's some stuff on there from famitsu which gives more originality and it's more pleasing to look at (looks less generic).
A few things though:
*Bottom left corner, second piece of furniture, the match isn't well done. Not only is the color contrasting pretty badly but you're also missing the top of the third drawer.
*The beds don't look good, I'm talking about the blanket. There are loads of beds recolor available out there.
Look there:
http://www.brighthub.com/video-games/pc/articles/88497.aspx
(You can find a blue bed there which looks better).
*The tile on your floor looks really weird, this is what struck me at first. The tiles don't seam well, I'd fix that in photoshop if I were you.
There's more but I think that's for now.
There's some stuff on there from famitsu which gives more originality and it's more pleasing to look at (looks less generic).
A few things though:
*Bottom left corner, second piece of furniture, the match isn't well done. Not only is the color contrasting pretty badly but you're also missing the top of the third drawer.
*The beds don't look good, I'm talking about the blanket. There are loads of beds recolor available out there.
Look there:
http://www.brighthub.com/video-games/pc/articles/88497.aspx
(You can find a blue bed there which looks better).
*The tile on your floor looks really weird, this is what struck me at first. The tiles don't seam well, I'd fix that in photoshop if I were you.
There's more but I think that's for now.
Giving Feedback: Pass or Fail
I will probably start my own video feedback thread with more of an emphasis on the types of development issues that I think are important.
By all means, do. I don't own the idea, go ahead and do your thing. The more feedback available the better. I'll be forward to watching your videos and see how much time you spend testing out each game (hours? how long are you planning?). I honestly have a lot of respect for your determination to test each game in depth. You'd be the only one who's doing it besides Craze and YDS (as far as I know).
I'll wait until someone else submits their game and I'll continue as long as people request me to do it as I enjoy it and it's a great way to play games I wouldn't have otherwise. I'm getting PM asking me to continue as well and if it helps people then that's even better.
My problem isn't simply that this kind of feedback isn't as useful as feedback about the whole game. I don't just think it's less useful, I actually think it's potentially harmful. I really think that this kind of thread encourages people to spend their effort on the superficial parts of their games.
I see why you might think that but I see things differently. I don't think that doing a good beginning for a game equals superficial parts.
I'm also thinking of giving games that passed another 15 mintues to see if they manage to keep my interest longer. that would be a step further into giving feedback.
Giving Feedback: Pass or Fail
And that's cool Carvonica, that's your right and I respect that. I don't actually have any trouble with the art itself, it looks great. What bothers me is that so many projects end up using the same graphics and end up looking very similar.
Very true, maybe I should add this to the first post of this thread.
Metal Gear Solid by Zephyr
I'm open to new submissions for the next one. Any game is welcome as long as you're the author.
I agree with this, but with the caveat of "...or the game is not a good fit for that person".
People's tastes are different, and perhaps that person isn't your ideal target audience.
Very true, maybe I should add this to the first post of this thread.
Metal Gear Solid by Zephyr
I'm open to new submissions for the next one. Any game is welcome as long as you're the author.
Giving Feedback: Pass or Fail
@Max: Feel free to give your opinion although I reserve the right to disagree with you. If that's something you can handle, shoot away.
I'll be doing Zephyr's game next.
I'll be doing Zephyr's game next.
Giving Feedback: Pass or Fail
of course when you already have a positive review that tends to make you a bit more indignant than you otherwise would be
By all means do. You are 100% free to disregard everything I've said about your game. I by no means represent all of the players as a whole. It's just my opinion, man, just my opinion. If you think it's shit, then forget about it, no big deal. You knew I'd play 10 minutes, accepted to play by the rules and that's it.
I don't understand the point of this. 15 minutes is nothing. That's not even long enough to learn how to play the game in any but the simplest, most boring games. If you were reviewing the first several hours I could see this being useful - that is how long it takes most strategy/rpg/adventure games to get rolling. But if your game starts with a tutorial, 15 minutes isn't even enough time to finish the tutorial. If your game starts in a town, it's not even enough time to get to look around the whole town. If your game starts in a dungeon, it's only two or three battles. Regardless of how your game is set up, it's not long enough to understand the game.
Thanks for your input.
I agree with you that 15 minutes is a bit short. The best thing would be to put hours into the game, that much is true. Would you have time to plow through the hundreds of games available here for hours? I don't have the time to do so. I think 15 minutes is enough to get a general first impression. It is ultimately not about the whole game but about the beginning of the game
Either way, this is how I play RPGs. I don't talk to every NPC and read every single bit of dialogue and I'm sure I'm not the only one.
This thread just strikes me as problematic. Don't encourage designers to spend more effort on superficial appearances than on meaningful content and depth. The first 15 minutes of a game is just superficial. I love feedback, but play at least a few hours so that your feedback is meaningful and not misleading.
I'm sre you know as well I that some games have a first 15 minutes that literally suck you into the game. It doesn't have to be the graphics. I don't know if you've played many RPGs and I'm assuming you have I'm sure you could come up with some examples of games that start strong such as Earthbound, Lufia or even Final Fantasy VII who put you in the driver seat right away.
Sorry if that sounds offensive, but consider it my feedback on your thread. (After reading through the entire thing, I might add
I doesn't sound offensive at all. I think you bring in some valid points.
Giving Feedback: Pass or Fail
@Yoshio:
As I've said in the first message:
And also:
If anything, it will provide a video as to what your game looks like. Also, I would like to point out that I didn't think your game sucked, I just wasn't interested enough to continue playing it.
I think it's a good idea to indicate where some things are such as in pots and the like. Baldur's gate did the exact same thing by pressing the ''tab'' key. If someone prefers to check every single container to find hidden item, good for them, whatever floats their boat. I for one, don't like it and don't think it's a good design decision.
As I've said in the first message:
this is just my opinion. I strongly encourage people to try the games by themselves and to make up their own mind
And also:
"is the game interesting enough in the beginning to keep me playing"
If anything, it will provide a video as to what your game looks like. Also, I would like to point out that I didn't think your game sucked, I just wasn't interested enough to continue playing it.
I think it's a good idea to indicate where some things are such as in pots and the like. Baldur's gate did the exact same thing by pressing the ''tab'' key. If someone prefers to check every single container to find hidden item, good for them, whatever floats their boat. I for one, don't like it and don't think it's a good design decision.
Giving Feedback: Pass or Fail
@elipswitch:
He wasn't being serious. ShortStar is mad because I went so far as saying that one of his maps had too much empty space and has been hellbent on my case ever since. You'd think so trivial wouldn't matter but it seems like that comment shattered his world. He browsed through the games I translated to find a map which had empty space for some sort of revenge. I didn't make the map though (since I just translated the project) so it blew nicely in his face.
He used to be more direct but has recently decided to go for a more passive agressive approach as opposed to confronting people directly. In this case he's trying to disqualify my opinions, I guess I'll need to send him a PM next time to make sure I'm allowed to think differently than he does. There's nothing you can do about this. If had known that saying his map had too much empty space would wound him so deeply that he would spend so much of his time trying to get back at me, I just wouldn't have said anything.
I'll do your game ShortStar.
He wasn't being serious. ShortStar is mad because I went so far as saying that one of his maps had too much empty space and has been hellbent on my case ever since. You'd think so trivial wouldn't matter but it seems like that comment shattered his world. He browsed through the games I translated to find a map which had empty space for some sort of revenge. I didn't make the map though (since I just translated the project) so it blew nicely in his face.
He used to be more direct but has recently decided to go for a more passive agressive approach as opposed to confronting people directly. In this case he's trying to disqualify my opinions, I guess I'll need to send him a PM next time to make sure I'm allowed to think differently than he does. There's nothing you can do about this. If had known that saying his map had too much empty space would wound him so deeply that he would spend so much of his time trying to get back at me, I just wouldn't have said anything.
I'll do your game ShortStar.














