DEIVIDDO'S PROFILE

Seasons for Seasons
A story of second chances and lost opportunities as the fates of a clock maker and a farm lad intertwine. Features job class system.

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Which message system do you guys think I should use?

Is there a way to put the face in the second version? That is my preferred method.

I do like the smaller boxes over characters heads. I don't mind the text jumping around at all. I think it helps the player to associate the text with the sprite currently speaking. Some scripts even have a comic icon pointing to the character speaking. I suppose it boils down to preference. I'm not sure what people in general like.

If it's a choice between the first and the second without a face picture, I personally find it a tossup.

The first demo is released on account of RSW

I played your demo for RSW and here are my comments.

* BUGS - I don't recall any bugs.

* TYPOS - I don't recall any typos.

* DIFFICULTY - I played up to the cave after you get Nina. I found the encounter rate to be far too high and I became frustrated. I do think that the high encounter rate is just as an old school game like this would have been, but it removes a lot of the enjoyment from a game for me. So, I suppose there is a difficult choice between an authentically old school game and a game that is more playable. If the encounter rate were lower, I wouldn't have shut the game off. I might play more later. I do want to see more of where the game is going, but that all depends on how much I can withstand all of the battles.

* MAPPING - Mapping seemed faithful to the genre. I did get lost in the caves, but that is more my fault.

* LENGTH & PACING - I'm not sure how long I played because, true to the original BoFs on SNES, there is no game clock.

* STORYTELLING - The only time I was lost was in the beginning when I had neglected to talk to the guild leader to get my quests. That was my own fault though. I didn't feel connected to the story, but I wouldn't expect to in a game like this. I adore the original Breath of Fire, but I never felt connected to its story either. It was also probably too early to get very invested.

* TRIBUTE - The game definitely had the feel of what an NES Breath of Fire might have been.
One little silly thing I noticed is that in Breath of Fire games, when one searches for an item it will say something like "Anything here?". Then it will give you the item. I didn't see your game doing that. It's a minor thing, and I always thought it was odd that Breath of Fire games did that. It might make the game a tad more akin the the series though if you threw that in.

From everything that I have seen so far, I think you've done a very good job in making an NES-style Breath of Fire fan game. It's always nice to see Breath of Fire getting some love. Keep up the good work.

First Demo Release

Good job so far. I played through the demo and have the following comments.

I found the following point that seems to be game ending unless I am missing something.
I went outside the vampire castle, but was unable to reenter the door. Fortunately I had saved shortly beforehand and was able to load the previous save.


I found a few typos.
  • Early in the game, I think it was Kel who said "Niether of us can travel alone."
  • The green-haired innkeeper spelled prejudiced and permission wrong.
  • I think there was another point where apology was spelled appology, but I forget where.


Around Averdene, there are several towns on the map, but none of these can be entered. I am not sure if they are just meant to indicate that this is a generally populated area, but I found this rather confusing. Or perhaps there is a way to enter these later. If there are just decorative, I would suggest removing them.

I wasn't sure what the Hit skill did. I believe it was grayed out in every battle.

I would suggest shortening the pause after gaining items from a treasure chest. After the message pops up telling the player what was found, it takes a little bit to be able to move again.

The cuts scenes seemed to move a little slowly since the player can't move the text forward. This is obviously intentional, but I personally felt that the cuts scenes tended to drag somewhat since I read faster than the text was progressing. Perhaps it might not hurt to allow the player to advance the text as well.


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