DRAGNFLY'S PROFILE

Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
Developer of videogames and boardgames. Yet to release a boardgame or a game made in RPGmaker.
Favourite genre: jRPG, Strategy RPG, Action RPG
Other likes: Anime, digital media, writing
Proud Canadian
Avatars: Tiara from my should-be-upcoming game Resolem, by NiwaRhythm

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#3. Chills for a Number of Reasons.

As with any job, it's always better to let people know in advance if there's a complication.

While I didn't actually open any of these images to try and read what they said I can still tell the volume of notes is large. Certainly more than a few month's worth of work.

Image5.png

It's next to impossible to make a cute kid face in the character generator. I feel your pain.

Title Screen Map Plugin

Wow. I'd just like to say thank you a trillion times. THANK Y<truncated>

I was making a title screen using all events and transferring a transparent player but I couldn't think of a way to bring up the load screen because I'm old and script-inept. Then turns out you did the whole kit and kaboodle (told ya I'm old) and then some all in one package with a very amusing license.

So yeah, this one's the one trillionth - THANK YOU.

blindXpot

There's a good fluke. I don't have the game anymore but I see I do still have the example screenshot I was going to attach to my review. I remember there being more but this was the example mentioned.



I always advocate writing all the game text into a word processor for first-pass error checking. Devs can also copy/paste lines into a notepad window with a guide at the top for however many characters your message window will hold on one line. It keeps over-run from happening because notepad defaults to plain text monospace. There are also scripts to do it (a Yanfly, for example).

Anyway, I'll be of next to no help now that I no longer have the game. Best wishes on future projects, guys. Keep at it.

blindXpot

For some reason every time I tried to submit my review I get an error. The error says the admins know about it already but since I don't really care about my makerscore I guess I can just post the review here.

Summary: Great CGs, character designs and some impressive technical achievements haunted by a horribly-told story and some other small problems.

Score: 2.5

I'll start by saying that I love escape stories. I've played so many of those Flash room escape games and read so many manga with an escape premise and I can never seem to get enough.

Following the standard amnesiac awakening in a dark room opening we get a glimpse of the good and the bad in the very first room. It contains standard exploration puzzles, item use and a smart puzzle. Not difficult by any means but not exactly a-bear-could-do-it levels of easy. It's a puzzle that sets the bar for what the player can expect from the game. Unlimited retries, check the clues whenever you like and save anytime. Also the custom sprites for the characters are nice even if their not aligned perfectly to the flashlight beam.

Walking around I noticed that the walking sound still plays if you're pressing a direction into an object but the character isn't moving. He's not even stepping in place but you hear footsteps. Also the RTP has much better sounds for locked doors. The one used is clearly for a door closing.

The next problem came in the hall. The RM standard of holding SHIFT to run is there, which is greatly appreciated because nobody likes to walk if they can run. However it's also used to skip text. What happens sometimes is that you're running along and a cutscene starts but because you were holding SHIFT it skipped a chunk of the dialogue.

Also of note is that the character designs are very good with really good art. Aria's design is right up my alley (my favourite hair/eye combination). There are lots of pretty CGs and a gallery you unlock as you progress and see more of the game's illustrations. You'll need all three endings to complete your gallery. The only problem with the art is that mugshots sometimes show a more severe emotion than the dialogue seems to intend. This is less due to a lack of face art and more due to poor art selection for the dialogue given, as you sometimes see a more fitting mugshot elsewhere.

The 2nd puzzle is also good and it's randomly generated but still easily manageable.

The other puzzles are nonograms and this was my first time encountering such a thing. I really kind of like them. And you'll be seeing them several times here. Also of note is that they're very impressive examples of RPGmaker eventing. That must've been a fair chunk of work to set up. I can tell right now that if I wouldn't have gotten it correct on the first try.

I did have a problem with how the rules for the nonogram are given but the dev says he'll fix that so bonus point given. Of course if you're already familiar with nonograms this wouldn't even be an issue for you.

I got two out of three endings. They don't seem to be named so I'll just call them "Leon" and "Ouch". Due to revelations in these endings it can seem some of my further points are invalid but I record my thoughts on a game as I'm playing for when I make my reviews so although an ending may have made the problem moot, it was a problem at the time and would only be excused if I already had end-game knowledge, which nobody will.

The writing does have a fair bit of awkward sentences, typos, bad grammar, cut-off words and double letters or words peppered throughout. Not as bad as other games I've played lately but still bad enough to ruin the feel of a scene. For example in one of the endings a line concludes with "alway". The opening and ending are the worst places for such problems. Even if English isn't the dev's native language this is terribly lazy as there's many ways to get around it. Scripts, volunteer proofreaders, using a word processor in conjunction with Notepad... there's just no excuse nowadays.

But the terrible monster of language goes a lot deeper this time. It strikes at the creative level. There's no easy way to put this but the narrative is just outright bad. It's poorly thought out like the entirety of the dialogue was written in a single pass. Some apparent plot holes turn out to not be plot holes but only so once you know the ending. Up until then they're not mysteries, they're simply holes that make the player wonder why characters are doing certain things. It's the difference between intriguing and off-putting.

Another strange writing choice is to fill the entire line with "........." instead of just the usual "..."

That's not the only odd writing choice. Here's some more:
-Leon tries to evade suspicion by saying he stubbed his baby toe on the wall. Stubbing your baby toe on a wall is only remotely possible if you're barefoot and approaching the wall at a corner or from a really weird walking position.
-Lepin was using a 2-way communication device (he responds to them) but nobody thought to assert that Leon was possibly the wrong Leon? Sure, we know why at the end but it makes no sense for the characters at the time. When this scene happens Leon is of the full belief that they have the wrong guy.

-Game: "You can solve these puzzles whenever you like." Player: *tries to solve puzzle* Aria: "Now isn't the time!"
-At one point there's an earthquake and one of the characters says to rush for the stairs. In an actual earthquake NEVER DO THIS! YOU WILL DIE! Also a funny flub for that scene is that me standing by a desk makes loud footstep sounds but a bloody earthquake is completely silent.
-The Aria/Camille reveal in the ending generates an odd double-fault at the climax puzzle. The puzzle answer makes no sense in story once you know what Leon is up to but the player wouldn't have had that knowledge at the time. So it's both a paradox for the player and for the story. Screwed no matter which is true. And alas not making a lick of difference anyway but more on that later.


Although there were puzzles asides from the two first ones and the nonograms they were either solved automatically or were very inconsequential, like a short maze primarily divided in two halves. There's also a fairly pointless one that requires menu selection and seems to be for character development except the dialogue therein isn't really engaging and the menu-based searching is unrewarding and annoying.

Then we get to the climax. I'll try to keep this short but it's hands-down the game's biggest problem. Up until here it was at least passable but the climax and endings force me to actively dissuade others from playing it.

The climax puzzle was lead up to from almost the start of the game and I was prepping for it with little notes like any good gamer should. But when the game showed me that it was giving me unlimited retries, no consequences for wrong answers and the ability to check clues whenever I wanted I discarded those notes. And then the game presents us with our final clues... a 4 digit number, a floor plan and 3 screenshots that pop up and are gone in the blink of an eye. "Great!" I'm thinking. "I'm glad the game will let me review my clues because I did not remember all that." and then it tells you to put in the answer and doesn't let you exit the menu. The game states a few times that the code can only be used once and if it's incorrect, you're screwed.

So I went so far as opening a 2nd instance of the game, checking the gallery and proceeding through the to scene again (thanks, SHIFT) to find the correct answer. But like any good gamer I wanted to also try the wrong answer and maybe score a Bad End. And it turned out there was none. The entire "final puzzle" at the climax of the game is completely on rails. It's presented like you can mess it up but you can't. I'm annoyed that I can't be truly annoyed by this since the game held your hand the entire time but it just made it really seem like the finale would be the real deal when in fact it held LESS consequence than all the other puzzles!

When you do make the only selection that works you get what I called the Leon ending. This is a very long wall of dialogue with FOUR plot revelations. There are CGs to accompany it at least but revealing so many twists all at once really bogs it all down. The player has no time for any emotion or revelation to sink in and then the credits roll. It's just a mass of words (with errors here and there) that entrapped the story and drained all the interest out of me. It's not that it was hard to follow or that the dialogue was (entirely) unbelievable. It just wasn't an interesting conclusion despite having so many twists and combo'd with the appalling final puzzle makes it all feel worthless.


What I really want to see come from this game is for the artist and whoever evented the puzzles to team up with a skilled writer and make a truly great game. "Now with a new ally, from the ashes rose a bird of shimmering gold" and all that.

The Allison Door

author=Elder71
I would repeat the recommendation to read House of Leaves. You should pick up a copy straight away and get lost in it - reading it won't spoil anything for this game, I'm 'inspired by' rather than 'based on', if you get me.


On that note, not counting personal preference is there anything... linguistically technical in the book. By that I mean anything that would make an audio version less impactful? And just to re-state, I don't mean an opinion of which would be better. I mean like are there key illustrations or anything that require a visual medium?

Silent Insanity 2

author=Prinnyhero
Not necessary at all. The relevant points are recapped in part 2.


That's good news.

Though I just went to download it and LOL I don't have enough free space. Wasn't expecting an RM game to be over a gig.

blindXpot

I posted the puzzle elsewhere and got 8 replies. 7 people couldn't see anything wrong about this solution. One person knew of nonograms already.

They explained that the order of the blocks matters. So just to be sure I restarted my game and rushed to the first nonogram puzzle to re-read your instructions. I copy/pasted screenshots of the instructions for people and 4, (myself makes 5) didn't interpret them the way you meant. The part about "needing to be filled in from left to right", I took as a mandatory order. Like if you filled the puzzle in reverse the game wouldn't detect that as a correct response due to how it was evented. It sounded more like an RM cautionary thing than a nongram cautionary thing.

The person who knew nonograms explained that the tiles do indeed need to be filled in in the order the guide numbers are presented. Yeesh. I slaved over this thing for all this time due to shoddy rules. Ugh.