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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Goatchild: Advent of Vantelieth

I remember a long time ago some game didn't work because I didn't know VX and VXA were different. I just thought people called VXA VX because they were really, really lazy. LOL

Fear Society

Similar to Miryafa, I may sound harsh sometimes but if I've stayed subscribed and haven't told you to go to hell then it means I want you to succeed and grow as a developer.

author=Miryafa
Please no. I hated The Matrix Reloaded's ending, and I hate when any other movie ends the same way. It extends to games too. "To be continued" is what I call an unacceptable ending, because it means the developer had more material that should have been in the game, and didn't put it in. In other words, the developer released an incomplete game. And on the other hand, if a sequel is just a continuation of the first game, then it's an incomplete game too.

I can think of lots of reasons for a sequel or a To Be Continued in stories of any medium. Maybe the scope of development wasn't big enough for all the content so you need another game for the rest. Maybe they're things you didn't think about at the time but wanted to add after the fact. Maybe the content was out of scope for this chapter of the series and is better addressed in a future instalment (this is commonly used to explore characters deeper while handing a new conflict in the story, or in this game's case more stories told and who is going to be the new winner).

Fear Society

Ah, Are You Afraid of the Dark. I remember when the show came to YTV and they had that ad campaign where you tried to guess what the show was called based on their vague hints. I remember that I guessed "Oracle" and my (older) brother asked if I even knew what that word meant. LOL.

Anyway, opinions, bugs, problems, etc:

Tyler

-that's an absolutely gigantic parking lot for only having 4 parking spaces in it LOL

-I went to the right first and into the warehouse. LOL complete logic break. Maybe block that area off until it's needed? You could have a car parked in front of the entrance and have her comment on how there's all that space in the lot, yet the driver still had to be an ass and park blocking the path.

-Outside Novis Apartments, the left garbage can in on a bad tile. On that note, in the apartment lobby see if the area behind the landlord's (HUGE) desk looks better if you Shift-click the bottom border of the carpet instead, to make it look like it's vanishing behind your makeshift front desk.

-Typo in the big reveal in Tyler. Your -> You're. I recommend doing all your game text in a word processor. It's a great way to avoid little hiccups like this. Personally, I suggest a web browser with Grammarly (free) installed. I just copy/paste it all in a blank gmail message. That way it auto-saves frequently too so you have a free backup as an added bonus.

-Typo in, I think, the ending. see their mom's -> see their moms.

-Typo in the epilogue. nightmares eventualy -> nightmares eventually.

-care-takers method -> caretaker's method.

-When you check the crack on the wall in 104 it says "no wonder she's being evicted" but she's not. That unit has been vacant. 103 is being evicted.

The Maniac
-http://i.imgur.com/DpPknPV.png I can walk on my car!
-
So this is the same guy mentioned in Tyler? That doesn't make sense. If he were an established urban legend or a real killer at large (in the story) then it would make sense for kids to borrow him for their stories. But the conversation after The Maniac makes it seem like he was made up on the spot. Unless the two storytellers collaborated beforehand, it doesn't make sense.


Penelope
-for the test of knowledge, the clue on the 3rd statue seems reversed. A -4 won't get you anywhere.

Bloopers
-Bloopers should only unlock after you see the stories. Also, there's a critical oversight here. More on that below.
----
Sorry that I didn't finish it. I did all the stories and then went into bloopers. When the gag reel is done your only options are editing the options for some reason, and returning to the title screen. So you need to replay a story to get the option to vote again, or go through the intro bit again to be able to load the game.

After seeing everything I went to save before voting, and the game went right into The Maniac again. So I had to restart and reload a save, but then it didn't have the option to vote anymore so I'd have to play through a story again. I just quit instead. Based on the existing stories, voting to see the ending or possibly some final story wasn't worth the hassle.
---
Some things to help you out:
-The entire project needs a spelling/grammar check. My recommendation of not writing your only draft in RM itself still stands. Grammarly strongly recommended.

-The mapping is pretty bad. Don't feel like you need such gigantic areas, especially indoors. You don't need to fill the whole 17x15 tiles or whatever a screen is. If you're finding there is a lot of empty space, either fill it sensibly or shrink it and your game will look a lot better.

-The stories themselves were either meh or ok but the setup is good. I never really felt threatened or challenged, though, and horror is one genre where at least some challenge is important. If you're not threatened, either mentally or physically, it's not scary.

-As for saving anywhere, normally saving anywhere is a good modern convenience. Players are used to it. The only times to not allow it is when you want to make sure you're in control of the switches and checkpoints or for adjusting the difficulty curve. For this game, I'd say saving anywhere would have been a big benefit. The stories being short donen't change the fact that you still have to redo areas with no gameplay merit, and narrative merit is usually only valuable the first time. You want that to be as little as possible.

I'll likely come back to it to finish the game off another day.

EDIT: I strongly recommend using a proper start/load/exit title screen. You shouldn't have to start a new game in order to load a game.

Goatchild: Advent of Vantelieth

If the key you're missing is the Messenger key, then ExodusTribute answered that one a few posts back so just search for thet word.

Goatchild: Advent of Vantelieth

likely something wrong on my end. I do indeed have the Australian Sunrise *whip crack* font installed. I'm sure there was another game recently that I played which used Australian Sunrise *whip crack* but I think now it was ok, since the last time I had this font problem was, I guess, ages ago.

-badges
How about a free contest among players. The first one to find all your badges in a chapter gets to try your next chapter early or gets a wallpaper or something? Get that motivation out there or whatever.

I really respect solo devs who are making an effort. It's so freakin hard. It really is. I've used Google Docs/Word, Google Sheets/Excel, yEd, Homestyler, Photoshop and even Minecraft to keep my puzzles and maps organized and there's still always issues. Then there's just applying the good ideas well, rather than just using good ideas. Yeah, solo is rough but developing in a team has it's own set of problems and no guarantee of eliminating the ones from solo development. We have to just work with thatever we feel best with.

Goatchild: Advent of Vantelieth

Footsteps and scripts - Ah. Nothing can be done about it then. I've seen ones that assign events to regions, so I figured that's what you were using.

Flashlight - Easy enough to just say that even the flashlight can't pierce far enough to see anything.

Doors - Yeah, I was unsure if there would be switches or locked doors that I needed to handle before accessing other keys.

Messenger's Key - GODDAMNIT. Yeah, it was that one. Geez, I totally didn't notice that rat was different from all the others. That's likely going to get a lot of people unless they're the type to try to murder every rat.

End results - Imgur is being a jerk and hangs on "creating your image" when I try to post my screenshot:( Anyway, all of the boss' text was practically impossible to read because it was black with black dropshadow. I'm thinking it's something on my end though because this happened in another game and the font name is familiar so I think I at least looked into it before.

-
When the painted woman appeared, I guess I was jittery because I unloaded my gun... in the wrong direction. so I essentially got the cutscene because of recoil:)


That was really, really good. Everything with atmosphere and presentation is top-tier. The story is very interesting. You often account for the player going back and talking to people after scenes changes. I'd fault it on controls but a controller would fix that. I just didn't bother setting mine up. I'd say the biggest problem is map orientation but for what it's worth I did eventually get used to it. The dungeon design itself is fantastic. It's delightfully huge and pretty open-ended yet although the visuals are consistent throughout, zones are distinct enough from one another that you can easily divide it up in your head. I did do a lot of unnecessary running around but that was mostly all for the last key. Might be worth having Watcher give hint if other players complain.

I'll go back in for the extra stuff but it'll be a while since I'm up to my neck in the eternal suffering of my own project. Good work though, and thanks for being cool and mature with the feedback.

Goatchild: Advent of Vantelieth

(answering your comments.)
-settlement
12) I scoped out the entire town before going to be base camp. I'm one of those players who anticipates what will move the story forward and tries to check everything else first. So they were stationary before I talked to them. If they were moving into position, I hadn't left the area with the cars or the very bottom left part of the map yet, as I was looking for... whatever there was to find LOL.

-tower
18) Wow, I got really good at doing that then. When I do face real enemies, they're freakin dead.

21) (sorry, this will get long) I hear you about the tilesets not supporting all 4 directions. I recently played one and I was like "is that a sideways-facing door? OMFG is that a sideways facing desk lamp!?". That's a really valid reason. It's a pain in the butt that they don't just make everything face all 4 directions.

I likely noticed the other instances too but didn't physically note them down. I do still try to enjoy games while going through them so I often just make a mental note since I play fullscreen on a big display and have to alt-tab out to make notes. Immersion and all that LOL. Most times, if I forget to note things as they happen then it just means the game really sucked me in so it's a compliment in its own way.

Now, by saying I couldn't have the player enter from the right because the room above it is a giant hallway extending toward the left, do you mean in the map editor itself or do you just mean in the logic of the structure? I'll try to explain better.

Assume you have a hotel lobby with a blue police box in it.... ok that's the worst example possible. Starting over...

a) I guess what I'm meaning to say is that if all the maps for one floor are on the same map in the editor, you're using Transfer Player events on doors anyway so the rooms don't have to be laid out perfectly in the editor. In fact the order they're in is purely for organizational purposes. The editor doesn't care.

b) If you mean from a logic standpoint, the player won't notice 99% of the time. They'll for sure notice the change in orientation like you currently have it because it's so discombobulating, fools with the right/left-hand rule most players use and, for really complex dungeons it prevents the player from easily making their own map to find their way. It also doesn't hold up from a structural logic standpoint because changing orientation is far more illogical. If this is the case, then the bad points far outweigh the good.

22) Oh, I thought I had the latest version. Cool.

For typos and stuff, I do always recommend a word processor or just Gmail and Grammarly. Sadly Grammarly doesn't work with Google Docs or I'd just use that. It'll find a crazy number of false problems (even more if you're not writing in USA English. Actually, I see now that they fixed their borderline racist explanation for that) but that's why we always need the human element.

Anyway, I'm going back in. I've got a few more keys to find yet. Some players will no doubt want the doors to say what key goes to them or even just hint when you check it and don't have the key. It will reduce backtracking if the player can go "Oh, I just got the Warden Key. The Warden Door was a few rooms back."

EDIT: Oh yeah, not being able to go left or right when you're on stairs and the footstep sounds not playing in any form when you're walking behind a south wall.

EDIT2: In the room where you first meet the hostile, if you check the gate it says it's too dark to see. We know she has a flashlight so maybe some other reason would be better.

Also,
DAMN that entire bit and the following one were both great. You're really good at suspense and atmosphere and knowing just when to throw in some scares. And you even thought to add a convo with Watcher about it. Good stuff.


EDIT3: The ball part of the blue orb pillars do that few-frames-flicker thing when you action on them too. (clear sign that I'm searching really hard for a missing item: I'm even checking the orbs). Torches too.

Goatchild: Advent of Vantelieth

So I just started playing this, finally. TLDR: a lot got in the way.

Anyway, I'll give my impressions in a few hours. Sorry for the lack of screenshots to support the bug reports.

-house
1) I don't think we have a Misao award for the best way to open a game but if we did this would get my vote. Excellent idea and writing for a simple start screen. I'll go back later and look for secrets.

2) The controls tutorial mentions Enter to interact. Just saying, I use Z (force of habit) and it works so I guess Enter/Z would be more accurate.

3) Since hitting a wall puts you into strafe mode you can do the moonwalk back and forth in your room. It's fun. If I had wanted to put in the effort I'd put a short clip from Billie Jean to a video of it. Still, though, allowing strafe after hitting a wall will no doubt be very useful during combat since enemies aren't likely to be coming from the wall you just hit.

4) Nice cover for why the tub is still full of water. Also, I'm reminded of one of the first signs that I'm getting old. I don't think I've woken up and not had to use the bathroom in years.

5) Man Alden is creepy. Staring at a black TV and then sprinting over to me. Also, if you check the case next to the TV it's the same text as if you check the TV. Kudos on the different floor sounds, though. I've gotta look into how to do that. Likely a region + common event thing.


-on the way to work
6) Typo in the intro. "...my first day as a operative of Reverentia." -> "...my first day as an operative". Your English is solid so the only thing that will get you are little derps like that which happen to us all. I recommend putting all the game text through a word processor, or even your web browser if you have free Grammarly installed.

7) You can walk through the front and back of the cars. Passability on groups of boxes, 2x2 puddles with entry on only one side, and couches are going to be be evil too. The only way I've seen to get around most of this is to make a whole new tilesheet and edit it manually. http://i.imgur.com/5kc4Lzf.png for example, you can walk on some of the puddle but not all.

8) About the guy blocking the elevator at HQ- If you talk to him from the sides he flashes in your direction for a few frames, then goes back to facing down and doesn't say anything.


-settlement
9) Talking to the guy who's sorting everyone's shit for the 2nd time, after he calls me out on being a new recruit the line isn't split when Cygna replies speaker changes.

10) LOL@ orange-haired NPC in the blue dress and brown vest. ! and shy:)

11) Two steps up from that girl is a tile you can't walk on although it looks like a regular path and you can walk on all the tiles around it. I found out later that it's due to the event.

12) The bald guy and the blue-eyed guy outside the base camp also turn to face you for a split second before turning back to facing down if you talk to them from the sides.

-after the cutscene showing the tower (I think that's what it is)
13) Right in front of you is a campfire. Checking it makes it flash for a few frames, like the dudes from before.

14) http://i.imgur.com/JnzDyZz.png we'll -> we're

15) Talking to... Watcher, there's another typo. outselves -> ourselves
*I accidentally triggered hunting early, I think. I'll go back and verify.

-hunting
16) I'm totally going to want to use a controller for this next time. Needing CTRL and S while still needing Shift and D, both of which also needing the arrows keys cramped up my hand a lot.

17) kudos on this entire scene being creepy as hell. Excellent job!

-tower
18) With my back against a wall, I tried to see how quickly I could shoot. Are the explosions that come up when you rapidly shoot the rifle signifying anything? I was worried that the ammo was exploding in the barrel or something. Still, though, it sounds and feels awesome.

19) A freakin mouse blocked the exit in the room with the books and wouldn't move more than 2 spaces so I could get by. Murder was my only option. I was trying to be nice but some dumb animals just wanna be jerks to a human with a high-powered magical rifle.

20) When reading the book of stuff to do, 1). and 2. are written differently. Intentional? It looks weird.

21) In the room to the left of the dragon statue button you enter from the right but arrive at the bottom. Just a little disorienting. EDIT: Actually this turned out to be a common problem, which is a terrible shame because the dungeon design and atmosphere is soooooooo good but these little bits drag it down. Unless you have a cutscene showing that more travel was done than was shown, entering a door on the north wall should always put you on a south wall in the next room. Or to put it another way, always perserve the orientation of the dungeon rooms. Otherwise mapping becomes a huge mess and it really takes away from an otherwise awesome dungeon.

22) http://i.imgur.com/42wwWmO.png so if you don't talk to... Watcher before coming here then you get this weird scene. Possible solutions include blocking the exits from the room she's in until you talk to her, or just switch off playing this scene unless you've already switched on having talked to her. EDIT: Ok, so I guess she is in the room but since you don't see her it looked like a bug. However, in the other room with all the doors that are sealed with an unseen force, she's still standing there and I can't interact with her. I figure it might be because I came here before talking to her there.

Also, this scene doesn't break up the dialogue lines between characters either.


EDIT: 23) I had a bit more time so I played more but I really have to go after this comment. In the flashlight room, is there supposed to be an event or something? Like, an enemy? Because I didn't get one. If so, then check to see if that thing I mentioned in 22 might have switches that are to blame. If so, then it's a game-breaking bug:(

(more to come. I have to take care of irl stuff for a bit)

Pocket Mirror Classic (2016)

author=Nedras
So is Pocket Mirror the new Pom Gets Wifi? I feel like it's gonna be #1 forever. xD


It's very carefully produced and hyped so I'd say likely. I mean, I've got a lot of crap to say about the game (like saying that it properly depicts DID is a load of absolute donkey crap) but the effort in presentation is very admirable, the music is solid and the art is indeed far above the average. Credit where credit is due and all that jazz.

I think there are some games in the works that will 100% dethrone it if they're hyped in a similar way but that's all up to when they actually get done and if the devs decide to rush them for a week of fame or polish them to make an eternal legend.

Goatchild: Advent of Vantelieth

author=Liberty
Basically said that this is a cool looking and sounding game and to keep up the great work. Also that people saying RTP can't look gritty and edgy are wrong.


They were so wrong. Palettes, lighting and fog change much. I've played a few that had such great atmosphere despite using RTP. Actually, when I played Afterlife: The Second Dimension I didn't recognize it as RTP immediately (largely just from being unfamiliar with the VXA RTP) and thought it looked good. The first Goatchild game completely sucked me in on atmosphere alone. It's not about putting everything in darkness, it's just about using colour well.