ELDER71'S PROFILE

Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.

Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.

Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)

ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.


Cheers,

S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))

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OMNIS - the Erias Line (DEMO) Review

author=flapbat
Haha- it was a bit slow (although it picked up after the first dungeon). But I'd say the only really long wait was the elevator descent.


I've already condensed it by about a minute and a half. Just going through things and reducing the 60-180 frame waits down to 20-100 frames (where appropriate)

OMNIS - the Erias Line (DEMO) Review

I've got to say, slashing all the 'waits' is relieving like getting around to clearing out a messy room.

OMNIS - the Erias Line (DEMO) Review

author=flapbat
Just to insert, I actually really liked the time limit for this game. At first I was a little appalled, wondering how much of a crunch it would be. But it worked.

As far as tutorials, can you make them in character? Like have Orphan narrate his own tutorial instead of a black screen? Not sure if it would work or not, but it might keep your pacing a little better.

How long do you expect the full game to be?

-flap


I'll have a think about it, but at a glance there doesn't seem to be a way to do tutorial's that way without hinting at a fourth wall break or using a narrator, which doesn't fit with the style.

author=Link_2112
For all the cool stuff, I find it's all bogged down by slow ass event pacing. Things like music fading and waits between certain event actions are brutal. I'm looking at a countdown clock and my characters are walking 2 steps forward, wait, turn his head, wait, say something, wait, turn his head the other way, wait.... I want to run to save my buddy already! The entire game is like this.


This is also something I'm gonna look at. It's one of those aspects that I've played through it too often too notice anymore. And yet, having said that, I did have a vague sense of having been too liberal with the 'wait' function. I think I might just go through it event by event and cull the 'waits' by 50%.
There's a wealth of points to get fixing and improving on, which I'm looking forward to doing.

Just wanna thank everyone for their pointers and hope that you'll all give it another go when the issues have been seen to :)

OMNIS - the Erias Line (DEMO) Review

Fantastic, lots of really good pointers to work with. Firstly, I confess that I've so far been quite precious about the long intro credits, but I now concede that they are overlong and I'll work a way of making them skip-able.

There are too many points (a good thing) to address one by one, but I'm definitely taking everything on board, especially regarding your criticism of the slow opening. The lack of initial backstory is a (possibly misfired) attempt at relying on exposition rather than any kind of 'info-dump', but I can see how my own intimate knowledge of the scenario may have interfered with how much I was ready to reveal to the player.

Yes, I am in the UK :)

As a final thought:
It highlights a weakness, but none of the fire doors are un-open-able. But if you tried hard and couldn't get them open, it suggests clearly that the means for doing so needs to be more apparent, something else I'm working on.

The Change Log for version 15 will essentially be a point by point answer to your critiques/suggestions. Most of all I'm disappointed (in myself, of course) about your perception of the Aunt Neeve meeting feeling rushed. I'll work on that too.

Thanks for this review, it feels great to have so many things to get busy with!

OMNIS - the Erias Line (DEMO) Review

Great review!

A few points in response, if that's okay? (They're not in any sort of order) I'll deal with the 'negatives', since improving them is what I'm most interested in.


- Skyler's Development
This is a tricky issue, since I wanted to demonstrate as much as I could about the characters without sacrificing the pacing I had in mind and cramming the demo. Skyler is the pragmatic one, with an ability to distance herself from emotions when required (she balances Orphan's emotive-ness in that way). Throughout the demo, her reserved, aloof and even cold attitude is deliberate and there's tons to her that will be unfolded later, though I can see the merits of revealing more of her character in this sample. It's definitely something I'll think about.


- The Grunt's attacks
"I just didn't like how Grunt only attacked instead of doing something distinct like Skylar and Orphan"
This is a great point of feedback. To be honest, it's a point that's already been festering in the back of my mind for a while. I'll address it by giving him some more skills in the next version!


- "it took a bit of time to get used to the game's battles"
Do you think that a tutorial of some kind would be useful? This is something else I've considered, but I've been reluctant to use too many tutorials unless absolutely necessary.


- "Time Limits, though, probably aren't considered as great as the other two because you're on pressure wherever you go, and each moment you spend is significant on a time limit."
If OMNIS feedback has any point of contention, it's the time limit. I wanted to offset the sense of 'pressure' by making sure the time limit was big enough to never be much of a real threat, but maybe it's time to concede that having a time limit hovering over you over such a comparatively large portion of game play is a no-no.

Finally:

- "you are given the option of pressing arrow buttons in order to enhance the original attack force of the skill, thus making the outcome of the skill in total, far more stronger than the original."
Sadly, this isn't how it works. That's how it's GOING to work if I can get funding to hire scripters, but for now the button combos just allow you to execute the attack, not boost it.


Anyhow, I'm grateful for all the points to work with here. More than anything I'm chuffed with a 5/5 score and I'm so glad you enjoyed playing. I'll keep you posted as I work on making things even better :)


EDIT
I should add a point about the commercial side of things, in case anyone reading supposes I'm presumptuous or pretentious or whatever:
I'm still learning the financial/business side of things, but as far as I'm concerned the philosophy is "sell it for as little as sanely possible" not "as much as possible". Profits, such as they might be, are already earmarked for the game's sequel (it's forward planning, not 'getting ahead of myself' :) )

Offering Detailed Game Reviews (by flap)

author=flapbat
@Elder: Haha- so what happens if you don't have the slips to buy that card? I had exactly 301. And that's good about Dillon's hair. It was a little off, but I ran with it.
-flap



SPOILERS (sort of)
If you refuse or can't afford his offer, the temptation might be to grind the patrolling Enforcer until you've got enough Slips. But once you've interacted with the first guy, there's another way of getting a better pass for free!
SPOILERS END

title5.jpg

author=orochii
<3


:)

I've been experimenting with main title images, trying to get the right balance between establishing a theme and making it visually appealing. This is my favourite so far.

Offering Detailed Game Reviews (by flap)

author=flapbat
It ran well from start to finish. Your testing paid off. However, I'm pretty sure the game didn't actually charge me money for the ticket you buy to enter the saloon car. I'm not entirely sure though.

-flap

It's little notes like that that I love. I've found that no matter how hard you test a game, there're always things you don't notice. I'll look into it. I'm also going to redesign the hair on Dillon's sprites/battler today, so version 14 (!!!!) is in the works.

EDIT
Hoooo shit, you're right! FIXING NOW!

Offering Detailed Game Reviews (by flap)

author=flapbat
The study journal got me curious, yeah. I actually advanced the plot to the point that I couldn't go back to that door my first time, so I loaded a previous save file and got it open ;)

You'll see on my review, but I really enjoyed your game. You've made something totally unique. I don't know if it's natural talent or hard work and testing, but you've got great skills as a story-teller.

-flap

I'd like to hope it was a bit of all three - though my severely arched spine and squint can confirm the hard work and many, many hours of replaying the demo over and over can attest to the thoroughness of testing... :)

EDIT: PS
I'm relieved that it ran from start to finish without crashes (or did it?) There's so much to keep track of; stupid (but easily made) mistakes are a real fear. For a long time I was stuck in a loop where I never felt like I could be sure that I'd tested everything intimately enough.

Offering Detailed Game Reviews (by flap)

author=flapbat
@Elder71: So far I'm really enjoying OMNIS. However, about 10 minutes ago my laptop died during the optional boss behind the "do not open" door. And by died I mean it's not coming back. Won't startup. Nothing. All my notes are toast too. But, I was enjoying it so much that I'll redownload it on my PC after I finish Legacy Reborn. Shoulda listened to the clues and never opened that door...

-flap


So far I only know of one person who's opened that door. What lead you to it? Determination to get it open? Or was it the Study Journal?