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Nocturna will review your games.
Your words do all of the work for me.
Give me a good example of a case where simplicity is the exact opposite of good.
Nocturna will review your games.
Nocturna will review your games.
Nocturna will review your games.
FORUM COMMAND: ATTACK OF RMN3
Opening words -
Game Maker. Tried it once, never tried it again. This appears to be the first Game Maker game I've ever played after that.
This game's overall score is:
It's a simple game. Reminds me of Atari. But anyways, here's the little I have to say about this game.
The simplicity. Simplicity is ALWAYS a good thing. No goddamn person in this world would want to play an extremely complex video game. That just takes away all the entertainment which should be present in a video game in the first place. The other thing I kind of enjoyed was the whole concept of the video game. It's obviously an inside joke that involves this very website itself.
Anyway, that's it.
I didn't expect this game to last long right from the start. The first time I played this game, it was clunky. The "rocket" physics were strange at first - the rocket itself was kinda slow, and when it reached its destination (wherever you click on the screen), it explodes for about 2 seconds. Anything that comes in contact with the black, throbbing dot that is excused as said explosion will be decimated. The first time I got my ass whooped, I was already ready to bash the shit out of this game, but I decided to give it another go, and it didn't turn out so bad, but that's when there rises another problem - the game gets boring, fast. BUT THAT is another thing I expected to happen. As I said before, this is a very simplistic game.
I was intentional, I know, but the graphics make me want to puke. Not necessarily the graphics, but the color choice. It was a pain to look at. Another thing to note is that fact that you can run out of rockets, which is the dumbest shit I've ever seen for a game as simplistic as this. The first time I played, I had no idea you could run out of rockets. When I couldn't fire anymore, a flurry of "what-the-fucks" poured out of my gaping mouth. Poor "R" went down in a flash (I wanted to mention that "R" was the one often getting targetted by whatever the hell was throwing those ghastly letters from the sky. Tsk tsk.), and before I knew it, the rest of the letters, "F", "O", "U", and "M" were exterminated just as quick. But like I said, it was the first time I played it, and the second time should be better.
Greatest feature of this game: Simplicity and nostalgia brought through Atari-like presentation.
Ho-hum features: Almost too simple to the point where it becomes boring fast.
Worst feature of this game: Colors and the ability for rockets to deplete.
Worst color to ever use in a video game background: Pink.
Last impression: Simple, but gets boring quick. Graphics are nauseating, and gameplay is standable.
Opening words -
Game Maker. Tried it once, never tried it again. This appears to be the first Game Maker game I've ever played after that.
This game's overall score is:

It's a simple game. Reminds me of Atari. But anyways, here's the little I have to say about this game.

The simplicity. Simplicity is ALWAYS a good thing. No goddamn person in this world would want to play an extremely complex video game. That just takes away all the entertainment which should be present in a video game in the first place. The other thing I kind of enjoyed was the whole concept of the video game. It's obviously an inside joke that involves this very website itself.
Anyway, that's it.

I didn't expect this game to last long right from the start. The first time I played this game, it was clunky. The "rocket" physics were strange at first - the rocket itself was kinda slow, and when it reached its destination (wherever you click on the screen), it explodes for about 2 seconds. Anything that comes in contact with the black, throbbing dot that is excused as said explosion will be decimated. The first time I got my ass whooped, I was already ready to bash the shit out of this game, but I decided to give it another go, and it didn't turn out so bad, but that's when there rises another problem - the game gets boring, fast. BUT THAT is another thing I expected to happen. As I said before, this is a very simplistic game.

I was intentional, I know, but the graphics make me want to puke. Not necessarily the graphics, but the color choice. It was a pain to look at. Another thing to note is that fact that you can run out of rockets, which is the dumbest shit I've ever seen for a game as simplistic as this. The first time I played, I had no idea you could run out of rockets. When I couldn't fire anymore, a flurry of "what-the-fucks" poured out of my gaping mouth. Poor "R" went down in a flash (I wanted to mention that "R" was the one often getting targetted by whatever the hell was throwing those ghastly letters from the sky. Tsk tsk.), and before I knew it, the rest of the letters, "F", "O", "U", and "M" were exterminated just as quick. But like I said, it was the first time I played it, and the second time should be better.
Greatest feature of this game: Simplicity and nostalgia brought through Atari-like presentation.
Ho-hum features: Almost too simple to the point where it becomes boring fast.
Worst feature of this game: Colors and the ability for rockets to deplete.
Worst color to ever use in a video game background: Pink.
Last impression: Simple, but gets boring quick. Graphics are nauseating, and gameplay is standable.
Nocturna will review your games.
DARKSTEEL
Opening words -
Darksteel is a game currently in production, so in the end, I had no incentive to finish it, but I do believe I got pretty far.
This game's overall score is:
From other traditional rpgs I've played in the past, Darksteel is no different. I have never played a VX game, however, so I'm naive when it comes to RTP, common events, and the like. Regardless, I know a traditional RPG when I play it, and Darksteel fit that pile quite nicely.
Good Lord! No random battles! Instead of random battles, there are events that take the form of floating fire, some of which follow the hero, move about randomly, or move about according to a script assigned to them. I always welcome this in RPGs, and I suggest everyone else do the same. There are certain points though, in which it is near impossible to avoid battle, so keep that in mind. The graphics, I suppose, were well done too. I'm not quite sure if everything was RTP (probably was), but still, the maps were crafted quite nicely. Nothing wrong there. I also like the implementation of the Jump feature as well as certain, brain-busting puzzles.
I did not enjoy the storyline. It was mediocre, no, actually it was less than mediocre. What is so different about this game's story that makes it stand out from the rest? Nothing. Well, actually, there is one case where cliche storylines ultimately don't matter, and that is when its PRESENTATION is remarkable. I saw none of that in Darksteel. The characters weren't all too memorable either, and the dialogue was easily forgettable. Nothing extraordinary plot-wise, so don't play this game expecting any of that.
What was so ugly about this game? I'm not talking map design here - the map design was actually pretty good. The thing that really pissed me off in DarkSteel were the puzzles. I am not much of a patient individual, and I often get upset at puzzles, but there was one certain puzzle in DarkSteel that made me tear my hair out in absolute frustration - the Fire, Water, Earth puzzle. Basically there are these "Below Hero" events that take up the graphic as either a fiery cluster of bubbles, a watery geyser-like thing, and a group of pebbles. At first you will see water geysers everywhere and rocks. If you step on the fiery event, all events like it will turn into towers of flames, obstructing your path in certain areas, however, the water geysers will be tamed and you are free to step over them, but stepping over them will cause the geysers to erupt once again and the rocks to turn into the pebbles. Step over the pebbles and the fire towers will calm, but the geysers will be unchangable. I tried to explain that the best I could without confusion. Once you actually GET the right path in this puzzle, however, you'll slap yourself in the head, wondering why you didn't think of it before, but that doesn't matter. What matters is that there is one certain spot in the puzzle that will TRAP YOU FOREVER, FORCING YOU TO RESTART THE GAME. I've fallen under this trap about 5 times accidentally, and I nearly threw my computer monitor out the window.
But, hey, that's all that was ugly, so good for Darksteel!
Greatest feature of this game: Non-random enemy encounters / Map design.
Ho-hum features: Mediocrity of characters and dialogue.
Worst feature of this game: The Fire, Water, Earth puzzle.
Last impression: Nothing much new to see here other than it was my first VX game. Hoo-ah. It was an okay game, dumbed down by a mediocre plot and characters, but there is still potential to be found here.
Opening words -
Darksteel is a game currently in production, so in the end, I had no incentive to finish it, but I do believe I got pretty far.
This game's overall score is:

From other traditional rpgs I've played in the past, Darksteel is no different. I have never played a VX game, however, so I'm naive when it comes to RTP, common events, and the like. Regardless, I know a traditional RPG when I play it, and Darksteel fit that pile quite nicely.

Good Lord! No random battles! Instead of random battles, there are events that take the form of floating fire, some of which follow the hero, move about randomly, or move about according to a script assigned to them. I always welcome this in RPGs, and I suggest everyone else do the same. There are certain points though, in which it is near impossible to avoid battle, so keep that in mind. The graphics, I suppose, were well done too. I'm not quite sure if everything was RTP (probably was), but still, the maps were crafted quite nicely. Nothing wrong there. I also like the implementation of the Jump feature as well as certain, brain-busting puzzles.

I did not enjoy the storyline. It was mediocre, no, actually it was less than mediocre. What is so different about this game's story that makes it stand out from the rest? Nothing. Well, actually, there is one case where cliche storylines ultimately don't matter, and that is when its PRESENTATION is remarkable. I saw none of that in Darksteel. The characters weren't all too memorable either, and the dialogue was easily forgettable. Nothing extraordinary plot-wise, so don't play this game expecting any of that.

What was so ugly about this game? I'm not talking map design here - the map design was actually pretty good. The thing that really pissed me off in DarkSteel were the puzzles. I am not much of a patient individual, and I often get upset at puzzles, but there was one certain puzzle in DarkSteel that made me tear my hair out in absolute frustration - the Fire, Water, Earth puzzle. Basically there are these "Below Hero" events that take up the graphic as either a fiery cluster of bubbles, a watery geyser-like thing, and a group of pebbles. At first you will see water geysers everywhere and rocks. If you step on the fiery event, all events like it will turn into towers of flames, obstructing your path in certain areas, however, the water geysers will be tamed and you are free to step over them, but stepping over them will cause the geysers to erupt once again and the rocks to turn into the pebbles. Step over the pebbles and the fire towers will calm, but the geysers will be unchangable. I tried to explain that the best I could without confusion. Once you actually GET the right path in this puzzle, however, you'll slap yourself in the head, wondering why you didn't think of it before, but that doesn't matter. What matters is that there is one certain spot in the puzzle that will TRAP YOU FOREVER, FORCING YOU TO RESTART THE GAME. I've fallen under this trap about 5 times accidentally, and I nearly threw my computer monitor out the window.
But, hey, that's all that was ugly, so good for Darksteel!
Greatest feature of this game: Non-random enemy encounters / Map design.
Ho-hum features: Mediocrity of characters and dialogue.
Worst feature of this game: The Fire, Water, Earth puzzle.
Last impression: Nothing much new to see here other than it was my first VX game. Hoo-ah. It was an okay game, dumbed down by a mediocre plot and characters, but there is still potential to be found here.
Save files not being made.
post=92354
Is the game folder Write Protected (ie- marked as Read Only)?
There we go.
Thanks a bunch.
Save files not being made.
I've been having this problem for God knows how long, but for some reason I've never asked about it. Now that I've made a Review thread, I NEED to fix this.
Why is it that when I save my game and close it out, a save file isn't made?
Thanks.
Why is it that when I save my game and close it out, a save file isn't made?
Thanks.
Nocturna will review your games.
Hello, guys. This is another one of those "I will review your game" threads. Give me your games and I will review them; HOWEVER, I do have some rules and exceptions you might want to look at before putting up your game.
I will NOT review your game if:
- It has four or more reviews.
WHY?
The whole point of me deciding to make this thread is so that people that really need feedback on their games can get some here. I'm not looking to play a game that has 5 or 8 reviews. To me, that is enough feedback, and I hope that you are happy with them.
But let's cut to the chase. My review format is as follows:

The Good is obviously the good aspects of the game.

The Bad is obviously the bad bits of a game.
Now what makes my reviews different from others?

The Ugly. I hope you saw this coming. What is "The Ugly"? No matter - NO MATTER what game I have played, there is something in it that irks me/ pisses me off/ irritates me. I will explain everything that has done this to me in my reviews.
There is also one last section that is composed out of smaller, more random points towards a game, much like Gibmaker does, such as:
- Aspect I liked most.
- Best line in the game.
- Most idiotic level design I've ever seen.
- Etc.
I'm also not much of a game-finisher, so hope that your game will be compelling enough to have me play to the end.
Bring on the games.
Current list:
Pokemon Hunter 2 by: Halibabica
Avantasia by: Bahamut
Speak No Evil by: ChaosProductions
I will NOT review your game if:
- It has four or more reviews.
WHY?
The whole point of me deciding to make this thread is so that people that really need feedback on their games can get some here. I'm not looking to play a game that has 5 or 8 reviews. To me, that is enough feedback, and I hope that you are happy with them.
But let's cut to the chase. My review format is as follows:

The Good is obviously the good aspects of the game.

The Bad is obviously the bad bits of a game.
Now what makes my reviews different from others?

The Ugly. I hope you saw this coming. What is "The Ugly"? No matter - NO MATTER what game I have played, there is something in it that irks me/ pisses me off/ irritates me. I will explain everything that has done this to me in my reviews.
There is also one last section that is composed out of smaller, more random points towards a game, much like Gibmaker does, such as:
- Aspect I liked most.
- Best line in the game.
- Most idiotic level design I've ever seen.
- Etc.
I'm also not much of a game-finisher, so hope that your game will be compelling enough to have me play to the end.
Bring on the games.
Current list:
Pokemon Hunter 2 by: Halibabica
Avantasia by: Bahamut
Speak No Evil by: ChaosProductions
Fallen-Griever's Review Thread
Fallen-Griever, thank you for your honest review. I hope it isn't too much to ask, and even if you haven't even finished the game apparently, could you try out the sequel? Thanks.















