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Thank you very much for the detailed review, CashmereCat. I have to admit that I find myself agreeing with all the things you point out about the game, which is actually quite reassuring. With the remake (or reimagining?) of the game, these are all things which I'm spending a lot of time either updating, replacing, or adding to the game. Which means I am still in touch with what fans of the concept itself would most likely enjoy :)

The Vendor Review

Thank you very much for the review! I greatly appreciate the feedback you've provided, too. Very good stuff. I'm working on the expanded version of the game which will be commercial and published by Degica (with a free demo version accompanying it), and as I'm going through the game's system and mechanics, feedback like this is very valuable. You've pretty much touched on all the core areas I'm working on improving and/or redesigning, but it's reassuring to know I'm "on the right path", in that you're mentioning these very same things.

Thanks for playing, and again, thank you for the detailed review :)

The Vendor Review

Thanks for the great and in-depth review mate! :) I'm glad to hear you enjoyed your time with the game, and the feedback you provided is going to be helpful going forward. I do plan on expanding on this idea after this competition, and fix a lot of the things that I didn't feel worked as well as I'd hoped in their current incarnation. The plan is to make a sort of "version 2.0"--or perhaps a sequel--where I take the core concepts that are good, and improve upon all the rest, as well as evolving the game itself into a more lengthy and re-playable experience.

I definitely agree with the exposed stats: it didn't work out as well as I'd hoped, but due to the deadline it felt better than the alternative of exposing none of the "innards". I'm not sure I feel the same now, however. What I want to do for the future expansion of the idea is to make these "hidden" stats you need to accumulate more intuitive and be a core part of the craft and trade gameplay, but without it being about obscure numbers.

Since you seemed interested in the technical details, I thought I'd explain about the scripts and team: Most of the scripts are actually custom made, or custom modified versions of the built-in scripts or external existing scripts. Even the save windows have been altered some from their default Yanfly origin :) The system driving the quests and hero "AI" (what items they want to buy, what price they want to sell their wares for and so forth) is all custom for this game too. The Team consists of only me--Tor Damian Design is my graphic design company name, which I use when I publish things.

Of course, it really helped to have the great testers I had, and a native English speaker (I'm Norwegian myself) go over all the dialogue with me: it wasn't bad before she did, but after going through it with her, most of the dialogue was improved rather subtly. However the end result feels a lot more polished and "readable" than before :) So I'm very grateful for the help these people provided.

The Vendor Review

That is actually a joke, referencing the illustration. It is probably a bit too obscure :D

The Vendor Review

Thank you for the great review nhubi! I won't comment too much seeing as I'm the dev and all, but I'd be very grateful if you could share some details about where you found the passability glitches and layer errors--I'm very obsessed with hunting down the little bastards :D
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