GHOST'S PROFILE
Ghost
787
Game Project:
http://www.rainfall-game.com
Personal blog:
http://vibrantsea.tumblr.com
Contact: Karim@rainfall-game.com
http://www.rainfall-game.com
Personal blog:
http://vibrantsea.tumblr.com
Contact: Karim@rainfall-game.com
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Moonsong: First Verse
Alcarys Complex
I recommend this game, Pasty handled some things very well in this game. I'd love to sit down and write about it in the near future instead of just a quick blurb. Have to beat the game though for a full review :S.
But yeah, the demo is pretty long and it's not like you have anything better to do... Get the game.
P.S: Art is cool beans, the soundtrack is phenomenal!
But yeah, the demo is pretty long and it's not like you have anything better to do... Get the game.
P.S: Art is cool beans, the soundtrack is phenomenal!
Oathguard
Great to see this go "live". Though I'm banned from playing until it's fully beta-tested per Melly's order... I can at least say that I'm really excited.
You may now rest for eternity as a fallen hero...
*Nod Nod
Gomen
You may now rest for eternity as a fallen hero...
*Nod Nod
Gomen
Assembling the Void
Hi,
Just dropping by to pass off a few words. This game always sort of popped out to me. Felt like a 2005ish game you'd see in the English, but most likely German / French community. That statement wasn't really a diss haha. It's just that people around that time spent more time going beyond the limits of rm2k3. It's kind of unheard of to see people do that nowadays. But low and beyond, I'm happy it's on the front page as I probably would have missed it
Anyways I wrote a wall of text and for the sake of everyone I'm going to put it in a tag lol.
I was skeptical with the pixel art in general, I mean the concepts were really good just some of the art could look a bit better with some practice. This did not really hurt my image of your game. You were right when you said the game looked better in motion for instance. I don't know, action games are hardly done right and I wanted to see how your game would look in motion.
You don't really have to talk to express your ideas as I understand a lot of the design decisions you've made simply by watching the LP video.
Rm2k3 is a tile-based editor with a lot of limitations (patches + scripting things help I guess). Point is, a tile-based game with no pixel movement will ALWAYS feel clunky.
There are ways to get around that but it's almost always too much effort and not really an effective solution. Still, I really liked how you setup your battles. You had the heroine position herself around the enemy by detecting where the enemy is present. From there the character strafes and it appears you can then even pick the direction the character is faces during the strafing. This is brilliant and a really creative way to get around the tile-based limitation. If you wanted to do a pixel based movement it would obviously be smarter to use a different engine.
Another thing that impressed me was your 2nd and 3rd character's A.I. They are actually MORE intelligent then the Secret Of Mana A.I which is a game some people compared your game to.
The caterpillar system is great, the characters lag behind a bit unless you're walking slow and not running. It really looks like Chrono Trigger caterpillar system which is phenomenal.
I really liked how the fairy keeps her distance and uses projectiles while the brown melee imp is a bit more aggressive which is fine for a melee champ. He essentially acts as a tank as well by doing this. At first I thought there was an aggro system but the enemies seem to lock onto allies within a certain distance. I could be wrong.
I absolutely love how the enemies fall when you hit them, this is a lot like Secret Of Mana.
Still this is some really creative work, keep it up man. The game looks aesthetically pleasing too, the leaves falling was a nice touch. It really looks likes a polished game with some minor flaws. I skimmed over the story, I actually thought the game was more about putting the world back together. I was kind of disappointed it wasn't that lol but yeah, the story still has a lot of room for character development and good scenario writing.
Some of my thoughts for improvements:
- When your cast members die, they should stay dead until all the enemies are cleared. This is needed for attrition, if there are no penalties then there aren't many risks. The game becomes easy mode. It's even more weird that they get up (after that bar fills up) with like 2 hp and die two seconds later.
- It's nice that you're limiting the amount of enemies on the field, the more events the more likely the game will lag. Lag absolutely destroys real-time games...
However, make the battle maps bigger, tight maps aren't good for action-based battle systems. Seiken Densetsu 3 (snes game) did this and it was impossible to avoid hits. The player should be able to avoid hits if they are good enough.
- Battle animations are good, I can at least tell what's going on. Maybe make the spell animations a bit clearer.
- The LPer mentioned the skill system, don't make magic overpowered.
- You could probably even go a step further and make it so your heroine has to position herself on the map to avoid projectiles etc. This could be great for boss battles and their respective patterns, this is often seen in online games but they make it really gimmicky lol.
- I really laughed when you said you could map the controls for the second character. It's a bit clunky in rm2k3 but it's still option haha! It's strange I was actually going to do something similar for my game.
Anyways, that was probably longer then it had to be but I was just tipping my hat and giving you some feedback. Keep it up, this game is on my playlist, I'll play it it sometime when it's out. I'm overdue for some LPs and reviews myself so I won't make anymore promises like that lol.
Just dropping by to pass off a few words. This game always sort of popped out to me. Felt like a 2005ish game you'd see in the English, but most likely German / French community. That statement wasn't really a diss haha. It's just that people around that time spent more time going beyond the limits of rm2k3. It's kind of unheard of to see people do that nowadays. But low and beyond, I'm happy it's on the front page as I probably would have missed it
Anyways I wrote a wall of text and for the sake of everyone I'm going to put it in a tag lol.
I was skeptical with the pixel art in general, I mean the concepts were really good just some of the art could look a bit better with some practice. This did not really hurt my image of your game. You were right when you said the game looked better in motion for instance. I don't know, action games are hardly done right and I wanted to see how your game would look in motion.
You don't really have to talk to express your ideas as I understand a lot of the design decisions you've made simply by watching the LP video.
Rm2k3 is a tile-based editor with a lot of limitations (patches + scripting things help I guess). Point is, a tile-based game with no pixel movement will ALWAYS feel clunky.
There are ways to get around that but it's almost always too much effort and not really an effective solution. Still, I really liked how you setup your battles. You had the heroine position herself around the enemy by detecting where the enemy is present. From there the character strafes and it appears you can then even pick the direction the character is faces during the strafing. This is brilliant and a really creative way to get around the tile-based limitation. If you wanted to do a pixel based movement it would obviously be smarter to use a different engine.
Another thing that impressed me was your 2nd and 3rd character's A.I. They are actually MORE intelligent then the Secret Of Mana A.I which is a game some people compared your game to.
The caterpillar system is great, the characters lag behind a bit unless you're walking slow and not running. It really looks like Chrono Trigger caterpillar system which is phenomenal.
I really liked how the fairy keeps her distance and uses projectiles while the brown melee imp is a bit more aggressive which is fine for a melee champ. He essentially acts as a tank as well by doing this. At first I thought there was an aggro system but the enemies seem to lock onto allies within a certain distance. I could be wrong.
I absolutely love how the enemies fall when you hit them, this is a lot like Secret Of Mana.
Still this is some really creative work, keep it up man. The game looks aesthetically pleasing too, the leaves falling was a nice touch. It really looks likes a polished game with some minor flaws. I skimmed over the story, I actually thought the game was more about putting the world back together. I was kind of disappointed it wasn't that lol but yeah, the story still has a lot of room for character development and good scenario writing.
Some of my thoughts for improvements:
- When your cast members die, they should stay dead until all the enemies are cleared. This is needed for attrition, if there are no penalties then there aren't many risks. The game becomes easy mode. It's even more weird that they get up (after that bar fills up) with like 2 hp and die two seconds later.
- It's nice that you're limiting the amount of enemies on the field, the more events the more likely the game will lag. Lag absolutely destroys real-time games...
However, make the battle maps bigger, tight maps aren't good for action-based battle systems. Seiken Densetsu 3 (snes game) did this and it was impossible to avoid hits. The player should be able to avoid hits if they are good enough.
- Battle animations are good, I can at least tell what's going on. Maybe make the spell animations a bit clearer.
- The LPer mentioned the skill system, don't make magic overpowered.
- You could probably even go a step further and make it so your heroine has to position herself on the map to avoid projectiles etc. This could be great for boss battles and their respective patterns, this is often seen in online games but they make it really gimmicky lol.
- I really laughed when you said you could map the controls for the second character. It's a bit clunky in rm2k3 but it's still option haha! It's strange I was actually going to do something similar for my game.
Anyways, that was probably longer then it had to be but I was just tipping my hat and giving you some feedback. Keep it up, this game is on my playlist, I'll play it it sometime when it's out. I'm overdue for some LPs and reviews myself so I won't make anymore promises like that lol.
Caroline & Alexander
Thanks, I still would like to make short entries in the future. I thought of returning to finish this up but I didn't really have it in me to come back to this.
Sozora's Labyrinth
Nice sprite update, looks more charming. Didn't know you had a download up, will check it out later.
Caroline & Alexander
Hey, it's nice that you enjoyed it glad you liked it :). What I wanted to do with this was make the short story more easy to follow but open ended.
Because of the deadline (which idk was pointless in the end since the event died) I cut it too short. The theme of the event was basically ship, island, riftraft, include Alex. There's a story revolving around Caroline, an event had occur but those details are left out, the ending shows a past event which is somewhat of a hint. If you read all the npc dialogue you maybe able to piece it together. All I know is that it was too short and vague, it could have been better imo with a few more scenes.
I made a little story and I wanted to see if people could figure it out, it's unfortunately pretty vague. No one really responded so I kind of forgot about it. If I were to ever work on this again I would only add a few more maps to make it more understandable.
Glad you liked it though, was trying something different.
Because of the deadline (which idk was pointless in the end since the event died) I cut it too short. The theme of the event was basically ship, island, riftraft, include Alex. There's a story revolving around Caroline, an event had occur but those details are left out, the ending shows a past event which is somewhat of a hint. If you read all the npc dialogue you maybe able to piece it together. All I know is that it was too short and vague, it could have been better imo with a few more scenes.
I made a little story and I wanted to see if people could figure it out, it's unfortunately pretty vague. No one really responded so I kind of forgot about it. If I were to ever work on this again I would only add a few more maps to make it more understandable.
Glad you liked it though, was trying something different.
Raciela
Did a small LP, didn't get too far this was actually a second recording as I had the mic off the first time heh.
http://www.youtube.com/watch?v=EcBJsHoFKSI&feature=player_embedded
I plan to play more / make longer parts then get to that review. It actually wasn't loading a map near the end, which was odd as that didn't happen to me before. Anyways good luck with Chapter 2.
"enJooooYYyy"
http://www.youtube.com/watch?v=EcBJsHoFKSI&feature=player_embedded
I plan to play more / make longer parts then get to that review. It actually wasn't loading a map near the end, which was odd as that didn't happen to me before. Anyways good luck with Chapter 2.
"enJooooYYyy"













