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GoatBoy
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Dust to Dust Review
I admit I wasn't expecting such a positive review. Thank you very much for taking the time!
I hope to address all of the issues you've brought up for version 2.0. The battles and field abilities definitely need an overhaul. I'd love to further develop the characters and expand the plot into what it was initially meant to be--which is more of a dramatic, psychological adventure and less of an action adventure. I'm glad you enjoyed the dialogue, since I love writing it--so I'll be sure to add more! And I'll probably remove scrolling text all together, replacing it with images or text batches.
Aaand... yeah. Thanks for playing. I appreciate the feedback. c:
I hope to address all of the issues you've brought up for version 2.0. The battles and field abilities definitely need an overhaul. I'd love to further develop the characters and expand the plot into what it was initially meant to be--which is more of a dramatic, psychological adventure and less of an action adventure. I'm glad you enjoyed the dialogue, since I love writing it--so I'll be sure to add more! And I'll probably remove scrolling text all together, replacing it with images or text batches.
Aaand... yeah. Thanks for playing. I appreciate the feedback. c:
Dust to Dust
author=TungerManUNope, no one has reported that error yet. Guess the testing phase wasn't as thorough as I thought. I'll look into it. For now, try triggering that battle with a different character as party leader.
Has this been adressed before? Excuse my tl;dr attitude =_=
10 minutes into the game, just before the first battle I get this:
On a different note, this game wins the award for best visuals of the contest for me (even though I've only seen, like, 3 maps). Stunning.
And thank you! :"D Hopefully when I get 2.0 out, the rest of the game will be brought up to par too.
Which means I would have to go back into editing the game and essentially remake every map just to fit someone else's highly shallow standards. No thanks jokers!
Uhm. Your attitude doesn't help your case one bit. Lots of games get rejected at first. If you take that this personally, I can't imagine how you would handle it when somebody actually played your game and gave you an honest review. Everybody has aspects of their game making that could use improvement. It would be wiser for you to ask for advice rather than put down the opinions of others because you're upset.
Is there a way to know who subscribes to your work?
It's a bit belittling to dismiss someone's anxiety as paranoia, just saying. Everybody is afraid of being judged, some more so than others. If anonymity were removed, it wouldn't only be the subscribers who would feel such anxiety, but the developers as well. Creating games is stressful enough without worrying about why so-and-so unsubscribed after I posted the lastest screenshot. I have no interest in having my subscribers revealed to me.
To me, it boils down to this:
Should we keep anonymity to respect subscribers privacy and stave off potential drama?
OR
Should we remove it to satisfy the curiosity of developers and hopefully foster a stronger sense of community?
I think we already have a pretty strong community and a pretty decent well of drama, and matters of privacy trump matters of curiosity.
To me, it boils down to this:
Should we keep anonymity to respect subscribers privacy and stave off potential drama?
OR
Should we remove it to satisfy the curiosity of developers and hopefully foster a stronger sense of community?
I think we already have a pretty strong community and a pretty decent well of drama, and matters of privacy trump matters of curiosity.
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Dust to Dust
author=HousekeepingI agree with you on pretty much everything.
Hey, gave this a play. There were some cool aspects to this game and some not-so-cool aspects, so it was a bit of a mixed success for me. Here's some detailed feedback:First, there were a few bugs. I wasn't able to switch characters at some point very soon after the tutorial for it. So, while the magey guy's larger skill set looked like it made him pretty overpowered, I wasn't able to use him, unfortunately. I also don't know if leaving the "to dust we will return" (or whatever it was specifically) text was meant to be on the screen for the entire game; I assume not. If it was, I found it a little irritating. There might have been a few more bugs that I let slip since they didn't impact the gameplay much.
Now, the meat and potatoes:
-The graphics were lovely--some of the better stuff I've seen in this competition, and I would stack it up against games like Painted Heart and Unraveled. Everything fit beautifully.
-Your music choices were fitting but generally forgettable. I saw that you used some music packs, so that's about what you can expect from them.
-That alarm sound will haunt my nightmares.
-I remember reading somewhere that you tend to do adventure games, and that shows here. The more adventurey segments, such as collecting money in the safe town, were the strong parts of the gameplay. Honestly, that part was probably the most engaging section for me. The only problem is that it looked like that section could have been skipped altogether with little impact on the game. I would have liked those choices to matter, and I would have liked stealing especially to have consequences.
-Your game had a lot of systems that felt unnecessary. Forgive me for not remembering the name of the 18 year old guy that you get in your party early on, but, what's the point of giving him a field ability to knock things over when you only use it once? Likewise, Jian's technical knowledge seemed like it wasn't used at all in hindsight. I think those are good ideas for an adventure game (or a hybrid rpg/adventure like this), but you needed to get more out of those mechanics.
-The rpg battles needed way more tuning and should have been a bigger portion of the game, or they should have been simply removed in favor of more adventure game solutions. Regular physical attacks seemed better than skills in a lot of cases, and enemies went down like they were nothing. Dust soldiers, for example, could have used some kind of balancing factor to offset their low health. I liked the low health part since it coincided with the story, but maybe high speed and attack would have introduced a priority factor to the combat. I never even got to use the ultimate attacks because the fights were over long before the meters filled.
-The story had an interesting setting and ground situation, but once you distill it down to its basic elements, it got a little by-the-numbers.
-This could have been offset by interesting characters, but the game focused more on conveying the plot than developing characters beyond their introductions. There was an emotional core to the story with the little brother, but that didn't get much emphasis after the initial portion of the game. I would have much rather played a game about the sister and her brother trying to make it in this horrible world (even though the dangers of this world were downplayed) than a game about overthrowing a government plot. It would have been a different direction, but when I was playing, I thought that THAT'S where the real story and conflict that the audience can connect to was, and it just kind of sucked that it was so downplayed.
Overall, this is still a gorgeous game, but some tighter writing and more concentrated gameplay would have made it worked much better for me. Good luck on the contest!
Responses:
- Bugs: None of my testers encountered those, but they sound really annoying. I'll definitely look into it.
- Music: Yeahhh I have never used the music packs before this, but searching for gems just didn't make it high on my priority list.
- The only consequences to the barter game are that the more money you borrow from Rakota, the less likely he is to have enough to bribe the pilot later. It also hurts your relationship with him, which can alter the ending. Not much, I know.
- I was aware of Rakota's useless skill, but in the rush to get done in time, adding more obstacles slipped by me. Jian's skill actually is used twice, once to get into the Base (if you don't use him, you have to find another way in), and once when shutting down the factory (although the other characters accomplish the same thing, so that's pointless xD Didn't really get to finish working on that system.) Oh, and his government position enables you to avoid a potential battle upon entering the factory.
- Yeah, the battles and balancing were my least favorite part. :T I can't really say much for that other than it needs a serious makeover. The Dust soldiers were supposed to be like cannon fodder, but since the battles were already too easy that's unnecessary, isn't it?
- About the story and characters: It didn't really go in the direction I intended. I had to cut so many scenes and dump info here and there. The plot WAS going to be about Sira and Ty's journey, with the government crap in the background, but the way it was structured wouldn't have been doable for a month long contest.
There's a lot that needs to be fixed up, and I'm sure I'll have the motivation to do so after the contest. I have no delusions about placing, but I'm glad that some people enjoyed the game, and I'm glad to have it under my belt. Thanks for your honest feedback. c:
Summer Review Jam! (week 9 space'd)
I might try my hand at reviewing...
I think the biggest reason I haven't yet is that I don't finish the vast majority of the games I download. Oops.
I think the biggest reason I haven't yet is that I don't finish the vast majority of the games I download. Oops.