GRETGOR'S PROFILE

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.

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[Review Request]

Hi! May I request reviews for Matchmaker Carol?

Name: Matchmaker Carol
Link: https://rpgmaker.net/games/11691/
Status: Complete
Genre: Puzzle Adventure
Estimated length: 2 hours and 30 minutes, judging from my wife's completion time.
Small description: travel to a tropical island and help eight young people find the love of their lives!
Special request: just like Tw0Face, I'd love a Let's Play, but a review by itself is fine as well.

Whatchu Workin' On? Tell us!

Heck yeah! I'm done with the endings to Matchmaker Carol. Now all I need to do is test the whole game a quadrillion times to iron out any flaws I find along the way, and make sure the game is relatively bug-free.

Good thing it is short, otherwise this would take forever and ever.

EDIT: a few minutes in, and I've already discovered an absolutely BRUTAL softlock in the temple of the Goddess. Good thing nobody ran into it before I did!

Shadow Seeker

author=Darken
Usually the problem isn't that the inventory is too small but that maybe the game isn't incentivizing using up resources or even not to pick them up. A lot of non-survival games encourage packrat behavior so you're largely fighting against common player psychology more than merely just QoL ideas. Storage chest is largely helpful but people will eventually complain of having to go back to the storage chest all the time so then there are other problems to deal with.

Haven't played the game yet but I'm interested in discussing inventory spaces... a lot.

I see your point, and having to go back to the chests is definitely a problem. Also, if the dropbox's space is too generous, it may end up making the game easier and therefore less scary.

Still, in my way of seeing things, it beats being forced to waste ammo or healing items in order to pick up a fundamental key item.

I've been thinking of some suggestions for alternatives since I started playing the 1.1 demo. Maybe a "keychain" page of inventory that holds only keys would be good, especially since you have to run around picking up keys and using them all the time.

Also, I think even if a dropbox is not added, a "discard" button would be useful. The game does not allow you to use healing items unless your health is not at max, and if there's no place to lose health accessible because you killed all enemies, that may lead to potential softlocks (e.g. if your inventory is full of lockpicks, weapons and healing items, and you need to pick up a new item to progress, but there's no pickable locks nor enemies available, so you're effectively softlocked).

I have not run into any such softlocks myself, but they may happen to someone, I dunno. So yeah, maybe a button that allows us to discard stuff would be good.

EDIT: I found another bug!
In one of the basement rooms, an invalid event is specified after you kill a spider and try to pick up its soul points.


EDIT2: could not reproduce it. Went into the same place, killed the spider, and it didn't happen again.

DEMO V 1.1 is out!

Yay :D gonna download it.

This time I'm gonna be careful not to pick stuff up unless I need it.

Screenshot Survival 20XX

author=Giznads
Been a long time coming for this. Finally got around to editing some character portraits/busts.


Got an 80s sci-fi anime vibe here. Is that what you were going for? It looks good.

Screenshot Survival 20XX

@Blind: that animation is sweet. I love the sword swooshing effect, whatever it's called.

Shadow Seeker

Do you intend to add the drop box one day? I think it'd help a lot.

Shadow Seeker

The game is coming along quite nicely. Very good atmosphere, and the ABS contains some nice and clever ways to mitigate the limitations of RPG Maker 2003.

Stuff I like:

+ The atmosphere set by the graphics and music is outstanding.
+ Press Shift to draw your gun, and confirm to attack, making it possible to turn around without moving. This mitigates a problem many RM2K3 ABSes have, that is when you take a step towards the enemy if you try to turn to face it.
+ Slow paced movement plus the "declared" way with which the character opens doors adds to the atmosphere as well.
+ Exploration yields both resources and story details.

Stuff I don't like:

- Having to press 1, 2 and 3 for certain commands threw me off quite a bit. There doesn't seem to be a comfortable way to do it. If I place my right hand on the numpad, then the "2" key makes me go down instead of just toggling run, and if I place my left hand on the Z,X part of the keyboard, then I have to reach up whenever I want to toggle run or crouch, or swing the knife. Maybe the numpad 2 thing is just a problem with my keyboard, though.
- No way to drop items, making it very annoying when your inventory is full. I had to waste ammo to pick up certain keys.
- The "where the f**k do I go" effect from many adventure games is very present here.
- Some items are used automatically when you encounter the place to use them in, while others require you to go into your inventory to use them. That by itself wasted me about a good five minutes.

Bugs:

> I got softlocked by opening the menu while aiming on the stairs. Here's how to reproduce the bug: as soon as you're about to step on the diagonal stairs, press the knife button. Press SHIFT immediately afterwards. After that, you should be completely stuck.

Overall:

In spite of the disorientation and strange controls, this is good stuff. Mind if I "yoink" the Shift idea for my own ABS?

What RMN game are you playing now?

I've been playing the beta version of Fighting Robots Quest, but now I've finished it. I'm gonna play the demo to Shadow Seeker right now.

DEMO is now out! :D

I'll be playing this soon. Gotta finish testing another game first.