HAPPY'S PROFILE
I'm a very big fan of music of japanese role playing games for it has influenced me throughout my life since my early childhood. The day I saw Nobuo on the stage in front of me I decided I too will become a composer one day. It has been 9 years since that day.
You can't find my works anywhere right now, but that will change very soon this year as I will be contributing several original tracks for RMN Music Pack 2.
You can't find my works anywhere right now, but that will change very soon this year as I will be contributing several original tracks for RMN Music Pack 2.
Search
Filter
Release Something! V - Discussion Thread
Hey, okay. It's good if that all is already taken care of later in the game, because then my questions would be answered, and then you can take those reactions as positive feedback, because after all, then I'm reacting the way you wanted the player to react?
Anyway, playing ETG now.
Anyway, playing ETG now.
Release Something! V - Discussion Thread
Forever's End by NicoB
continued:
- adding shop to the town and being able to use it was presented well, but inn? Sleeping overnight while assaulting.. eh
- Why are the soldiers too hard? Because they deal so heavy damage. Around 100-150 and they are pretty much as fast as the hero party, surviving the fights pretty much entirely relies on using skills and doesn't really leave player the option. Relying on skills relies on using the Stimulants, and to have them enough all the time relies going to spend your money in the shop for them. This is not obvious for the player, but it's only option in this part of the game because the enemies are so hard. I'd really recommend lowering damage the soldiers deal to around 60-80 or make their own health points lower.
- How does Claude know the crystal will be behind that door in the town hall? The savepoint foreshadows enough that something is coming.
- Epoch's change of mind of "quiting" provokes to think why has he been doing up untill now. Seems kind of weird he just suddenly changes mind like that.
- Marcellus: "Humans are selfish race" almost first thing he says to the hero. Oh come on. And the way he looks and acts. It's not very original villain, really. :(
He just wants to kill entire human race for reason X, possibly by using the crystals, oh no you have to stop him!
- Eh, kinda weird a prisoner (mind you, he is captive of their, whose side the hero was originally on) but still he is just saying "lol go ahead and use my tunnel, I'll rot in the jail or am going to be executed soon. :D I don't mind, I BELIEVE IN YOU BUDDY!"
- I really like how the prison was set up. The corridor and the cell in two different maps and how you could peek to the corridor.
- I liked the mousetrap puzzle, but you know, usually mouses get killed on those brutal things.
- You should add some crack on the weak part of the wall in the cell. I was wandering around with the huge iron ball QUITE A WHILE hitting everything before I found that spot. >.<
- The sewer enemies as well hit way too hard. Considering I've got 1 character with around 560~ health or so, they do 90-150 damage each, I'm dead in few turns, and it takes the hero 2-3 turns to kill 1 of the enemies. This requires A LOT of healing items and I'm already out of them! I think I'm not going to make it through these sewers. :(
- Yep, dead. This game needs more balancing. :(
Sore Losers by Fallen-Griever
continued:
- lol pixelsex
- gee the emails too lol
- Ah man, curiousity killed the cat! This was a cool thing. I mean, rebooting pc, downloading black list! Amg alert, security bot and witty message. Super machine battle with cool BG. This was cool. :)
- Okay escaping the big spider robot was WAY too hard. the minigame is pretty fucked up and got me frustrated. The character responces to the directions way too slowly, so it feels really broken.
And when failing and having to start over from the beginning again, I simply couldn't beat this minigame. It felt really broken and frustrating. It needs some work. Even though the Grenades and the new guy's
limit break are pretty effective against the robot, this is way too hard / broken part as it is now.
I enjoyed the game pretty much untill this part. Still so far the plot hadn't started too well, but at least some stuff started to happen! Still, might want to make it slightly more interesting..
Moving onto next game, whoever seems most desperate.
continued:
- adding shop to the town and being able to use it was presented well, but inn? Sleeping overnight while assaulting.. eh
- Why are the soldiers too hard? Because they deal so heavy damage. Around 100-150 and they are pretty much as fast as the hero party, surviving the fights pretty much entirely relies on using skills and doesn't really leave player the option. Relying on skills relies on using the Stimulants, and to have them enough all the time relies going to spend your money in the shop for them. This is not obvious for the player, but it's only option in this part of the game because the enemies are so hard. I'd really recommend lowering damage the soldiers deal to around 60-80 or make their own health points lower.
- How does Claude know the crystal will be behind that door in the town hall? The savepoint foreshadows enough that something is coming.
- Epoch's change of mind of "quiting" provokes to think why has he been doing up untill now. Seems kind of weird he just suddenly changes mind like that.
- Marcellus: "Humans are selfish race" almost first thing he says to the hero. Oh come on. And the way he looks and acts. It's not very original villain, really. :(
He just wants to kill entire human race for reason X, possibly by using the crystals, oh no you have to stop him!
- Eh, kinda weird a prisoner (mind you, he is captive of their, whose side the hero was originally on) but still he is just saying "lol go ahead and use my tunnel, I'll rot in the jail or am going to be executed soon. :D I don't mind, I BELIEVE IN YOU BUDDY!"
- I really like how the prison was set up. The corridor and the cell in two different maps and how you could peek to the corridor.
- I liked the mousetrap puzzle, but you know, usually mouses get killed on those brutal things.
- You should add some crack on the weak part of the wall in the cell. I was wandering around with the huge iron ball QUITE A WHILE hitting everything before I found that spot. >.<
- The sewer enemies as well hit way too hard. Considering I've got 1 character with around 560~ health or so, they do 90-150 damage each, I'm dead in few turns, and it takes the hero 2-3 turns to kill 1 of the enemies. This requires A LOT of healing items and I'm already out of them! I think I'm not going to make it through these sewers. :(
- Yep, dead. This game needs more balancing. :(
Sore Losers by Fallen-Griever
continued:
- lol pixelsex
- gee the emails too lol
- Ah man, curiousity killed the cat! This was a cool thing. I mean, rebooting pc, downloading black list! Amg alert, security bot and witty message. Super machine battle with cool BG. This was cool. :)
- Okay escaping the big spider robot was WAY too hard. the minigame is pretty fucked up and got me frustrated. The character responces to the directions way too slowly, so it feels really broken.
And when failing and having to start over from the beginning again, I simply couldn't beat this minigame. It felt really broken and frustrating. It needs some work. Even though the Grenades and the new guy's
limit break are pretty effective against the robot, this is way too hard / broken part as it is now.
I enjoyed the game pretty much untill this part. Still so far the plot hadn't started too well, but at least some stuff started to happen! Still, might want to make it slightly more interesting..
Moving onto next game, whoever seems most desperate.
Release Something! V - Discussion Thread
Ah did I type light effects? Yes I did, well damn, the game doesn't need light effects, but generally some more things enhancing the ambience is what I meant.
What comes to the characters, I meant the NPCs! I haven't formed my opinion of the main characters yet.
I'll continue the game tomorrow, as well the other RSD games.
What comes to the characters, I meant the NPCs! I haven't formed my opinion of the main characters yet.
I'll continue the game tomorrow, as well the other RSD games.
Release Something! V - Discussion Thread
Sore Losers by Fallen-Griever
Part 1! Will continue later:
- Now that was cool intro! And quick access to character control is a plus!
- When I choose to syntethize "Mk. 17 scar" the shopkeeper asked me if I wanted to syntethize a claymore!
Actually, same with all the items.
- This game feels really solid. The musics and graphics together deliver this... hmm dunno! but a nice setting anyway!
- Everything can be explored and all the choices with talking people. Really make the gameplay feel rich
- Playing this game made me think I should check RM games out more often.
- The maps are very well designed. Lots of nice detail, too.
- Damn it the mutant rats attacked me while I was wondering whether to piss in the post-box or not!
- SP recovering outside battles, very nice!
- lol, Epic Flail. Cool skill. :)
- So, the sprite design is not bad, but if it would be a bit better the game would shine even more. The sprites stand out a bit from rest of the graphics. Again it's about saturation. It could be toned down on most of the graphics that are event based to make them fit in more.
- Some of the environments could use a bit more atmosphere. They aren't bad as they are, but that's just my preferance. I can see you've got a sort of style going in the game, so not really a big complain. Some more light effects, tints and whatsoever could just do the trick.
- Storywise slow. I started to get bored of exploring all the slums, even though there's a lot of stuff to interact with.
- Wha, I ran out of lockpicks! Damn, I didn't know there was a count of them. Somekind of hint or image showing how many I've got them could be useful.
Maybe a variable command in the message when choosing whether to try lockpick or not. Wouldn't require pics.
- You steal my money by adding girls to sleep with!
- The NPCs are generally interesting to talk with.
- It'd be cool to know how to earn any money.
- Why are basically ALL the characters quirky and harsh? some variety could be nice.
- Can't find the bunny/bear whatever. I'm afraid I need money/lockpicks to find it possibly, but lockpicks cost and I'm out of money, which I don't know how to gain!
- All in all, this is the entry I've liked the most this far. The general "atmosphere" or "style" of the game is nice and I'd say the game is very polished and pretty well thought out. It's smooth and I can't find much to complain about. However, so far it hasn't given me any "WTF AWESOME" moments either, apart the intro being pretty nice. This seems very promising game everyone should play, only thing I'm worried about is the story aspect, because so far that I got, it didn't seem to start properly yet. However, if the story proves to be good and interesting, well told and so on, this could be a great game.
I'm looking forward to play more as soon as I know how to get forward in the game. The game is pretty promising, I'm just hoping the story aspect would answer to my expectations. From the first impression I'd range the game scoring around 4 out of five stars.
Part 1! Will continue later:
- Now that was cool intro! And quick access to character control is a plus!
- When I choose to syntethize "Mk. 17 scar" the shopkeeper asked me if I wanted to syntethize a claymore!
Actually, same with all the items.
- This game feels really solid. The musics and graphics together deliver this... hmm dunno! but a nice setting anyway!
- Everything can be explored and all the choices with talking people. Really make the gameplay feel rich
- Playing this game made me think I should check RM games out more often.
- The maps are very well designed. Lots of nice detail, too.
- Damn it the mutant rats attacked me while I was wondering whether to piss in the post-box or not!
- SP recovering outside battles, very nice!
- lol, Epic Flail. Cool skill. :)
- So, the sprite design is not bad, but if it would be a bit better the game would shine even more. The sprites stand out a bit from rest of the graphics. Again it's about saturation. It could be toned down on most of the graphics that are event based to make them fit in more.
- Some of the environments could use a bit more atmosphere. They aren't bad as they are, but that's just my preferance. I can see you've got a sort of style going in the game, so not really a big complain. Some more light effects, tints and whatsoever could just do the trick.
- Storywise slow. I started to get bored of exploring all the slums, even though there's a lot of stuff to interact with.
- Wha, I ran out of lockpicks! Damn, I didn't know there was a count of them. Somekind of hint or image showing how many I've got them could be useful.
Maybe a variable command in the message when choosing whether to try lockpick or not. Wouldn't require pics.
- You steal my money by adding girls to sleep with!
- The NPCs are generally interesting to talk with.
- It'd be cool to know how to earn any money.
- Why are basically ALL the characters quirky and harsh? some variety could be nice.
- Can't find the bunny/bear whatever. I'm afraid I need money/lockpicks to find it possibly, but lockpicks cost and I'm out of money, which I don't know how to gain!
- All in all, this is the entry I've liked the most this far. The general "atmosphere" or "style" of the game is nice and I'd say the game is very polished and pretty well thought out. It's smooth and I can't find much to complain about. However, so far it hasn't given me any "WTF AWESOME" moments either, apart the intro being pretty nice. This seems very promising game everyone should play, only thing I'm worried about is the story aspect, because so far that I got, it didn't seem to start properly yet. However, if the story proves to be good and interesting, well told and so on, this could be a great game.
I'm looking forward to play more as soon as I know how to get forward in the game. The game is pretty promising, I'm just hoping the story aspect would answer to my expectations. From the first impression I'd range the game scoring around 4 out of five stars.
Release Something! V - Discussion Thread
Forever's End by NicoB
- Why point out all those credits in the intro? It's game made by you with ripped stuff, alright. The player couldn't be less interested.
Put them in the ending credits or something. This is just ruining the beautiful scenery. :( I mean, if they would be noteworthy credits, no problem, but they're all pointing out at you or commercial games, it could be mentioned just with a line or two.
- If you're going to stick with those facesets I'd really recommend cleaning them up a bit from all the grainy pixels!
- Why is this kid captain of all these soldiers...
- Okay these facesets are too random. Consistency please. The dialogue and whole game would be far more enjoyable with more consistent facesets and generally more consistent usage of the resources.
- Now it's not very hard to guess who the baddie is eh. Just look at that guy!
- The mapping is simple, but not necessarily a bad thing. The surroundings have served their purpose pretty well so far. (Now that I've played even further, the mapping works pretty well! Even though it still not all complicated, but it's still decent/good!)
- Wow these guys are after... crystals! How original.
- The first savepoint is a book the second a crystal. What's with this?
- I thought the gameplay flows well. Doesn't drag and is quick enough. The pacing is good, and player is occupied.
- Consistency again. The music could be more consistent in style, not all those pieces heard dozens of times. Final Fantasy, Final Fantasy, Wild Arms, etc.
- The battles could use some more tactics and whatnot. Like statuseffects and something that breaks them from the normal inflicting direct damage back
and forth.
- I really liked the direction the soundtrack was going with the battle musics. Talk about the boss battle theme. It was excellent. Personally I think this sort of music would suit this project.
- Fin sounds a bit odd for a currency.
- I can't believe how hard these two soldiers in the village are. I got killed. Didn't even get to save after the boss. Kinda turned off. :/
- Tested again. All that needs to be done before the soldier fight is to make sure player characters are around full health. Maybe have one of the characters
to recommend being prepared and whatnot.
- I'm not fond of the generic #45634 main character.
- the writing is pretty blunt and the foreshadowing kind of obvious. It's not half bad, just could use a bit tweaking. Without the facesets it would probably appeal better already.
- I seriously recommend making the fights against the soldiers easier. I'm having hard time surviving, really. They kill player's characters very very fast.
Died again. Don't feel like going through all those battles a third time. :(
- So far I was somewhat impressed. I mean, there's lot that could be fixed, tweaked and polished, but this game isn't hopeless. The basics are there and I dunno, but I found this game entertaining and worthwhile. It was designed pretty well. Some tweaking in the battle gameplay, some work making the graphics and music more consistent and this could be pretty good.
I can't say about the story or writing so much yet, because I couldn't get further. It was good enough so far, and if you get the other sectors more polished, it won't be anything to complain about. At least not so far. Just some tweaking and this could be very good game.
This is only my impression so far. I wished I could've continued further, but the soldiers are very hard. They could use some balancing too.
Thumbs up, this was pleasant surprise and I actually recommend it. For me Forever's End would scale around 3 stars out of five, because it shows potential. Just some polish and work ... and it could be worth 4 or more! Keyword: consistency.
- Why point out all those credits in the intro? It's game made by you with ripped stuff, alright. The player couldn't be less interested.
Put them in the ending credits or something. This is just ruining the beautiful scenery. :( I mean, if they would be noteworthy credits, no problem, but they're all pointing out at you or commercial games, it could be mentioned just with a line or two.
- If you're going to stick with those facesets I'd really recommend cleaning them up a bit from all the grainy pixels!
- Why is this kid captain of all these soldiers...
- Okay these facesets are too random. Consistency please. The dialogue and whole game would be far more enjoyable with more consistent facesets and generally more consistent usage of the resources.
- Now it's not very hard to guess who the baddie is eh. Just look at that guy!
- The mapping is simple, but not necessarily a bad thing. The surroundings have served their purpose pretty well so far. (Now that I've played even further, the mapping works pretty well! Even though it still not all complicated, but it's still decent/good!)
- Wow these guys are after... crystals! How original.
- The first savepoint is a book the second a crystal. What's with this?
- I thought the gameplay flows well. Doesn't drag and is quick enough. The pacing is good, and player is occupied.
- Consistency again. The music could be more consistent in style, not all those pieces heard dozens of times. Final Fantasy, Final Fantasy, Wild Arms, etc.
- The battles could use some more tactics and whatnot. Like statuseffects and something that breaks them from the normal inflicting direct damage back
and forth.
- I really liked the direction the soundtrack was going with the battle musics. Talk about the boss battle theme. It was excellent. Personally I think this sort of music would suit this project.
- Fin sounds a bit odd for a currency.
- I can't believe how hard these two soldiers in the village are. I got killed. Didn't even get to save after the boss. Kinda turned off. :/
- Tested again. All that needs to be done before the soldier fight is to make sure player characters are around full health. Maybe have one of the characters
to recommend being prepared and whatnot.
- I'm not fond of the generic #45634 main character.
- the writing is pretty blunt and the foreshadowing kind of obvious. It's not half bad, just could use a bit tweaking. Without the facesets it would probably appeal better already.
- I seriously recommend making the fights against the soldiers easier. I'm having hard time surviving, really. They kill player's characters very very fast.
Died again. Don't feel like going through all those battles a third time. :(
- So far I was somewhat impressed. I mean, there's lot that could be fixed, tweaked and polished, but this game isn't hopeless. The basics are there and I dunno, but I found this game entertaining and worthwhile. It was designed pretty well. Some tweaking in the battle gameplay, some work making the graphics and music more consistent and this could be pretty good.
I can't say about the story or writing so much yet, because I couldn't get further. It was good enough so far, and if you get the other sectors more polished, it won't be anything to complain about. At least not so far. Just some tweaking and this could be very good game.
This is only my impression so far. I wished I could've continued further, but the soldiers are very hard. They could use some balancing too.
Thumbs up, this was pleasant surprise and I actually recommend it. For me Forever's End would scale around 3 stars out of five, because it shows potential. Just some polish and work ... and it could be worth 4 or more! Keyword: consistency.
author=Fallen-Griever link=topic=2730.msg51953#msg51953 date=1229986691Patience! I'll get to that next then.
Is anyone going to offer anymore reviews on Sore Losers..? I need to play another game, I think, the three reviews I've offered so far aren't really enough.
Release Something! V - Discussion Thread
author=NicoB link=topic=2730.msg51910#msg51910 date=1229972526Hey, don't worry, it does! At least for now. Downloading now and going to try it next, or as soon as it's finished.author=Rei- link=topic=2730.msg51896#msg51896 date=1229970502
When I try to download this, it gives me "404 - File Not Found"
Ugh, this is frustrating. These file share sites are not being agreeable.
Try this:
http://rapidshare.com/files/175847705/Forever_s_End.rar
If this doesn't work, let me know, so I can shoot myself.
Thoughts on Forever Euphoria by Orig
- The titlescreen already is promising! Nice sounds. :)
- Okay, transition between the screens could be smoother. Like, changing the effects like light effects, weather and whatnot, BEFORE showing the next screen. I mean, since the game is graphically very polished otherwise.
- Aw what an emo intro. Well, at least it carries a viewpoint and wants to tell something!
- That panning screen was extremely slow considering the amount of places it shows = dull. Making it go a bit fastter would be nice.
- The sprites would need to be desaturated to match the other gloomy graphics.
- Do I recognize MONSTER ost here?
- Anastasia is confused, so am I.
- Does the lock number really matter at all in the room with a piano, or did I really get it on the first? D:
- How does Anastasia know the phone wouldn't work??
- The drawer idea was pretty nice, but since exploring the whole place is pretty linear, from place A to B -> C -> and so forth, I need to explore
every part of this drawer anyway, in order to advance in the mansion and so guessing the right number doesn't serve any purpose at all.
- The slow walking speed is very annoying, and since there is very little of anything interesting in the hotel, this far the game has been
extremely dull. There's not much that would make the player curious or care. And since Anastasia seems to be lacking any personality too.
Her monologue is only informative and sort of objective, and she states things that are already obvious to the player. Nothing that would give out anything about her personality.
- First thing that made at least me curious, was the dark upstairs.
- Okay, the atmosphere was really cool here upstairs, but all I found... just a key?
- Okay, wow it ended already. Yeah I got the message of it... but felt kind of simple.
Is this a full release, just a little something? Or is there going to be somekind of game? Like, was this demo or complete like this? At least it didn't feel like complete at all. It didn't really stand for much else than pretty graphics and pro sounds. I really liked the sounds, but to be honest - otherwise this felt pretty much like waste of time. The presentation is nice but lacks content and depth. 2 stars out of five, or so. ???
Moving onto the next game.
Release Something! V - Discussion Thread
author=NicoB link=topic=2730.msg51883#msg51883 date=1229967401When I try to download this, it gives me "404 - File Not Found"
Sorry to sound like a broken record, but I haven't really gotten any feedback and I'd really like to know if anyone is having trouble downloading my game.
[DEMO] Demon Tower Demo(n)
Thoughts on Demon Tower!
- Fancy intro! Smooth presentation with nice music. The character movement patterns seemed pretty well designed (even if this sounds a minor thing) and
the "nature" of each character was introduced pretty well considering the duration of intro.
- Okay so the cast of characters is nice, but I just kinda felt like dumped onto a dungeon without particular transition.
- In the beginning it feels like the monsters are too fast since they always get to act before my party. At least it's troublesome when they do high damage and my healers are slow.
They put my party on low health and when I'm about to heal them next turn, the monsters are faster again and kill the party, before my slow healers can react.
- Apnis' healing abilities fix this problem, but it's not so obvious early in the game.
- The paralyziz in the beginning is kind of annoying. Especially when fighting a big group of monsters. Chaning new people from the reserves and using the skill which removes this
status effect fixes the problem, but this early in the game it wasn't too obvious and that paralyziz gave difficult times.

- Goldurn roaring was cool. I'm going to keep using him from now on.
- I like the uniqueness of the characters' skills. Talk about Ha'naan
- What's with the zombies? They felt totally useless addition.
- The amount that charge command restores HP and SP is pretty low. It could be increased just slightly. At least SP return.
How come this wasn't an option at the Helen statues?
- What's this? Found a treasure called S/F/H/N in a chest. It lacks icon and description. Found 3 of these during the whole demo.
- Navigating the maps could be more interesting if they were more than linear hallways, but the battles keep the game interesting. Especially the demon
fights are pretty nice. The reserve characters system is one of the best thing this game has to offer.
- Is Limited Line supposed to cause instant death to the enemy? Didn't work once for me during the demo.
- Fifth and Sixth floor felt too easy. All I had to do to win the battles was pretty much hittin attack button.
- This far the gameplay has felt kinda tedious. It's really focused in the battles and doesn't have much to offer outside them. I wished there would've been
even some sort of pauses or cutscenes or something that would break out of the battles for a little while. It didn't feel the dialogue bits would've made
up for it as they were very short.
- Using the "Style" menu could be more practical if you could switch between the characters without having to go back to the main menu in between.
- Maybe there could be one or two less of the Essence slots? I equipped a lot of stuff to Goldurn and for the rest of the game all the enemies hit him for
1-4. He would be effective tank enough even if they hit him for 10-30, but no, they hit him 1 - 4. Didn't switch Goldurn out of party since then. He became my hero!
- Apnis seems way superior to the two other healers. That medic guy felt really useless. Him or the music girl could use instant single target healing ability perhaps?
- I really liked when the characters actually shouted remarks at each other during the battles, or interacted. There could've been more of it. It was pretty enjoyable.
- The difficulty catches up in the 7th floor, again. It kind of got me in the game again.
- It seems weird I can equip two of the same type of item for same character, or even two of the same item. Talk about wearing two helmets.
- Wow 9th floor started hard. Battle with several of those Flamethingies was kinda hard. Well, I still survived it, so what am I complaining...
Though even my reservers were all worn out at this point. Felt like I had to play real careful and watch out for a while.
- Someone, like Neverage perhaps, could have a skill that detects traps. Perhaps flashes their locations for once when the skill is used. I just hate stepping into them randomly.
- I was wondering how the SP/HP recovery rate for the partymembers in reserve works. I felt it got slowier further in the game, but I think I figure out
HP and SP recovers only in the battles. It would be good if there would be somekind of free recovering outside the battles. Something would ease the player even a bit, even
for a while. I noticed the party is fully recovered before the demon fights, but still.
- I keep getting "Goldurn has learned Blue Spirit" every turn in every battle. Intended?
- I liked floor 10's design. Not so linear.
- I though thatt battle in 12th with crapload of enemies was pretty tough. Dunno if I would've survived without my super Goldurn!
- I think the special attack of those ant soldiers deal a bit too much damage. Usually 200-300 and when there's 3
ant soldiers in one battle, it's a lot of corpses fast.
- Neverage could use some more of some sort offensive abilities. Well, water shurike would be first, but I think she learned it pretty late?
- After giving Apnis a powerdrink, her SP count has been something + 0.5 SP. She's got half SP. Is that useful for anything?
- Love Tap is described to give friend some SP, but I can only target the enemy with it.
- The musics of the game fit in pretty well, except the song of third demon phase sounds a bit too happy.
- Equis Apnees was a cool fight!
Yay, I'm done with Demon Tower! The first few floors were pretty hard and game didn't really appeal at this point. Around floors 5-7 the game started
feeling tedious and dragging. I wanted diversity and some sort of rest. If I would've just quited playing for a bit, I dunno if I would've continued.
There wasn't much that felt rewarding. however from floor 7 on, the game started to feel kind of enjoyable again. It shines in battles, even though there
are some things that could use tweaking. Gameplay outside the battles definitely needs more diversity and other aspects, rewards,
and more depth to be enjoyable enough for the player to able to complete the whole tower.
I'd range the game scoring aroud 3 stars out of 5, but with some work it could be 4.
Moving onto the next game!
- Fancy intro! Smooth presentation with nice music. The character movement patterns seemed pretty well designed (even if this sounds a minor thing) and
the "nature" of each character was introduced pretty well considering the duration of intro.
- Okay so the cast of characters is nice, but I just kinda felt like dumped onto a dungeon without particular transition.
- In the beginning it feels like the monsters are too fast since they always get to act before my party. At least it's troublesome when they do high damage and my healers are slow.
They put my party on low health and when I'm about to heal them next turn, the monsters are faster again and kill the party, before my slow healers can react.
- Apnis' healing abilities fix this problem, but it's not so obvious early in the game.
- The paralyziz in the beginning is kind of annoying. Especially when fighting a big group of monsters. Chaning new people from the reserves and using the skill which removes this
status effect fixes the problem, but this early in the game it wasn't too obvious and that paralyziz gave difficult times.

- Goldurn roaring was cool. I'm going to keep using him from now on.
- I like the uniqueness of the characters' skills. Talk about Ha'naan
- What's with the zombies? They felt totally useless addition.
- The amount that charge command restores HP and SP is pretty low. It could be increased just slightly. At least SP return.
How come this wasn't an option at the Helen statues?
- What's this? Found a treasure called S/F/H/N in a chest. It lacks icon and description. Found 3 of these during the whole demo.
- Navigating the maps could be more interesting if they were more than linear hallways, but the battles keep the game interesting. Especially the demon
fights are pretty nice. The reserve characters system is one of the best thing this game has to offer.
- Is Limited Line supposed to cause instant death to the enemy? Didn't work once for me during the demo.
- Fifth and Sixth floor felt too easy. All I had to do to win the battles was pretty much hittin attack button.
- This far the gameplay has felt kinda tedious. It's really focused in the battles and doesn't have much to offer outside them. I wished there would've been
even some sort of pauses or cutscenes or something that would break out of the battles for a little while. It didn't feel the dialogue bits would've made
up for it as they were very short.
- Using the "Style" menu could be more practical if you could switch between the characters without having to go back to the main menu in between.
- Maybe there could be one or two less of the Essence slots? I equipped a lot of stuff to Goldurn and for the rest of the game all the enemies hit him for
1-4. He would be effective tank enough even if they hit him for 10-30, but no, they hit him 1 - 4. Didn't switch Goldurn out of party since then. He became my hero!
- Apnis seems way superior to the two other healers. That medic guy felt really useless. Him or the music girl could use instant single target healing ability perhaps?
- I really liked when the characters actually shouted remarks at each other during the battles, or interacted. There could've been more of it. It was pretty enjoyable.
- The difficulty catches up in the 7th floor, again. It kind of got me in the game again.
- It seems weird I can equip two of the same type of item for same character, or even two of the same item. Talk about wearing two helmets.
- Wow 9th floor started hard. Battle with several of those Flamethingies was kinda hard. Well, I still survived it, so what am I complaining...
Though even my reservers were all worn out at this point. Felt like I had to play real careful and watch out for a while.
- Someone, like Neverage perhaps, could have a skill that detects traps. Perhaps flashes their locations for once when the skill is used. I just hate stepping into them randomly.
- I was wondering how the SP/HP recovery rate for the partymembers in reserve works. I felt it got slowier further in the game, but I think I figure out
HP and SP recovers only in the battles. It would be good if there would be somekind of free recovering outside the battles. Something would ease the player even a bit, even
for a while. I noticed the party is fully recovered before the demon fights, but still.
- I keep getting "Goldurn has learned Blue Spirit" every turn in every battle. Intended?
- I liked floor 10's design. Not so linear.
- I though thatt battle in 12th with crapload of enemies was pretty tough. Dunno if I would've survived without my super Goldurn!
- I think the special attack of those ant soldiers deal a bit too much damage. Usually 200-300 and when there's 3
ant soldiers in one battle, it's a lot of corpses fast.
- Neverage could use some more of some sort offensive abilities. Well, water shurike would be first, but I think she learned it pretty late?
- After giving Apnis a powerdrink, her SP count has been something + 0.5 SP. She's got half SP. Is that useful for anything?
- Love Tap is described to give friend some SP, but I can only target the enemy with it.
- The musics of the game fit in pretty well, except the song of third demon phase sounds a bit too happy.
- Equis Apnees was a cool fight!
Yay, I'm done with Demon Tower! The first few floors were pretty hard and game didn't really appeal at this point. Around floors 5-7 the game started
feeling tedious and dragging. I wanted diversity and some sort of rest. If I would've just quited playing for a bit, I dunno if I would've continued.
There wasn't much that felt rewarding. however from floor 7 on, the game started to feel kind of enjoyable again. It shines in battles, even though there
are some things that could use tweaking. Gameplay outside the battles definitely needs more diversity and other aspects, rewards,
and more depth to be enjoyable enough for the player to able to complete the whole tower.
I'd range the game scoring aroud 3 stars out of 5, but with some work it could be 4.
Moving onto the next game!
[DEMO] Demon Tower Demo(n)
Release Something! V - Discussion Thread
author=DE link=topic=2730.msg51830#msg51830 date=1229943114Yeah the pacing ain't too good apparently. Problem's with the plot starting point. Noted for current project. :)
THE PUPPET
- exposition time! story sounds promising, but the amount of names thrown at me at once is overwhelming; I doubt I'll remember even one after the intro; it seems there are zombies invading a church state or something like that
- nothing really happens during the following cutscene; I want to play, dammit!
- another cutscene and once again I'm being bombarded with names :(
- watch your grammar! I'm not a native speaker and have already found quite a lot of errors; "Don't be idiot!"
- they're still talking; I think you need to cut down the amount of dialogue and make it more condensed
- another cutscene; the drunkard's ace :D
- anotherrr cutscene
- finally... a battle! I smash enter and win (OK, I also used the only available skill (HP drain) 3 times :D ); at least the ATB bar fills up quickly
- a minute or two later and I can move my avatar around a map! nice ;)
- OK, got to the spike trap and kinda lost interest; there's just nothing interesting going in this game
- I open up the menu and can't find the option to change the ATB mode to wait; not goodHmm I thought I included that. :(
- the cave's too dark, I can barely see anythingI guess my screen is just really bright. I'll be more careful with tints. :)
- I almost get killed by a huge boulder; PROBLEM: once it hits you, it'll keep hitting you until you manage to reach a turnHahah yeah, it's not too well made trap, but at least it's realistic in that way then?
- a save point. Fuck yeah! Too bad you didn't place it BEFORE the boulders...Noted, and second time actually. Someone managed to die in the boulders lol.
Thanks for the comments and reactions! It was fun to read. :)
The spike puzzle/trap might be easier if you do it slowly and wait all the spikes to time so that they go down all at once (first row is just about timing)
If you can get past the spike puzzle, the story should turn out more interesting soon after. It kind of catches up later.
I think I've finally got a spare moment for other games. Tho almost all I've tried so far have got error or something. :(














