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Exeunt Omnes
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.

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Florence.

Cute little game. I would probably have quit around the quest for the dyes without the walkthrough, I really suggest a less lazy way of extending playtime for your future games, but for one made in 22h this is quite excusable.

antian87> you need to step one square down when you're next to the girl playing the piano, you can walk behind the railing (alhtough that was not obvious, I was stuck there too)

Pom Gets Wi-Fi Review

Haha that comment was certainly emphatic, but I mean, you should expect that image given your user title. With data in hand, Max McGee also has a decent fraction of positive reviews, it's just that the negative ones tend to be angry and memorable. If I may give reviewer awards, Sailerius is definitely more consistent in gonzo reviewing.

Still, it seems a bit overzealous to try to hold a joke game to standards of characterization and the like. Sure, being a joke doesn't make the game better, but I don't go posting reviews on SMBX games complaining about my (very real) disinterest in them due to a lack of narrative, originality or creative vision. Though maybe I should do it, to some non-obnoxious extent, in order to maximize opinion representation. It might beat reviewing only the games I loved.

Pom Gets Wi-Fi Review

This business. It is serious.

I have yet to see a FG/Sated review not based on spite, it's part of the entertainment, a bit like Max McGee's. Once this is accounted for, funny review, even if it hardly says anything new (basically it just points out that the reviewer really doesn't like what everyone else has already pointed out about the game).

Back.

I haven't played this game yet but I like the ideas put forward in this post. Generally, anything that can make a RPG look less like 50 different systems cobbled together at random is good in my book. The only thing I'm afraid with the apothecaries is that it might replace "buy 100 potions" by "grind for 100 hours to collect ingredients", which is not for the best.

author=orochii
ROMASAGA
Roma, Roma-ma, Romancing Saga?

Detective Butler: Maiden Voyage Murder

Nicely put together, but it really takes ages to get anywhere. I'm sorry to say that I just renounced after almost one hour of little to no development. I think that with some work to focus your writing it could be really neat though. For me the weakest points were characterization (like showing the faces of four characters then going at lengths to avoid any dialogue involving them that could possibly make them interesting) and transitions/emotional progressions (the protagonist's emo mode escalates pretty quickly, and some turns in the conversation are so abrupt that I wondered if an ellipsis was implied).

What has been happening

You don't have rights for Kobe Bryant?! All my respect for your facesets is shattered.

That's a huge overhaul, but the opportunity of acquiring many cashs is probably worth it.

I agree with the idea of having fewer fights with higher stakes, Resident Evil has proven time and again that mowing through countless zombies does not make for the most frightening experience. Having ways of concluding encounters other than by total annihilation (avoidance, traps, running around like crazy) can certainly help. Especially in a certain maze-like chapter with door manipulation, having to routinely exterminate horrors from beyond was unhelpful :P

As for the change to actions, I also think that the pile-up gets a bit tiresome, but maybe that only requires programmable macros a la Phantasy Star and/or more powerful actions costing more than one point instead of just shooting four times in a row.


In any case, your loyal followers will loyally follow you. With hugs if need be.

Dumb or Daring?

Maybe a kind of middle ground would be an autosave where the game restarts exactly where you left it. No jumping around from save to save, not even the anti-immersive act of saving, but if my battery dies midcourse I won't have to choose between replaying 40 minutes and quit.

RMN Blue-blood Seeking Aide From RMN Community!

That is much better IMHO. It is significantly easier to get an idea of what you're aiming at, without having to delve into a wall of text (I guess few people do unless attracted by more visual hooks). If you can throw together a short game mechanics video (or even a mockup of the gameplay screen with some details, or whatever) with placeholder assets including or on par with your concept arts, it may help demonstrate that you're able to make an actual game, without detracting from the attractiveness of the project (provided you put a big "placeholder art" tag in a corner) although admittedly the CCG crowd you're trying to reach knows what to expect.

In any case, these will always be good steps toward later stages of promotion. When looking for publicity, I think it is crucial to aim at vertical slices ASAP, to show that the project is viable (even if you only have an extremely limited subset of it to show). Expanding something that seems to work looks far less risky than making it from scratch.
Also nothing is more efficient than learning from peers: these guys made it, barely, but at least they didn't have to self-fund half of their goal like those. I leave to your appreciation the question of why :)

RMN Blue-blood Seeking Aide From RMN Community!

Well, first, compliments for the transition to real games and everything.

A quick suggestion: it's not a very good idea to have a simple speed painting as the main video, and a developer interview on static backgrounds down in the article. Why not put the audio of the interview on the speed painting interspersed with pretty pictures. Right now it's a bit barebones.

But really, I think you launched this campaign too soon, you need more things to show if you want to convince people, unless you have a really big name, and first impressions are extremely important given the sheer number of game kickstarters. You've put together a nice team on the artistic side, but that's not quite enough to make a game. Even static gameplay mock-ups would help people get an idea of what you're trying to achieve.

Anyway, best of luck with it!

Star Stealing Prince Review

I tried not to add yet another message to this trench war, but well. I'm just surprised that, since the beginning, no one seems to have voiced my only concern with this review: it is misguiding to potential players in suggesting that you have to grind. I hate grinding. I never do it, and I would be dicouraged off a game if I were told that it is the only option. But this is actually not the case here. With enough care you can go through the whole game without ever walking around for a random encounter (and without walkthroughs as well).

The whole problem is our expectation that RPGs should require no skill or thought, only labor; once you know that you have to use items carefully and plan with limited resources, well, the game IS punishing in a few occasions, but at least it asks for your competence, not for your mindless expense of time. And I think anyone can respect that.
So I don't know, there should be a disclaimer "Grinding is not the solution" so that people actually shake off their habits and try understanding what the game is about.

Otherwise, I see no problem with someone voicing their opinion, although rants that appear misinformed (at least to me) like this one essentially suggest that the writer would have enormously benefitted from a simple mail exchange with the creator in trying to understand what they intended. It's not like sending hate mail to the Electronic Arts PR department, we are a community here, let's try to communicate.