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Re Quest Review
...No, just no rpgmaker 2003 game can have a decent real-time melee battle system...
That sounds like a challenge
Re Quest Review
Oh wow, this is rather unexpected.
I'll have to start off by saying thank you for even taking the time to play this. You seem to have found a number of bugs I (probably) wasn't aware of.
This was actually a project I started as I generally had more fun doing stuff other than narrative, and this format would in theory have given me a good excuse to try a bunch of stuff while still building upon a game of sorts. Unfortunately, the very core is rather rocky. The primary combat system just is not fun. It somewhat stems from how I ended up punishing people for having low stats (really long time between sword slashes, super long charge time for the charge attack) to make the higher stats appealing, rather than making sure the start of the game is already appealing, and having increases in stats build on that.
The event coding under the hood is also pretty terrible. One of the primary events for the menu had so many commands in it, that my computer at the time took several minutes to load it when trying to open the event in the editor. The rest is not particularly solid either.
So, why is it even here? Pretty good question. I think it was due to it being a convenient way to share it with some people I knew who wanted to give it a go.
This is a good reminder that I should update the game description to warn people a bit better.
Again, thank you for the time you spent, even if it likely wasn't all that enjoyable.
I'll have to start off by saying thank you for even taking the time to play this. You seem to have found a number of bugs I (probably) wasn't aware of.
This was actually a project I started as I generally had more fun doing stuff other than narrative, and this format would in theory have given me a good excuse to try a bunch of stuff while still building upon a game of sorts. Unfortunately, the very core is rather rocky. The primary combat system just is not fun. It somewhat stems from how I ended up punishing people for having low stats (really long time between sword slashes, super long charge time for the charge attack) to make the higher stats appealing, rather than making sure the start of the game is already appealing, and having increases in stats build on that.
The event coding under the hood is also pretty terrible. One of the primary events for the menu had so many commands in it, that my computer at the time took several minutes to load it when trying to open the event in the editor. The rest is not particularly solid either.
So, why is it even here? Pretty good question. I think it was due to it being a convenient way to share it with some people I knew who wanted to give it a go.
This is a good reminder that I should update the game description to warn people a bit better.
Again, thank you for the time you spent, even if it likely wasn't all that enjoyable.
UnBit Review
Real Tactic Package Review
Cool, thanks for your time to review this game.
You're pretty much spot on for most of the stuff, though I would like to point out that while not passing through your own units is pretty archaic today, the Advance Wars series (as far as I've played in it anyway) at it's core doesn't have bonus damage for relative well positioning (relative to units, not terrain) and also don't give too many abilities to work with in terms of the units themselves (Of course, it's still a more complex game by far, certainly).
I wouldn't necessarily refer to this series as archaic in not following the style of FFT and the likes.
But, this game is what it is, something quickly patched together based on an old proof of concept system used for tutorials which was dusting down in a folder. If anything, you could almost say that this game is of greater interest to people who want to look into what kind of event scripting is required to do something like this in rm2k3, rather than being a great game on it's own.
Your review is a pretty accurate description of what to expect from playing the game.
You're pretty much spot on for most of the stuff, though I would like to point out that while not passing through your own units is pretty archaic today, the Advance Wars series (as far as I've played in it anyway) at it's core doesn't have bonus damage for relative well positioning (relative to units, not terrain) and also don't give too many abilities to work with in terms of the units themselves (Of course, it's still a more complex game by far, certainly).
I wouldn't necessarily refer to this series as archaic in not following the style of FFT and the likes.
But, this game is what it is, something quickly patched together based on an old proof of concept system used for tutorials which was dusting down in a folder. If anything, you could almost say that this game is of greater interest to people who want to look into what kind of event scripting is required to do something like this in rm2k3, rather than being a great game on it's own.
Your review is a pretty accurate description of what to expect from playing the game.
Trick or Treat Review
Wow, there's something I never expected to see reviewed. Initial thought upon seeing this review was that it looked longer than the game itself. You're of course right in terms of balancing. For someone who didn't spend quite a bit of time constantly play testing it, it's probably rather hard, and sometimes a bit unfair. I'd almost argue that the winning tactic during the downpour of "treats" would be to avoid them rather than collect them to avoid collecting the healthy food. That, and I believe my multiplier logic didn't do too well in terms of balancing either.
Made this for an old halloween event with some restriction in terms of making time, which is probably why I went with a fairly randomized scheme (lot less pain to implement), but that doesn't make the end product anything better than it is.
Thank for your time (and frustration) for playing this old game of mine.
Made this for an old halloween event with some restriction in terms of making time, which is probably why I went with a fairly randomized scheme (lot less pain to implement), but that doesn't make the end product anything better than it is.
Thank for your time (and frustration) for playing this old game of mine.
Brainbow Review
Yeah, I could probably adjust the speed thingy to go up later (does every 50 blocks cleared now I think). I'd also like to try and make the "almost" white blocks easier to read by making them darker, but my attempts so far have ended up making them look more grayish. Need to find some satisfacting way of doing it.
I could probably look into different modes too, but I'd probably want to avoid complete randomization of the colours, as it proved the quickly be able to just unfairly destroy you at any random point (especially at higher speeds) while I was still using complete randomization.
I could probably look into different modes too, but I'd probably want to avoid complete randomization of the colours, as it proved the quickly be able to just unfairly destroy you at any random point (especially at higher speeds) while I was still using complete randomization.
Brainbow Review
Thank you for your review and glad you liked it.
As for the issues:
The learning curve is problematic, due to the randomness yeah, and I don't know how I would improve on it without changing largly changing the concept. It's not entirely random as it has a function which tries to ensure that the colours of the blocks vary to some degree (so that you don't get killed by 5 blue blocks in a row), but even so I suspect the result ending up somewhat varying when starting out with the game.
Also as for the speed increasing too fast, this was about me worrying it would take too long if it didn't. For me, a typical run quickly lasts 15+ minutes even at that speed, though that could be because I made the game. In that sense it very nice to get feedback on exactly stuff like this.
And yeah, the panorama isn't all that nice and had several complaints about it, so I should probably do something about it. Maybe just leave it completely black not to make it distracting (Never had the problem myself during development since I always have very low brightness on my screen).
but yeah, thanks for the feedback. It's appreciated
also, another thing to possibly boost the strategy for when they start going fast, is to look at which block comes next, and give a quick thought where you want to place it during the short pause when a the current one hits the ground.
As for the issues:
The learning curve is problematic, due to the randomness yeah, and I don't know how I would improve on it without changing largly changing the concept. It's not entirely random as it has a function which tries to ensure that the colours of the blocks vary to some degree (so that you don't get killed by 5 blue blocks in a row), but even so I suspect the result ending up somewhat varying when starting out with the game.
Also as for the speed increasing too fast, this was about me worrying it would take too long if it didn't. For me, a typical run quickly lasts 15+ minutes even at that speed, though that could be because I made the game. In that sense it very nice to get feedback on exactly stuff like this.
And yeah, the panorama isn't all that nice and had several complaints about it, so I should probably do something about it. Maybe just leave it completely black not to make it distracting (Never had the problem myself during development since I always have very low brightness on my screen).
but yeah, thanks for the feedback. It's appreciated
also, another thing to possibly boost the strategy for when they start going fast, is to look at which block comes next, and give a quick thought where you want to place it during the short pause when a the current one hits the ground.
Zero Base Review
author=amerkevicius
I will say, though, an option for skipping the intro would be great.
Since the last update (which was a while ago) it has an option for skipping the intro by using the save file provided with the game though
Zero Base Review
Zero Base Review
Ah, I suppose the gameplay video could have been have been more clear on that, as I suppose the tiny little text "weapons can be upgraded by collecting another of the same kind" is very quick to overlook.
So yeah, every weapons stacks up to a total of 3 times, which usually make stuff considerably easier. Have the green laser on stacked 3 times and you hit pretty much everything on screen regardless, or have the red blaster stacked 3 times, and the first boss will die in less than 15 seconds (if you don't miss too much). It's even possible to kill the final boss in around 20 seconds with it... but that requires actually living long enough with that weapon to reach the final boss, and with a bit of careful aiming during it's second phase (where you have to hit it in the little gap).
Thanks for the update. Some of the crossed out stuff gave me a good laugh as well.
So yeah, every weapons stacks up to a total of 3 times, which usually make stuff considerably easier. Have the green laser on stacked 3 times and you hit pretty much everything on screen regardless, or have the red blaster stacked 3 times, and the first boss will die in less than 15 seconds (if you don't miss too much). It's even possible to kill the final boss in around 20 seconds with it... but that requires actually living long enough with that weapon to reach the final boss, and with a bit of careful aiming during it's second phase (where you have to hit it in the little gap).
Thanks for the update. Some of the crossed out stuff gave me a good laugh as well.













