KROLAN'S PROFILE
Krolan
50
The god-like critique creature sleeps in its cave.
A roaring sound is heard whenever it breathes.
Beware his wrath, embrace his approvement.
You have not yet experienced true horror.
General Rating Table
The Formula:
(+++) = Perfect or Excellent
(++) = Very Good
(+) = Good
(0) = Neither Good Nor Bad
(-) = Bad
(--) = Very Bad
(---) = Horrendous
I do not formulate reviews upon request. I do them only on "The RMN Journey" or "The RMN Short-Trip" which is completely random and dependant on my mood. Testing Games and giving Bug Reports or General Feedback I do on request, sometimes even without. Realize that I am nothing more than a gamer. I have no technical expertise in making games or writing scripts of any sort. If I Review a game positively it means that I think that the general crowd would also enjoy the game. If I Review a game negatively it means that I think that it won't be liked. I may be mistaken.
Do NEVER ask me to promote your game. Do NEVER request that I open a thread talking about your game. Do NEVER expect ANYTHING from me. I WILL disappoint you. Except if we are friends. Do ask me if we can be friends, but only if you can take rejection. That's all.
And no, I'm not such an hard-ass. I'm just playing around. If you're nice, I'll be nice too :)
If you are actually interested in my stuff, here is my List of Reviews
The one thing that will always stay above anything anybody will ever tell me.
The one thing that will always shine brighter than any random RMN quote.
A roaring sound is heard whenever it breathes.
Beware his wrath, embrace his approvement.
You have not yet experienced true horror.
General Rating Table
The Formula:
(+++) = Perfect or Excellent
(++) = Very Good
(+) = Good
(0) = Neither Good Nor Bad
(-) = Bad
(--) = Very Bad
(---) = Horrendous
I do not formulate reviews upon request. I do them only on "The RMN Journey" or "The RMN Short-Trip" which is completely random and dependant on my mood. Testing Games and giving Bug Reports or General Feedback I do on request, sometimes even without. Realize that I am nothing more than a gamer. I have no technical expertise in making games or writing scripts of any sort. If I Review a game positively it means that I think that the general crowd would also enjoy the game. If I Review a game negatively it means that I think that it won't be liked. I may be mistaken.
Do NEVER ask me to promote your game. Do NEVER request that I open a thread talking about your game. Do NEVER expect ANYTHING from me. I WILL disappoint you. Except if we are friends. Do ask me if we can be friends, but only if you can take rejection. That's all.
And no, I'm not such an hard-ass. I'm just playing around. If you're nice, I'll be nice too :)
If you are actually interested in my stuff, here is my List of Reviews
The one thing that will always stay above anything anybody will ever tell me.
The one thing that will always shine brighter than any random RMN quote.
wow. so indepth. much complex. very review. *play intensifies* - kentona
Search
Filter
Seraphic Blue (English)
Ep30_sS+T景.png and Ep37_Tt.png are broken, or rather, cannot be read, for the same reason that this here Texteditor can't display all of the characters contained in the filename.
I'm currently at EP19, and am afraid to need to stop later because of this.
Does anyone know what I can do to make these files be a) functional and b) not mess with the RPG-Maker script looking for them?
Thanks in advance.
I'm currently at EP19, and am afraid to need to stop later because of this.
Does anyone know what I can do to make these files be a) functional and b) not mess with the RPG-Maker script looking for them?
Thanks in advance.
Meta Revelations : Armour of the Abyss
author=Zephyrsword
It's been in development for about 3 years, but there should be a demo out within a year. I want to make sure it's at its best before I provide it.
Fair.... Fair...... <.<
It better be awesome!!! ò.ó
Have a good ride to completion then ^^
Cya :)
P.s.: What you have so far looks really good and intriguing. The Artstyle and Transformation angle is really somethin'.
Meta Revelations : Armour of the Abyss
Super Mario RPG: The Seven Sages
author=SkyBirdGirl
Where is the Download to this game? I Cannot find it.
I went to their website and its no longer there.
https://rmarchiv.de/games/580
The Site's download Links default to german for me, if they do for you too, seek the word "Vollversion" (Full Release). The Download Links are, from the top of the page, visible in the bottom right.
Edit: Seems to be a Site of German Origin, regardless, the release is in english as indicated by the british flag next to the download link.
Also, as a Bonus, Super Mario RPG: the Starlit World that was also created by the same peeps and was featured on their website at one time (supposedly):
https://rmarchiv.de/games/579
Above Hell
Hey, thanks for the advice :) You're as straightforward as your designs ;D
So, huh, Easy mode actually has the extra perk point. Dangit, should've checked that before critisizing it. I guess I fell victim to my ancient perception of "normal" difficulty. So, for me, easy is normal and normal is hard, heh.
Imma give it a try honestly. As an avid fan of your earlier works, a full-on exploration focused game is intriguing. Should've bought the Spellbook I think, bc I found it, for 1000 gold, but I also had like 3000, thinking I will run across something like statboosts that cost more.
Gotta say though, I miss the crispyness of combat from UW, at least Dash-Slashing through enemies would've pleased me greatly ^^' I like swords.
Greetz :)
So, huh, Easy mode actually has the extra perk point. Dangit, should've checked that before critisizing it. I guess I fell victim to my ancient perception of "normal" difficulty. So, for me, easy is normal and normal is hard, heh.
Imma give it a try honestly. As an avid fan of your earlier works, a full-on exploration focused game is intriguing. Should've bought the Spellbook I think, bc I found it, for 1000 gold, but I also had like 3000, thinking I will run across something like statboosts that cost more.
Gotta say though, I miss the crispyness of combat from UW, at least Dash-Slashing through enemies would've pleased me greatly ^^' I like swords.
Greetz :)
Above Hell
Well, I gotta be honest, after Underworld 4 I probably should've seen smth like this coming. Correct me if I'm wrong, but the game is in many places a meme onto itself ^^
I had issues playing the game without lag when music was on. Everytime the game loaded another track, which it would do at the end of any other, the game'd stop for like 3 seconds. So I played with Music off.
Consider this a First Impression Review, I have obviously by far not seen everything, and really only found 1 new area (with other monsters and different enviroments) and an area without enemies but some electrifying railroad instead.
Regarding gameplay, the game doubles down on repeatable cycles of exploration, while the combat has been downscaled to almost a button masher with some tight movements to execute. I didn't really try Magic yet, and I don't yet know where to find the gun. But I did want the Sword, as I liked the older UW games where I got to dash through enemies to damage them. Regardless, the game feels like a Roguelike Collectathon more than it does either an RPG or ARPG.
That's not to say that this is a bad game. It's just not something I see pleasing to older UW fans.
On the more positive notes, the Map seems expansive, for completionists who like to spend alot of time essentially doing the same thing, until new areas are discovered, new enemies met, bosses and secret areas uncovered, and then returning to doing essentially the same thing, this'd be a worthwhile title. While the Inn-rating aspect in towns is funny, the towns themselves are minimalistic, and the NPC's are bags of quests. And I remember much deeper designs from you.
On the other hand, as was usual in your older titles, you go out of your way to provide simple instructions in those NPC quests, first they tell you the problem, then what you need to find, and where to find they tell you by a string of directions (South - South - West - South - East for example), which is, considering my assumption about the target audience is correct, convenient to keep clearing more and more of the map without much thought.
However, because alot of the 'Maps' are rather simplistic and alot of the same enemies appear in alot of places, it is easy to get lost at times. Places seem to hold little significance on their own and exist merely as yet another room to clear and potentially search for secrets in. Sometimes the rooms are more creative than that, providing sort of a trap-room to manuveur around, but the reward is the usual Rare Coins, Bombs n' Keys.
Leveling up seems tedious all things considered, but I also see that the abilities that you can unlock are gamechanging on their own. From ignoring enemy Armor to 'seeing secret rooms in dungeons', as those would be coming in, I imagine the process that seemed repetitive to me becomes much quicker and more enjoyable. After 1 1/2 hours though I am at only half way to my first level up.
In summary, while everything that's here seems to be mechanicly sound, this is a game for peoplez that feel good about laying bombs down everywhere to find the secret 'room' (which is a randomized drop of either items or rarely skills), clear short two room dungeons to accumulate gold and power for their favorite weapon, so that they can unlock all the weapons, of which there seems to be 4, counting bombs, and upgrade everything they can, defeating every Boss that may be lurking, though so far it seems enemies have visual but little mechanical variety. (though in my short playthrough I discovered a purple pig monster thing with something like a crossbow(?) in the room that allowed for greater damage, and skeletons that don't seem to die but instead fall to the ground only ot rise again 5 seconds later, so I may be wrong here).
Ultimatively, the Goal is either to start weaklish and become strong enough to clear to the final boss, or to explore every inch of the map for the sake of doing so, for that '100% of the World explored'
It's less of an Action RPG and more of a Free-Roam (kinda Open World) Collectathon Upgrade-Complete with simple combat that becomes challanging only through high LP and resistant enemies, which I imagine to be the focal point of fun by the end, when one has powered up enough to mow them down with ease. There's alot of different stuff to see for anyone willing to spend the time to get through the early game which so far seems to be a bit of a slog.
Heh^^''' Hope I'm not being too harsh or anything, just wanted to share my thoughts. Obviously you put alot of work and bugfixing into this game and the dreariness of early game may very well be on me not really knowing how to approach a game like this.
I felt alot of times that what I'm doing is inefficient and that I should be going elsewhere and doing something more significant but to collect keys for chests that hold randomized gold rewards, avoiding hearts because of some reward promised mowing down enemies to collect more gold in a room filled with spikes, where I found myself wondering, if it wouldn't be much more reasonable to just run past them.
If I had a suggestions right now, it would be starting out the player at level 1 with 1 skill point. I think that alone can immediatly elevate the experience, and if one chooses something that they end up not liking so much (let's say +5 defense seemed pointless to them in the face of being able to heal by exiting and reentering any room or 'scene'), they can relatively painlessly restart and choose something of greater magnitude, like Armor Breaker.
And on a more Personal note: Hope you're doing well and have a great time, It's good knowing you're around :)
Edit: After Checking the Trailer and finding a YT channel supposedly by you(?) where you played through your own game, I realize that there is in fact more to this game than I could see in my relatively short playthrough. So feel free to disregard any critisism that would seem to be wildly based on ignorance on my part ^^''
In my defense, I deliberately went in blind to preserve a neutral outlook.
I had issues playing the game without lag when music was on. Everytime the game loaded another track, which it would do at the end of any other, the game'd stop for like 3 seconds. So I played with Music off.
Consider this a First Impression Review, I have obviously by far not seen everything, and really only found 1 new area (with other monsters and different enviroments) and an area without enemies but some electrifying railroad instead.
Regarding gameplay, the game doubles down on repeatable cycles of exploration, while the combat has been downscaled to almost a button masher with some tight movements to execute. I didn't really try Magic yet, and I don't yet know where to find the gun. But I did want the Sword, as I liked the older UW games where I got to dash through enemies to damage them. Regardless, the game feels like a Roguelike Collectathon more than it does either an RPG or ARPG.
That's not to say that this is a bad game. It's just not something I see pleasing to older UW fans.
On the more positive notes, the Map seems expansive, for completionists who like to spend alot of time essentially doing the same thing, until new areas are discovered, new enemies met, bosses and secret areas uncovered, and then returning to doing essentially the same thing, this'd be a worthwhile title. While the Inn-rating aspect in towns is funny, the towns themselves are minimalistic, and the NPC's are bags of quests. And I remember much deeper designs from you.
On the other hand, as was usual in your older titles, you go out of your way to provide simple instructions in those NPC quests, first they tell you the problem, then what you need to find, and where to find they tell you by a string of directions (South - South - West - South - East for example), which is, considering my assumption about the target audience is correct, convenient to keep clearing more and more of the map without much thought.
However, because alot of the 'Maps' are rather simplistic and alot of the same enemies appear in alot of places, it is easy to get lost at times. Places seem to hold little significance on their own and exist merely as yet another room to clear and potentially search for secrets in. Sometimes the rooms are more creative than that, providing sort of a trap-room to manuveur around, but the reward is the usual Rare Coins, Bombs n' Keys.
Leveling up seems tedious all things considered, but I also see that the abilities that you can unlock are gamechanging on their own. From ignoring enemy Armor to 'seeing secret rooms in dungeons', as those would be coming in, I imagine the process that seemed repetitive to me becomes much quicker and more enjoyable. After 1 1/2 hours though I am at only half way to my first level up.
In summary, while everything that's here seems to be mechanicly sound, this is a game for peoplez that feel good about laying bombs down everywhere to find the secret 'room' (which is a randomized drop of either items or rarely skills), clear short two room dungeons to accumulate gold and power for their favorite weapon, so that they can unlock all the weapons, of which there seems to be 4, counting bombs, and upgrade everything they can, defeating every Boss that may be lurking, though so far it seems enemies have visual but little mechanical variety. (though in my short playthrough I discovered a purple pig monster thing with something like a crossbow(?) in the room that allowed for greater damage, and skeletons that don't seem to die but instead fall to the ground only ot rise again 5 seconds later, so I may be wrong here).
Ultimatively, the Goal is either to start weaklish and become strong enough to clear to the final boss, or to explore every inch of the map for the sake of doing so, for that '100% of the World explored'
It's less of an Action RPG and more of a Free-Roam (kinda Open World) Collectathon Upgrade-Complete with simple combat that becomes challanging only through high LP and resistant enemies, which I imagine to be the focal point of fun by the end, when one has powered up enough to mow them down with ease. There's alot of different stuff to see for anyone willing to spend the time to get through the early game which so far seems to be a bit of a slog.
Heh^^''' Hope I'm not being too harsh or anything, just wanted to share my thoughts. Obviously you put alot of work and bugfixing into this game and the dreariness of early game may very well be on me not really knowing how to approach a game like this.
I felt alot of times that what I'm doing is inefficient and that I should be going elsewhere and doing something more significant but to collect keys for chests that hold randomized gold rewards, avoiding hearts because of some reward promised mowing down enemies to collect more gold in a room filled with spikes, where I found myself wondering, if it wouldn't be much more reasonable to just run past them.
If I had a suggestions right now, it would be starting out the player at level 1 with 1 skill point. I think that alone can immediatly elevate the experience, and if one chooses something that they end up not liking so much (let's say +5 defense seemed pointless to them in the face of being able to heal by exiting and reentering any room or 'scene'), they can relatively painlessly restart and choose something of greater magnitude, like Armor Breaker.
And on a more Personal note: Hope you're doing well and have a great time, It's good knowing you're around :)
Edit: After Checking the Trailer and finding a YT channel supposedly by you(?) where you played through your own game, I realize that there is in fact more to this game than I could see in my relatively short playthrough. So feel free to disregard any critisism that would seem to be wildly based on ignorance on my part ^^''
In my defense, I deliberately went in blind to preserve a neutral outlook.
Above Hell
*squeeeeel*
So you're still alive and kicking^^
A pretentious reviewer of the past greets you and looks forward to playing your newest game :)
So you're still alive and kicking^^
A pretentious reviewer of the past greets you and looks forward to playing your newest game :)
Final Tear remastered
So, I have beaten the final Boss.
(not the Bonus thingy, grinding myself to Level 50 and get my stats to not one-shot-by-epsilon-range would take approx. 500 Monsters to kill, unless I'm overestimating the amount of XP I need. Really think you should at that point just set the players Level to the required range, and probably just give him Full GP, so we can follow up what was an Epic fight with another Epic Fight)
I gotta say, while everything except the combat is *basic as hell*, it is all competently put together. I am quite impressed by the effort that must have went into turning the defaul RPG-Maker Combat System into a continuasly challenging and interesting experience. At some times it seems almost unfair, but when you use dem Items, when you cast dem spells, when you do think 2 turns ahead, you end up having a hard fight that usually doesn't end in some too difficult to deal with attack sequence on the boss. Only really needed to intentionally grind on one Boss (The first time you fight the Girl-Warrior), and 2 minor grinds to get in range of some Items I wanted to buy early.
Speaking of Items, at first I thought it is a massive oversight that there are no boots or helmets to buy at one point, but at least the boots are sorted out by the Hidden Ultis, but there is no Helmet, and no Staff. Meaning, that if the player would somehow be unlucky enough to have chosen the type of items that actually have a strongest tier over upgrading their Helmets/Staffs, they might be screwed a bit for the middle of End-game, Endgame, and Postgame. I was relatively lucky having picked up Crystal Staffs and Crystal Helmets when they were available, foregoing getting Armor/Blades until later, because I just kept going, and my GP kept being eaten by Ethers/Potions. The game tries to tell you that you don't need to grind, there's always a next shop, but while that is true for most Equipment, it isn't for Staffs/Helmets. So, as a hint for any potential future player, if you see Crystal Staff/Crystal Helmet in de shop, get them ASAP. Will spare you alot of trouble. Soon After Helmets and Staffs will just not appear anymore. Like, at all.
Regardless, if one gets into a pretty well balanced (it gets continuasly better in that regard as well, as described in my above Comment) classic RPGmaker Battles, this game is actually fun, and the lack of complexity in many areas serves to keep the focus sharp, although some of these dungeons, or, well, almost all of them, as well as the dialogues feel like a parody of RPG's, almost like it's making fun of it, by showing you the bare bones of what effectively makes up any other RPG, except that everything looks nicer in those others, and usually doesn't deliberately show you that, this is just hallway, that loops all the way around to waste your time.
I have practically never (except to get to Savepoints) escaped from battles until the Endgame after I ported back and needed to walk the path again to reach the final boss. Doing that kept my level adequate without running in circles to grind, most of the time and I found enjoyment in how the battles kept ramping up.
On to Final Tear 2, because despite many a shortcoming in Final Tear 1 in comparison to other games, I'm super curious about how much Turn Based RPG fun there may be in the battles of the sequel. At the time of originally creating this, your game did only one thing right, but that one thing it did incredibly well.
P.s.: Needing to reload multiple times to get the post-Endboss sequence to play is pretty silly considering that we have a previous instance of the same where you just allowed the player to even skip a bossfight (you are supposed to loose anyway), and in this case, nothing would be lost, because the next sequence is a proper fight, that is hard to loose. I needed only 3 reloads. I get the feeling that all three 'Children' need to have already spawned into the battle before you loose it for RPGmaker to pass on the next event instead of giving you a Game Over. Well, at least you put a saveopportunity right before it.
P.p.s: "...but I left the old school and the amateurish aspects in it as much as possible." And I appreciate that aspect alot personally :)
(not the Bonus thingy, grinding myself to Level 50 and get my stats to not one-shot-by-epsilon-range would take approx. 500 Monsters to kill, unless I'm overestimating the amount of XP I need. Really think you should at that point just set the players Level to the required range, and probably just give him Full GP, so we can follow up what was an Epic fight with another Epic Fight)
I gotta say, while everything except the combat is *basic as hell*, it is all competently put together. I am quite impressed by the effort that must have went into turning the defaul RPG-Maker Combat System into a continuasly challenging and interesting experience. At some times it seems almost unfair, but when you use dem Items, when you cast dem spells, when you do think 2 turns ahead, you end up having a hard fight that usually doesn't end in some too difficult to deal with attack sequence on the boss. Only really needed to intentionally grind on one Boss (The first time you fight the Girl-Warrior), and 2 minor grinds to get in range of some Items I wanted to buy early.
Speaking of Items, at first I thought it is a massive oversight that there are no boots or helmets to buy at one point, but at least the boots are sorted out by the Hidden Ultis, but there is no Helmet, and no Staff. Meaning, that if the player would somehow be unlucky enough to have chosen the type of items that actually have a strongest tier over upgrading their Helmets/Staffs, they might be screwed a bit for the middle of End-game, Endgame, and Postgame. I was relatively lucky having picked up Crystal Staffs and Crystal Helmets when they were available, foregoing getting Armor/Blades until later, because I just kept going, and my GP kept being eaten by Ethers/Potions. The game tries to tell you that you don't need to grind, there's always a next shop, but while that is true for most Equipment, it isn't for Staffs/Helmets. So, as a hint for any potential future player, if you see Crystal Staff/Crystal Helmet in de shop, get them ASAP. Will spare you alot of trouble. Soon After Helmets and Staffs will just not appear anymore. Like, at all.
Regardless, if one gets into a pretty well balanced (it gets continuasly better in that regard as well, as described in my above Comment) classic RPGmaker Battles, this game is actually fun, and the lack of complexity in many areas serves to keep the focus sharp, although some of these dungeons, or, well, almost all of them, as well as the dialogues feel like a parody of RPG's, almost like it's making fun of it, by showing you the bare bones of what effectively makes up any other RPG, except that everything looks nicer in those others, and usually doesn't deliberately show you that, this is just hallway, that loops all the way around to waste your time.
I have practically never (except to get to Savepoints) escaped from battles until the Endgame after I ported back and needed to walk the path again to reach the final boss. Doing that kept my level adequate without running in circles to grind, most of the time and I found enjoyment in how the battles kept ramping up.
On to Final Tear 2, because despite many a shortcoming in Final Tear 1 in comparison to other games, I'm super curious about how much Turn Based RPG fun there may be in the battles of the sequel. At the time of originally creating this, your game did only one thing right, but that one thing it did incredibly well.
P.s.: Needing to reload multiple times to get the post-Endboss sequence to play is pretty silly considering that we have a previous instance of the same where you just allowed the player to even skip a bossfight (you are supposed to loose anyway), and in this case, nothing would be lost, because the next sequence is a proper fight, that is hard to loose. I needed only 3 reloads. I get the feeling that all three 'Children' need to have already spawned into the battle before you loose it for RPGmaker to pass on the next event instead of giving you a Game Over. Well, at least you put a saveopportunity right before it.
P.p.s: "...but I left the old school and the amateurish aspects in it as much as possible." And I appreciate that aspect alot personally :)
Final Tear remastered
(-4 14) (-7 47) (-8 ?)
I gotta say, this is not a riddle. This is a friggin' guessing game that only someone who had an advanced interest in Highschool mathematics can *maybe* guess correctly. It would actually be a nice advanced version of the number sequence puzzles often found in these RPG's, but for that, a third one should've been present. That's how number sequences work. If I just present you
2 5 ?, yes, you *may* guess 8, because the only relation between these numbers is the discrepancy of 3.
However, if I just present you 3 15 ?, you immediatly guess either (3+12=15 15+12=)27 or (3*15)45 or (3*5=15 15*5=)75, all three are wrong, and no, the solution isn't (3-15=)-12 either. The Solution if 53. Why? You were supposed to figure out, that you first divide the second number by the first(5), then, you multiply the second by the first(45). You take these two results and add them together (50) and then simply add the first number to get 53. Now wasn't that a well made 'riddle'?
That's expecting the player to randomly guess that they have to throw the rubber chicken against the waterfall to receive a monkey-butt that they need to use as fuel for a flying carpet to travel back in time and deliver a cactus to a parrot. That would be horrible Adventure Game design. And that's how figuring out the solution to this one feels like.
I eventually considered all possible relations to the numbers and made a pretty wild guess, that the -4 and -7 are 3 apart, and the sister number of the first means -4 was multiplied by 3 to get 12 then add 2 to get 14, assuming that operation wasn't complete nonsense, which wasn't clear, looking at the second part it multiplies -7 with 6 to get 42 and add 5 to get 47. So what were you supposed to do? Realize that the multiplier is N and that the adder is N-1, and that the discrapancy of N in the first part and N in the second part is also 3 each. Now we go to -8 and just assume these rules to be true, so, it is 4 apart from -4, so we add +4 (or +1 going by the second bracket) to the multiplier N of the third bracket, and to N-1 of the third bracket. So the first brackets 'Multiply by 3' becomes 'multiply by 7', and the 'Add 2' becomes 'Add 6' leading to (Click 'Show' for the actual solution, if you're a traveler from the future having a problem here)
That, is not a riddle. Any number of assumptions can be made about these numbers, one very very far fetched assumption leads to the solution. I got lucky. Worse is that the order of negative and positive number are reversed upon inspection. -7 is -3 away from -4, but N-of-7 as well as Nminus1-of-7 are +3 away from the factors of N-of-4 and Nminus1-of-4.
Any Person of sane mind expecting the Riddler to have made a logically structured Puzzle is correct in calling this one 'Impossible', despite me having randomly guessed it, expecting a flaw. The only reason people can get past it anyway is that the scale is small enough to brute force it (or they get lucky with their assumptions).
A Number Sequence puzzle only works if the solver can observe the first numbers relation to the next number and at least another number OR the relation of the next number to the next-to-next number (Numbers = Similar Instances for your Bracket Magic), and then you ask for the 4th.
In this one, to make this an actual riddle rather than a guessing game there should've been a third backet stating i.e. (-5 23). In that case it doesn't even need to be in order, but we can actually *observe* a pattern consistent between 3 examples, and can only come to one solution through deduction, not multiple solutions based on speculation. It would result in actual Challange, instead of resulting in Crap-Shoot.
With that, I'd even commend you for having made an interesting take on a somewhat 'boring' usually added arbitrarily number sequence puzzles in RPG MAK games.
And Just for fun, other Speculations leading to a result which the game considers false, but are no less viable to the actual solution:
-Simply add the numbers together in each bracket, then observe, then *speculate* to use the only relation you can see. (10) (40) (-8 78)/(70) making the Solution 78.
- -4 14 to -7 47, so, we multiply the first brackets solution by 4, so that must mean, we do it again, so the solution is (-8 168), because added together they are the solution of the second bracket multiplied by 4, consistent with 10*4 being 40 (+ 7).
And probably a number of random ass assumption that could be made.
Other than that, I've been enjoying the Remaster of this game for what it is, and I like the straightforward simplicity of it, as well as the execution. Earlier sections are sometimes deliberately repetetive, but as the game moves on, Quality of life improvements show. It is like 20 years ago someone made a single map for an RPG, and then made the second, then the third, and as time passed, things were balanced out and systems implementet to compliment what's already present. From my perspective, it's a timecapsule of how a well made RPG Maker game from ages past looked like, when we didn't have all these fancy scripts and sprites to work with. It's almost like following a Developer on their Process of continuasly adding and improoving to the creation, while leaving the 'mistakes of the past' intact for genuinity. So Kudos to that! :) Nostalgia intensifies
P.s.: And no, the third puzzle is also not 'fair' as one poster from the past claimed (realized a kindred soul actually already provided the solutions to all three puzzles, check the first page, bottom). It suffers from the same problem, it needed in that case at least a second already fully presented 'instance' (1st number times 3rd number equals 2nd number is an observation you do at random, it is simply easier to guess that that's also the expected operation for the second string, which isn't even presented as such.) To make that one viable as a riddle, and not rely on people simply assuming the right solution, it needs to be 1st number times 3rd number equals 2nd number, 4th number times 6th number equals 5th number leading to the magic of *repeated observation*, from that, and only that, the rules are clear, and then it is fair to ask 7th number is x, 8th number is y, what Number is 9th?
P.p.s: I played the Hell out of Lufia II when I was a kid/teen, and I really love the inclusion of its music everywhere :) I guess that's why the combat system ends up being so well made, forcing me to use all the spells, items and tactics (defend) which I often neglect in other RPG's. Lufia had a similar effect, especially in the Cave of the Ancients. I'm also a sucker for the Chrono Trigger Soundtrack, and some Final Fantasy inclusions I also recognize. Well, that's that, thanks for making this ^^
P.p.p.s.: AND Terranigma Musix too!! ^.^
I gotta say, this is not a riddle. This is a friggin' guessing game that only someone who had an advanced interest in Highschool mathematics can *maybe* guess correctly. It would actually be a nice advanced version of the number sequence puzzles often found in these RPG's, but for that, a third one should've been present. That's how number sequences work. If I just present you
2 5 ?, yes, you *may* guess 8, because the only relation between these numbers is the discrepancy of 3.
However, if I just present you 3 15 ?, you immediatly guess either (3+12=15 15+12=)27 or (3*15)45 or (3*5=15 15*5=)75, all three are wrong, and no, the solution isn't (3-15=)-12 either. The Solution if 53. Why? You were supposed to figure out, that you first divide the second number by the first(5), then, you multiply the second by the first(45). You take these two results and add them together (50) and then simply add the first number to get 53. Now wasn't that a well made 'riddle'?
That's expecting the player to randomly guess that they have to throw the rubber chicken against the waterfall to receive a monkey-butt that they need to use as fuel for a flying carpet to travel back in time and deliver a cactus to a parrot. That would be horrible Adventure Game design. And that's how figuring out the solution to this one feels like.
I eventually considered all possible relations to the numbers and made a pretty wild guess, that the -4 and -7 are 3 apart, and the sister number of the first means -4 was multiplied by 3 to get 12 then add 2 to get 14, assuming that operation wasn't complete nonsense, which wasn't clear, looking at the second part it multiplies -7 with 6 to get 42 and add 5 to get 47. So what were you supposed to do? Realize that the multiplier is N and that the adder is N-1, and that the discrapancy of N in the first part and N in the second part is also 3 each. Now we go to -8 and just assume these rules to be true, so, it is 4 apart from -4, so we add +4 (or +1 going by the second bracket) to the multiplier N of the third bracket, and to N-1 of the third bracket. So the first brackets 'Multiply by 3' becomes 'multiply by 7', and the 'Add 2' becomes 'Add 6' leading to (Click 'Show' for the actual solution, if you're a traveler from the future having a problem here)
-8*7+6 = 62
That, is not a riddle. Any number of assumptions can be made about these numbers, one very very far fetched assumption leads to the solution. I got lucky. Worse is that the order of negative and positive number are reversed upon inspection. -7 is -3 away from -4, but N-of-7 as well as Nminus1-of-7 are +3 away from the factors of N-of-4 and Nminus1-of-4.
Any Person of sane mind expecting the Riddler to have made a logically structured Puzzle is correct in calling this one 'Impossible', despite me having randomly guessed it, expecting a flaw. The only reason people can get past it anyway is that the scale is small enough to brute force it (or they get lucky with their assumptions).
A Number Sequence puzzle only works if the solver can observe the first numbers relation to the next number and at least another number OR the relation of the next number to the next-to-next number (Numbers = Similar Instances for your Bracket Magic), and then you ask for the 4th.
In this one, to make this an actual riddle rather than a guessing game there should've been a third backet stating i.e. (-5 23). In that case it doesn't even need to be in order, but we can actually *observe* a pattern consistent between 3 examples, and can only come to one solution through deduction, not multiple solutions based on speculation. It would result in actual Challange, instead of resulting in Crap-Shoot.
With that, I'd even commend you for having made an interesting take on a somewhat 'boring' usually added arbitrarily number sequence puzzles in RPG MAK games.
And Just for fun, other Speculations leading to a result which the game considers false, but are no less viable to the actual solution:
-Simply add the numbers together in each bracket, then observe, then *speculate* to use the only relation you can see. (10) (40) (-8 78)/(70) making the Solution 78.
- -4 14 to -7 47, so, we multiply the first brackets solution by 4, so that must mean, we do it again, so the solution is (-8 168), because added together they are the solution of the second bracket multiplied by 4, consistent with 10*4 being 40 (+ 7).
And probably a number of random ass assumption that could be made.
Other than that, I've been enjoying the Remaster of this game for what it is, and I like the straightforward simplicity of it, as well as the execution. Earlier sections are sometimes deliberately repetetive, but as the game moves on, Quality of life improvements show. It is like 20 years ago someone made a single map for an RPG, and then made the second, then the third, and as time passed, things were balanced out and systems implementet to compliment what's already present. From my perspective, it's a timecapsule of how a well made RPG Maker game from ages past looked like, when we didn't have all these fancy scripts and sprites to work with. It's almost like following a Developer on their Process of continuasly adding and improoving to the creation, while leaving the 'mistakes of the past' intact for genuinity. So Kudos to that! :) Nostalgia intensifies
P.s.: And no, the third puzzle is also not 'fair' as one poster from the past claimed (realized a kindred soul actually already provided the solutions to all three puzzles, check the first page, bottom). It suffers from the same problem, it needed in that case at least a second already fully presented 'instance' (1st number times 3rd number equals 2nd number is an observation you do at random, it is simply easier to guess that that's also the expected operation for the second string, which isn't even presented as such.) To make that one viable as a riddle, and not rely on people simply assuming the right solution, it needs to be 1st number times 3rd number equals 2nd number, 4th number times 6th number equals 5th number leading to the magic of *repeated observation*, from that, and only that, the rules are clear, and then it is fair to ask 7th number is x, 8th number is y, what Number is 9th?
P.p.s: I played the Hell out of Lufia II when I was a kid/teen, and I really love the inclusion of its music everywhere :) I guess that's why the combat system ends up being so well made, forcing me to use all the spells, items and tactics (defend) which I often neglect in other RPG's. Lufia had a similar effect, especially in the Cave of the Ancients. I'm also a sucker for the Chrono Trigger Soundtrack, and some Final Fantasy inclusions I also recognize. Well, that's that, thanks for making this ^^
P.p.p.s.: AND Terranigma Musix too!! ^.^
Final Tear 2 remastered
author=Gari
Hello, you can find an old version of FT2 in rmn contents
Thank. You. So. Much!
Wow, I never knew this hidden corner of RPGM.net. What a treasuretrove.
I'm just happy to have any version of ft2 now, Version 1.3 will suffice.
And you went through the trouble of using the archive magix (which I'm not adapt at) to track it down :) Again. Thank you so much!













