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Lions don't hibernate

Being someone who's never really been a part of this site, and only recently started being more active after my googling of "yuri rpg" lead me to Luxaren Allure and a few other projects, I can't really comment on what's going on here with the community.

But it sucks that you no longer feel a connection to the community or site. Hope you have a good Summer, and whatever you plan to do in the future, I wish you the best!

Luxaren Allure

author=unity
I didn't think there'd be this much confusion as the upper icons are the same ones that appear before your characters elemental moves. But I will label each one so future players can avoid the confusion.

Yah, in retrospect, I should have realized the connection between the elements in the puzzle and the spells I could cast. But for some reason, when doing the puzzle, I wasn't even thinking in gameplay terms, just in terms of the story the tablets told, so I didn't notice the icons matched.





Puzzle aside, I have a few general thoughts on the game. Some of my comments are the same as what others have already said, but I figure the more voices you hear and the more complete the feedback, the better.

First of all, I liked it quite a bit. It's been a while since I've played any RPGMaker games, or any old school RPGs that inspired the style of a lot of RPGMaker games, but this game definitely scratched that itch.

Story stuff in spoiler tag:

I do feel that at the start, we could have used some more time to get to know Aurelie before the timeskip. The dream sequence from Karuna later on helps flesh it out, but overall, I never really cared about Aurelie and Karuna's relationship as much as I felt I should.

This was contrasted by Chisa and Meral, who were both very cute, and I really enjoyed watching them. I was definitely a lot more invested in their relationship than that of Kuruna/Aurelie.

I noticed you tried to include a fair amount of humor and lighthearted elements in the game. I think, for the most part this worked, though I remember it clashing with the more serious elements at times.

(Regarding the humor, my personal favorite moment was during the love contest, when they had to recognize their lover by their feet, and Chisa's reaction to it. :D )

Speaking of the love contest, one touch I liked was the idea that the people of that town HAD to follow their bizarre traditions with incredible strictness, because the magic that protected them was powered by them. It gave king a reason for requiring you to complete the labyrinth other than him just being an asshole and/or scatterbrained, and it was an interesting idea. I kind of would like to see the idea explored more.

Lynnette, oh Lynnette. I get she was supposed to be a bit of a douche, you've mentioned you like characters like that. And I do think her dream helped humanize her a bit. But overall I found she was a bit too douchey for my preference at least.

Also regarding Lynnette, an incredibly minor nitpick, but I was hoping that when we fought the sea monster, she'd be in the party. Since she was the only character with a history with that monster, it would have made sense.

I understand though that the boss was strong enough where we could only reasonably fight it right near the end, and by that point Lynnette was out of the party. But it was a minor detail that stuck out to me, partially because it felt a little like Lynnette's story arc was a bit incomplete. She screws up and wastes her one use of holy power by trying to beat up the good guys, and after that she does realize her mistake and try to fix things as best as possible, but it felt to me like there was a little something missing.

Overall, I did like the story. It didn't hit me with OMG TWISTS but it was executed nicely, and most of the humor worked for me.


Moving on to gameplay, I thought the system was decent, and playing on normal, provided a fair challenge at times. Especially the final boss.

That does lead to a potential issue. I liked how you had the monsters visible on the map, and how once defeated they wouldn't respawn until you left the dungeon/area. This removed a lot of potential tedium, especially considering some of the dungeons were fairly complicated.

But this meant that, since it is impossible to leave the final dungeon, that if you get stuck on the final boss, there is no way to grind and level up because there is no way to find new monsters once the dungeon is cleared. Now, I suppose someone could just drop the difficulty level down (unless you're already playing on very easy, in which case you're doomed) but if you're hoping to beat the boss on a specific difficulty, this could be frustrating. Yah, it's incredibly stupid pride really to rather grind several levels than simply drop the difficulty to easy, but I know when I was stuck on the boss, I was more inclined to do the former (though eventually I beat him on Normal).

Don't have much else to say, other than that I don't recall it ever being mentioned that using Guard increases your Impulse, which is a useful thing to know.

Finally, I discovered a small bug. The Bone Helm says it increases Agility by 5, but it doesn't actually do so.

Luxaren Allure

author=eplipswich
Really? Well, for a seasoned RPG veteran, I know there's no such element called plants.

But yeah, you're right that the plant icon should be changed to look more like a poison icon.


You've never played a game with a plant elemental? Also, if you go back to the religious concepts for various elements, the Chinese elements include "wood" as an element, so plants being one of the elements doesn't seem off, especially when it's related to a story about the essential elements that created the world, and plants are kind of an essential part of the world.

Luxaren Allure

Regarding the element puzzle, the issue I had with it wasn't that it was hard, but that it was difficult to tell which button represented which element.

For example, at first I thought that the button with the dark green stuff was plants, and the button with the bright green was poison.

This didn't work, and I realized that the button in front of the the bright green picture, when pushed, had a little symbol of a leaf appear on it. So I realized it was actually plants, and the dark green one was the poison clouds.

Except that also wasn't true. Turns out the dark green button was for the wind, and there was nothing representing poison among the buttons.

I had no idea. If not for a comment by Marrend, I'd probably still be stuck here.

Ironically, even though the comment helped me figure out the correct order, it still referenced poison incorrectly. Marrend said the correct order was
"Dark, Earth, Water, Poison, Fire, Wind, Thunder, Ice, Light."
In fact, the correct order was
"Dark, Earth, Water, PLANTS, Fire, Wind, Thunder, Ice, Light."

I've seen multiple comments from people who have solved the puzzle and who still don't realize that the bright green button has a leaf symbol and is for plants, not poison. If not for the fact that it conveniently resulted in them pressing the button at the same time anyways, who knows how many would have gotten stuck?

Unless, perhaps, the bright green button actually IS for poison, and the leaft symbol that appears when it's pressed is a mistake? Regardless, it's confusing.


Anyways, this is my single biggest issue with the game, so I definitely think something that makes it clearer which button is which would be good. (And it's something to keep in mind for future games)
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