MARREND'S PROFILE

Marrend
Guardian of the Description Thread
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Life is a story. Which is the one that defines you?
Baclyae Revolution
A humble tribute to the Suikoden series!

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Aremen's Moon Patrol

I'm not sure if capturing additional screenshots would provide any additional information about the game, or how it plays. If I must be honest, one might be better off playing the original game where the Wand of Blasting mechanic came from. There's funnier better, interactions there, in my humble opinion.

As for possible videos, I have attempted to make a trailer for my Deathblow system. Still, I'm still a complete newbie at this stuff, and the resulting file was stupid huge. I forget exactly how long that video was, but, I think suggestion that was made to me was to have the trailer be only a minute long, if that. My mental response to that was, "HOW!?", and I've not made any attempts since. *nervous laugh*

ONE PIECE - Triple Duels Compilation

author=ruberized
Dang it! can't this duplicated post be delted?


Yes... and no.

Adventure Unlimited

Every time I see this game being mentioned on Discord, I can only think of a similar-sounding thing.

Hymn to the Earless God

Congratulations on reaching the initial funding goal of the Kickstarter, Housekeeping!

Temple of Memories

This was certainly a game of all time.

More seriously, though, this is a pretty solid experience that's packed into a short time-frame. Working with the built-in face generator of Ace might not have been an ideal solution, however, given the context under which this game was made in (ie: a gammak event), I can understand the underlying reason why it was used.

I think what grammar errors that still exist were mostly in the skill/item descriptions. I honestly think it would be more effective, if you had the slimes strait-up drop Mana Tonics rather than having players go through the motions of using the alchemy skill through the menu, and calling a Common Event to transmute one item to another. Perhaps the same could be said of the mushrooms being Health Tonics, or what-have-you.

However, this is not to say that I don't understand the intention behind the decision to use an alchemy skill. In so saying, if alchemy is a system you want to continue to use, and you actually want to revise this game at some point, perhaps consider the one that is available within this script collection?

Okiku, Star Apprentice

Hey, thanks for giving this a go, and for the stream!

This might be an older game, but, it always surprises me at how it (mostly) still stands up, despite it's age. There's maybe two other games in my repertoire that use a revised/updated version of the WoB mechanic, one of them being...

...this game.

Effervescent Fantasy™ Ⅰ Encore All Ages Version

Complaints about how a game got approved shouldn't be a topic for the gamepage in question, or even the forums. If there is a legit concern, it should be first directed to the person in charge of the submission queue.


This is largely my opinion, but, character descriptions and bios wouldn't count towards a description. When I came across such things in the description thread, my typical suggestion was to create a separate tab for such things.

As for the description, itself, the relevant portion, at least as far as I can tell at a glance, would be...


You control ½ Succubus La Princesse Rosé of Mercurio on a hypothetical planet tidally locked to a stellar-mass black hole born from the remains of every instance of the Hero as she seeks the Effervescent a fantastical cure-all in the hopes of saving her cursed father Le Roi Vin Gris from phasing out of the visible light spectrum while being haunted by a spectral​ ​anomaly ​Clairet an archetype Succubus who can enchant atoms and bounce through time collapsing each universe in her wake.

2D and 3D CGI graphics, character portraits with a touch of realism in-menu, elevated diction, nonlinear gameplay and narrative, retro difficulty, pseudo-3D battles shot through the lens of a shaky voyeuristic camera, and optional voice acting for the lascivious protagonist!


...this part. If we are just talking about the length requirement, the bare minimum requirement for a description is 500 characters, not 1000 words. Which this meets. Maybe, there could be more clarity about the expectations for what the player does in-game, though?

Apon the Brow of Tomorrow, Clear

author=Frogge
Its okay, Libby and I work on the same wavelength of “do it 5 years late, but finish the community game eventually” so I know this will be done at some point


Christmas Card 2022 release date for 2027 confirmed. XD

Apon the Brow of Tomorrow, Clear

I'm almost afraid to ask about where this is at, but, this page has been silent since pretty much the latest call for maps. I can't help but to think it's another bust.

Uchioniko MZ

For starters, thanks for giving this a try!

I think you do bring up some good points about the relevancy of the lore-dumps, and pacing. When I wrote the lore, it was some time either during, or after, listening to a podcast of Romance of the Three Kindgoms. Certainly after listening to the Outlaws of the Marsh podcast. The style in which the podcaster relayed these stories leaked into the lore-dumps, and maybe I went a little crazy with them.

Another user I asked to play this was also confused by the cave entrance, and how to move the game forward. I'm not exactly sure how to best resolve that at the moment. For what it's worth, I was looking into the character interactions. The current build only has Mayu and Izumi's dialogs having been run through a bit, but, it does seem like the biggest barrier to move the game forward is letting the player know when to approach that cave entrance.

That, and retaining overall interest level in the game. I dunno. I went over Kozue's dialogs more recently, and was thinking about eventually getting to Benjiro. However, I'm not 100% sure if these dialogs I'm writing are what this game wants/needs if I don't communicate what I expect of the player, and have them get past the first fortnight of the in-game calendar. Or however long it's going to be.

I might want to take a really really closer look at, say, Persona games, and why they choose to limit player activity to either dungeon-delving, or meeting up with characters. This game attempts to allow players to do both, even going so far as to not end the day if a player does choose to hang out with a character. That was one of my favorite things from the demo of Memories Nerverlasting that I played back in the day, and I kinda wanted it to work here, too. Which might have been a mistake, itself. Either way, I thought about allowing some in-game benefit as relationships grow. Which I've yet to figure out exactly how that would even work! I've largely considered dropping that idea, though, since I have a very low inclination to make this game more complex than it already is.