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Mateui
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NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
Watched both of them.
Agree with you on Heiwaboke Crisis. Not my cup of tea either. (And I hate when games drop you off with little to no explanation and then expect for you to stumble your way onto the main path of the story. What was weird about this game to me is that it clearly defines the game's major conflict/mission - defeat the 40-something spirits - but then gives you seemingly unimportant tasks/missions to accomplish like trying to get the male characters to stop perving on the scantily clad female characters. It's like it's not even the same game.)
For Tina of the Stars, is the music really that choppy at parts or is that just the recording? I'm personally not a huge fan of pacman-style games (and from a design point of view I don't really understand why the collection of orbs and defeating of ghosts/creatures is completely separated. Pacman works because it gives you the option of turning the tables momentarily on the enemy at the cost of using a limited resource. Here the entire tension rests in the first "half" of the level where you need to collect the orbs and avoid touching the monsters. Then there is no tension whatsoever when you are powered up and simply need to walk through the entire level again touching every creature. Where is there skill in that? I can see how it would be satisfying to punch a couple of creatures but after a while what's the point?)
Just my thoughts on the game design. Don't want to sound too negative.
I do like the custom graphics, and the intro was nice. :)
Agree with you on Heiwaboke Crisis. Not my cup of tea either. (And I hate when games drop you off with little to no explanation and then expect for you to stumble your way onto the main path of the story. What was weird about this game to me is that it clearly defines the game's major conflict/mission - defeat the 40-something spirits - but then gives you seemingly unimportant tasks/missions to accomplish like trying to get the male characters to stop perving on the scantily clad female characters. It's like it's not even the same game.)
For Tina of the Stars, is the music really that choppy at parts or is that just the recording? I'm personally not a huge fan of pacman-style games (and from a design point of view I don't really understand why the collection of orbs and defeating of ghosts/creatures is completely separated. Pacman works because it gives you the option of turning the tables momentarily on the enemy at the cost of using a limited resource. Here the entire tension rests in the first "half" of the level where you need to collect the orbs and avoid touching the monsters. Then there is no tension whatsoever when you are powered up and simply need to walk through the entire level again touching every creature. Where is there skill in that? I can see how it would be satisfying to punch a couple of creatures but after a while what's the point?)
Just my thoughts on the game design. Don't want to sound too negative.
I do like the custom graphics, and the intro was nice. :)
NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
I enjoyed your LP for Desert Nightmare, but I agree that the story makes little sense. I laughed so hard at the part in the cave where there is magically a door preventing Jake from being able to reach Sandra.
I hope your next video series is for a game with lots of dialogue.
I hope your next video series is for a game with lots of dialogue.
Dream Catcher
NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
That last one was alright but unfortunately due to a lack of characters and story the NicoB factor wasn't quite there for me (and by that I mean I love it when you roleplay the different characters and give them hilarious voices and reactions).
Dream Catcher
NaGaDeMo Review Drive
author=pyrodoom
I'll review DBZ ABS STARTER KIT DEMO
It's already been reviewed (by Deckiller) but knock yourself out I guess.
Dream Catcher Review
author=spirit_young
Ah that would've been a sweet ability!
I found the problem! I can deduce that you had to find John's cat, didn't you? (Because that's where the problem was.. I foolishly allowed you to increase Trero's skill-determining variable by talking to John over and over again in the Cave. Oops!).
Will update the game again. Thanks for finding all these bugs for me spirit_young. <3
Dream Catcher Review
Trero didn't get one? Uh oh, that's a problem! Everyone should have learned one skill. Hmm, I'll look into his level up event and see if I screwed up one of his conditional branches. You should have gotten a skill that allows him to hit 3 positions on the enemy's battle grid at the same time.
NaGaDeMo Review Drive
Hmm.. hopefully I don't break this "chain" by posting (Chocobos fit, right???), but I'm going to review Bob - Block Blob.
Averting level grinding
Zack, welcome to RMN. I'd say you definitely deserve to win the "best first post ever" award if such a thing existed.
You bring up a lot of great points, especially the one about grinding being a means for the player to finetune his own difficulty.
I view grinding as an unnecessary evil and I applaud any game that strives to minimize or eliminate it completely. Whenever I play an RPG I do so for the story and the characters. The battlesystem is not very important to me and I'd rather continue the story than being forced to battle random enemies over and over in order to proceed onwards.
In my envisioned perfect world, the difficulty would be scaled in such a way that if you proceed directly through the game without intentionally getting into battles the game is still beatable. A lot of times games are purposely designed to force you to grind and that just irks me as I see it as a cheap way to lengthen playtime.
I like the idea of no experience or currency gained from battles. It never made much sense to me why random creatures would be carrying gold on themselves in the first place anyway. From a game designer's point of view, no experience makes the game a lot easier to test and balance since you'll always be in control of the characters' levels, and this will ensure that from player to player, everyone will have a similar overall difficulty experience.
You bring up a lot of great points, especially the one about grinding being a means for the player to finetune his own difficulty.
I view grinding as an unnecessary evil and I applaud any game that strives to minimize or eliminate it completely. Whenever I play an RPG I do so for the story and the characters. The battlesystem is not very important to me and I'd rather continue the story than being forced to battle random enemies over and over in order to proceed onwards.
In my envisioned perfect world, the difficulty would be scaled in such a way that if you proceed directly through the game without intentionally getting into battles the game is still beatable. A lot of times games are purposely designed to force you to grind and that just irks me as I see it as a cheap way to lengthen playtime.
I like the idea of no experience or currency gained from battles. It never made much sense to me why random creatures would be carrying gold on themselves in the first place anyway. From a game designer's point of view, no experience makes the game a lot easier to test and balance since you'll always be in control of the characters' levels, and this will ensure that from player to player, everyone will have a similar overall difficulty experience.













