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Matseb2611
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I don't visit this site much anymore. If you'd like to ask me something, best to find me on RPG Maker Web. Same username as here. Cheers.
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Atonement: Scourge of Time
EUA Level 1 on Pro (+ a review)
Egbert
Heya. Just got the final version. I see you've done some improvements and added some lights in the catacombs area that show where to go. Also I noticed more animal bloods. Nice stuff. The area is looking better now too with the lights and all.
I am still stuck inside it though. I did get further than where I was, but I'm at the last bit I think. I've solved the puzzle about the foul sign that Dracula fears, but I am not sure what to do in the room after that. There's a mirror and nothing else seems to be interactable. I also got a pickaxe, though not sure where it's used.
I am still stuck inside it though. I did get further than where I was, but I'm at the last bit I think. I've solved the puzzle about the foul sign that Dracula fears, but I am not sure what to do in the room after that. There's a mirror and nothing else seems to be interactable. I also got a pickaxe, though not sure where it's used.
Incitement
Heya Ocelot88. Yeah, that would be great if you wanted to write a review. Thanks for checking out the game and it's nice to hear you're enjoying it. If you like this one, you'll probably like the 2nd part too (I personally think it's better than the 1st part, but some players might disagree). Oh and if you get stuck on any bosses, feel free to ask and I can give some tips on how to beat them.
Egbert
Heya. Got a chance to try out the game for a bit and thought I'd give some feedback about my impressions so far:
I like how you've done the intro. It's very well-designed, pretty, and gives a good amount of the background on the characters. There were, however, a few spelling mistakes in the narration, so it might be worth to double check those. A few that I've managed to take a note of - catched = caught, tought = (I think this was referring to 'thought'), despiced - despised.
I like the outdoors mapping and the general art style of the game. It really fits the whole gothic/vampire setting. Really like the bat sidekick as well. It's nice to have someone like that talking over your shoulder instead of just wandering the maps alone, so kudos on this too.
It's good that you've removed all the unnecessary menu commands. However, it also means the player can never see how much health Egbert has. At first I thought it was unimportant, but then I realised you only get to see it when you want to use healing items. Maybe it's a good idea to stick a health bar somewhere, either in the menu, or even as HUD during general exploration.
Some players might feel it's a bit unfair to lose health by simply touching the flowers. The game never told us beforehand they were poisonous.
I am not sure what the 'items to look for' list is whenever I access the save point, but it feels a tad unnecessary having that come up every time I want to save. Maybe it's better to give a choice instead. Like whenever the player touches the save point to have a choice - Option 1: Save, Option 2: See items to look for.
The sleeping potion was a bit too well hidden. I wasn't sure what to do in that room and ended up having to go around and interact with every square of the map. I think it should be more obvious which parts of environment are interactable and which aren't.
Might be a good idea to put a ladder effect on the ladders (it can be done in the tilesets tab in the database). Just makes it look better when climbing ladders.
Some of the mapping in the catacombs is a bit strange. Like at times some ceiling parts of the walls don't have the vertical wall parts underneath them. Also the first underpass wasn't too clear. I've stumbled on it by accident, but otherwise it looks like a dead end.
I'm kind of stuck in the catacombs now. I've gotten the rope and got past the first door, but can't find a way after that. There's some invisible spider too and when I interacted with it, it gave a time limit. Not sure for what. Besides that I only found 2 chests in that section and nothing else, no doorways and stuff.
Overall the game is not bad so far. It has a nice atmosphere and some aspects like the intro and outdoors mapping are very strong. The game just needs a bit more polish and perhaps to shed more light on the plot, as at the moment it's just escaping the castle without much of a reason. Is Egbert trying to get away for a good reason? Is there someone outside that he wants to meet? And so on.
Hope this feedback helps.
I like how you've done the intro. It's very well-designed, pretty, and gives a good amount of the background on the characters. There were, however, a few spelling mistakes in the narration, so it might be worth to double check those. A few that I've managed to take a note of - catched = caught, tought = (I think this was referring to 'thought'), despiced - despised.
I like the outdoors mapping and the general art style of the game. It really fits the whole gothic/vampire setting. Really like the bat sidekick as well. It's nice to have someone like that talking over your shoulder instead of just wandering the maps alone, so kudos on this too.
It's good that you've removed all the unnecessary menu commands. However, it also means the player can never see how much health Egbert has. At first I thought it was unimportant, but then I realised you only get to see it when you want to use healing items. Maybe it's a good idea to stick a health bar somewhere, either in the menu, or even as HUD during general exploration.
Some players might feel it's a bit unfair to lose health by simply touching the flowers. The game never told us beforehand they were poisonous.
I am not sure what the 'items to look for' list is whenever I access the save point, but it feels a tad unnecessary having that come up every time I want to save. Maybe it's better to give a choice instead. Like whenever the player touches the save point to have a choice - Option 1: Save, Option 2: See items to look for.
The sleeping potion was a bit too well hidden. I wasn't sure what to do in that room and ended up having to go around and interact with every square of the map. I think it should be more obvious which parts of environment are interactable and which aren't.
Might be a good idea to put a ladder effect on the ladders (it can be done in the tilesets tab in the database). Just makes it look better when climbing ladders.
Some of the mapping in the catacombs is a bit strange. Like at times some ceiling parts of the walls don't have the vertical wall parts underneath them. Also the first underpass wasn't too clear. I've stumbled on it by accident, but otherwise it looks like a dead end.
I'm kind of stuck in the catacombs now. I've gotten the rope and got past the first door, but can't find a way after that. There's some invisible spider too and when I interacted with it, it gave a time limit. Not sure for what. Besides that I only found 2 chests in that section and nothing else, no doorways and stuff.
Overall the game is not bad so far. It has a nice atmosphere and some aspects like the intro and outdoors mapping are very strong. The game just needs a bit more polish and perhaps to shed more light on the plot, as at the moment it's just escaping the castle without much of a reason. Is Egbert trying to get away for a good reason? Is there someone outside that he wants to meet? And so on.
Hope this feedback helps.
Egbert_Start.jpg
I'll try to download and check it out before the contest ends, though I notice the the file size is rather big for a demo.













