MIRROREDSPIRIT'S PROFILE

Spirit in the Mirror
A young girl's journey. A soldier's vengeance. A tragic destiny.

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What's a good length for a demo?

To be honest, I'm a little wary of demos. A lot of projects are never finished, and I just don't feel inclined to invest time in something that may never be finished.

But, as long as you're providing updates in some time frame, that would help.

Otherwise, I'd say, your demo should be long enough to sell your game. And you should update a blog enough or have certain episodic to give people the impression that it will actually be finished.

Let's talk about mapping.

The maps looks fine as far as the trend goes.

But, to be honest, I'm not really a fan of the RMVX-style of graphics. The objects look so small proportional to the character. But that's more about the tiles than your mapping.

For a forest like this I like tiles which give the image of expansiveness. I'm thinking of thick over-brush tiles with leaves, such as how forests were mapped in FF5. I'd expand that pond into a river, and give the impression of being wide and running through the forest. That's a bit of a more realistic feel.

But it also depends on the style of game. Perhaps that is not what you're going for.

~RaZor~

I enjoyed this game. The gameplay was unbalanced, but the atmosphere was interesting. I was really wondering what happened to Chris and Laura. I know you had something tragic in mind. (I'm a bit of a sucker for tragic love stories--or ones with so much despair, but a glimmer of hope in the end).

A BLURRED LINE v2.1

I know it's been years, but any hope that this may eventually be finished makes me happy. Do keep us posted on your progress with RMVX.
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