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Liberium

So far the game looks and plays very good, but I would like an option to pause the battle when it is the characters turn.

The time it takes for the player to navigate the battle-menu( and then the sub-menus) gives the enemies an unfair advantage, at least in my opinion.

Vigour of the Fellowship(Demo)

author=obsorber
This game is old. The Magnus Light is the reformed and revamped version of the game. I think you should check that out instead. If you actually read the previous posts then you would realize it's pointless to add comments for improvement when those improvements have already been met in the re-formed game. Check The Magnus Light here. http://rpgmaker.net/games/3375/


Oh...sorry

Vigour of the Fellowship(Demo)

I also hope you will increase the walking speed.

It is so slow that I stoped playing.

Seytan [Demo Available]

I don't see any text in the game.

What font do I need?

Manifest

Still not working, after many tries.

Even had others try it, with the same results.

Maybe I'm just timingly challenged :)

Manifest

author=littlebro
I think my rookie question got overlooked - where is the non-obvious 'quit game' button, as I don't see it in the main menu or in any of the sub-menus.
Thanks


Seconded, a Quit-button is needed.

Manifest

I'm getting on your nerves I know, but:

I got the item in Val's battle, but that made it even worse. It's like saying: Hey, you have to lose, because the story demands it, but here, a little something because you held out until the storyhammer comes crashing down.


And regarding the other thing:

I just brought this up because, one time I hit the button, and the game froze/laged for a second, and I could see that the alignmend was spot on, and it still registered as a miss. But I will try again, because this game is worth the time and effort.

Manifest

author=sbethune81
@NEIN - Thanks for playing Manifest. I'm really glad you're enjoying it. In the future can you please put anything that might be a spoiler in the "hidden" tags. I'll put a hint to your question and my responses to your feedback in one.

Done! Sorry!

Part of it was that I knew in advance what would happen as soon as the words "Novriath is here" appeared on the screen. This was because it happend in A LOT of other games before, and it feels to me that it is a very contrived way of making one protagonist care about the other. This causes the suspension of disbelieve to stop for me, because it brings the following questions to my mind: How did she find him so fast, why did the hero take so long to find them, why was only the hero going after her while the rest just stood there, why did it take so long for the others to get there, why is it not possible to have a fair fight, etc. This does not mean that the hero should not go save his friend, it just means that all the other people should maybe want to do something too.
The other thing is the way it is presented to the player:
Val vs. Nov - A battle controled by me that I'm forced to lose.
Arme vs. Nov - A cutscene not controled by me that I'm forced to win.
( Maybe making Val's a cutscene, and Arme's a battle I could lose would be better)
The "supposed to lose fights" are a bad deus ex machina device in my opinion. If I HAVE to lose, because the story requires it, make it a cutscene; don't make it seem like I can win by doing "something" (leveling/tactic/equipment/items) , if "nothing" I do matters.

On a different note: Have you tested the smithing?
It looks like the alignement register is random to me. Sometime it says good or bad, even with no perceptible change.