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Nice! What does bleach do, though? Is it also a drug thing, like Cocaine? Also, it would be cool if you could get addicted, since LISA The Painful apparently managed something of a kind.
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Almost done!
Dinach Meutro
Grimmault leaders seem to be quite greedy themselves, then, or just generally poor at inspiring loyalty then. Anyway, I'll reserve further judgement until the full version. :)
Dinach Meutro
Hm... can we please have a bit more info in the description on how a smaller clan managed to easily exterminate the larger one? Unless, of course, it's a typo of sorts.
Eling: First Dimension Review
Well, I'm a bit on the fence with goal-completing stuff: I never bothered to get it up to 100% (or even anywhere close to it) in just about any game where it's a thing, but I do like to try doing about 20-30% of them just for the sake of it. Thus, it doesn't look bad here, especially since AFAIK Eling never claimed to be "retro", "old-school", etc.
However, I do want to say that the codes a really a thing a tiny minority of players uses, and seeing them put in when the game doesn't have enough maps to avoid reusing (a rather objective design shortcoming, one that affects everyone) can certainly be rather annoying. I remember Mercenary Kings got plenty of backlash for it: lots of players just went "OK, thanks for the crafting, but I don't need any of it, and active reload is useless. Can we instead not be sent to the same map 7 times already?"
In fact, they (and the Golden Edition) really seem to be the thing you've tried just to attempt to keep the interest (and the downloads) going over time. Here, Gibmaker is right: it really doesn't work that way with RPGMaker, and especially not with the platformers. The people who download them do so to have fun, beat them and MOVE ON, not to re-do the completed levels with some power-up they probably didn't need either way.
Nearly all the games that actually do inspire long-term attention on here are the story-driven ones, and I would say the thing that dampened download count the most was the "It almost doesn't have any story, there are no text boxes in this game and it's all about surviving and collecting." on the game page. Do you think it actually sounds attractive? To me, at least, it came off really generic and "So What?" at first, and I struggled to care until the first review got me to subscribe. Given that we know the download numbers are still quite sluggish, I would say most people reacted the same. If you want people to take interest, the game page description needs to sound sharp and distinct, and not largely interchangeable with lots of other platformers out there.
I know it might all sound really harsh, but it is really important to understand how the player might actually see their game for any creators, to avoid wasting any more effort futively and concentrate their development around their strengths.
However, I do want to say that the codes a really a thing a tiny minority of players uses, and seeing them put in when the game doesn't have enough maps to avoid reusing (a rather objective design shortcoming, one that affects everyone) can certainly be rather annoying. I remember Mercenary Kings got plenty of backlash for it: lots of players just went "OK, thanks for the crafting, but I don't need any of it, and active reload is useless. Can we instead not be sent to the same map 7 times already?"
In fact, they (and the Golden Edition) really seem to be the thing you've tried just to attempt to keep the interest (and the downloads) going over time. Here, Gibmaker is right: it really doesn't work that way with RPGMaker, and especially not with the platformers. The people who download them do so to have fun, beat them and MOVE ON, not to re-do the completed levels with some power-up they probably didn't need either way.
Nearly all the games that actually do inspire long-term attention on here are the story-driven ones, and I would say the thing that dampened download count the most was the "It almost doesn't have any story, there are no text boxes in this game and it's all about surviving and collecting." on the game page. Do you think it actually sounds attractive? To me, at least, it came off really generic and "So What?" at first, and I struggled to care until the first review got me to subscribe. Given that we know the download numbers are still quite sluggish, I would say most people reacted the same. If you want people to take interest, the game page description needs to sound sharp and distinct, and not largely interchangeable with lots of other platformers out there.
I know it might all sound really harsh, but it is really important to understand how the player might actually see their game for any creators, to avoid wasting any more effort futively and concentrate their development around their strengths.
Grist of Flies Review
Somehow, I doubt a lot of developers here would be impressed by having their work repeatedly compared to a disposable snack food. Oh well, at least (for them) to complain about the score.
Gameplay: Enemy Types
@unity, Sooz: Yep, that makes sense. To get a bit more into the numerical side, how many enemies per type are you planning to have, on average?
@ZDS: I would also second unity's recommendations. Hope they get completed one day as the gems they're meant to be!
@ZDS: I would also second unity's recommendations. Hope they get completed one day as the gems they're meant to be!
Stat Wars: The Force Awakens
It's only really a death zone because crap films are dumped at that time, and always die a deserved death. Stuff like 47 Ronin, I,Frankenstein, Seventh Son, Legend of Hercules, Mortdecai, Strange Magic, etc., etc. I can't really recall last time a legitimate good film was released at that time and failed. On the other hand, we all know how well American Sniper had done at that slot (even if the film's merits are debatable to say the least).
September-October is a more complicated slot, though. Earlier, it was also considered as the time to dump whatever wasn't good enough for spring-summer time, but this might be changing after Interstellar in November and now The Martian, which, if you've been following B.O. news, had essentially sucked the oxygen out for everyone else. (And as soon as it was done, Spectre and now The Hunger Games took over.)
It's literally been about a dozen flops in a couple of months now. Mostly deserved stuff (Pan and Rock the Kasbah, wow), though the failures of Steve Jobs and The Walk are quite sad, and so was the apparent underperformance of Crimson Peak and Man from U.N.C.L.E. earlier. Still, audiences seem to generally give more weight to reviews now, and success/failure seems more closely tied to them then before.
September-October is a more complicated slot, though. Earlier, it was also considered as the time to dump whatever wasn't good enough for spring-summer time, but this might be changing after Interstellar in November and now The Martian, which, if you've been following B.O. news, had essentially sucked the oxygen out for everyone else. (And as soon as it was done, Spectre and now The Hunger Games took over.)
It's literally been about a dozen flops in a couple of months now. Mostly deserved stuff (Pan and Rock the Kasbah, wow), though the failures of Steve Jobs and The Walk are quite sad, and so was the apparent underperformance of Crimson Peak and Man from U.N.C.L.E. earlier. Still, audiences seem to generally give more weight to reviews now, and success/failure seems more closely tied to them then before.













