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SchneeSpass.PNG

It looks really good! Well done! A pity players can't see this in the actual game, but I'm sure you have your reasons.

McBacon Jam (2?) post mortem

All these posts asking for more structure are really tempting me into a releasing a 6-10 bullet point list of things to do and not to do, as informed by my reviewing experience. In that way, it can be incorporated into the next Jam: either officially, or just as a guide to those who struggle (which certainly seems to be a lot more frequent than last time around.)

Characters

Yeah, I noticed those hints, and it's good to know you're planning to follow up on that. Just make sure those interests do are clearly her own, and that there's enough contrast to them: we wouldn't want her to be a maternal equivalent to Manic Pixie Dream Girl, would we?

Oh and I agree with Merlandese: more Lars. He's the most fascinating character here, though that might be because he's also relatable in a "shit, I might end up like that" way to a lot of us. :P

The Delicate Art of Murder: Stamina

OK, firstly, the idea of targeting non-enemy objects on field (I guess it's scenery things like debuff crystals that need to be shattered, or support beams that can break and fall onto the enemy, correct?) is awesome, and I suggest keeping that.

Having that said, I'm also strongly in favour retaining SP cost for enemy actions, as for me, enemies "cheating" on the rules you have to obey (or vice versa) without a good justification for it is a pretty significant immersion breaker, far more than the otherwise fine combat style not fully fitting in.

The Delicate Art of Murder: Stamina

@RedNova: Late reply, I know but something about this system just crossed my mind. When you say "90% of enemies have SP that reduces your attack damage to virtually nothing." does it mean that the other 10% have no SP at all, or just that their SP is too low to have much influence on their defence? (I obviously hope it's the latter.)

Moreover, SP is consumed by the enemies' own attacks, right? If so, it would be cool if, for instance, the player was discouraged from attacking the healer/buffer type enemy physically first by their high SP, and instead could find success by attacking/weakening the others while letting them cast more and more spells to expose themselves even more. And if all enemies can also use Focus when needed, that makes things even more unpredictable (and ensures attack items remain valuable even under this scenario.)

Devlog 61: Of Mice and Men and Resolutions

Characters

Excellent blog, and I really like the effort you've put into this, down to writing out each intro in a different, character-specific style. It succeeds very well at being both akin to a good cartoon with each character's personality, and at good design, with everyone's personality tied into gameplay.

I do have some significant reservations about Helga, though. This intro portrays only as the unrealistic perfect mother, without even a hint of depth that other characters have. (The way she has far less text than all the others is crude, but effective barometer on its own.) It's disappointing and more than a little annoying, and has rather uncomfortable similarity with The Tree of Life (which I hated, and wasn't alone.) I would be really glad if you could do something more interesting with her character.

Devlog 61: Of Mice and Men and Resolutions

So, is this the perspective-and-font adjusted version or not? :) After looking more closely at it, I now realise what else is needed: some shadows and/or more contrasting surface. Right now, it looks like it's cutting into a wall a little when it goes past those tiles down there, which lead to the impression it's floating.

Fixing that would help, though perhaps just propping it down onto something with more contrast, like a typical wooden table, would benefit even more. Either way, some shadow effects wouldn't go amiss. Even better touch, though, would be to see some crumbs and flakes of bread on and around the toaster, and perhaps even something like a tiny butter/jam stain. Not that many people keep the area around their toasters perfectly clean, after all, so why not reflect that a little? :)

Two Years on, and only 6% complete.

I just realized I never commented on the game since leaving my review: apologies for that. Nevertheless, I must say that I really like everything you talk about in here, from the large, proper towns to the framing device as a way to give story focus. I'm especially delighted to hear of newspaper chronicles: I absolutely love to encounter lore like this in games!

The only thing I would take an issue with is the town being called "Vulgar City" by its own inhabitants. If it's anything like a town, it's going to include plenty of families bringing up children, who are not going to describe their birthplace to themselves like that. A name given by the outsiders is a different matter, though.



Nusakana

Subbed, looks good. Having said that, is the game going to have a demo of any kind? Proceeding without one and the associated feedback usually isn't the best idea for commercial RM games; instances of "developer difficulty" can be left in, and there isn't the burst in publicity a good demo can provide. I hope you can release one soon.