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Hey look it's RMN3!

But this forces him to work 10x faster.

Visions & Voices

Okay.

Once I grabbed Lyla the game got pretty easy. Before that though, I had a lot of trouble. It may be because I ventured too far off from the town, because I noticed battles consisted of more enemies the farther I went away. But after dying a couple of times, I figured my best choice was to avoid enemies and do my best to pick up as much loot as possible, since my attacks were only doing about 2 damage. I escaped from battles whenever I could, but sometimes the enemy would block the maps escape route. So I would either have to fight (and die) or restart. That was the frustrating part.

The other thing that kind of bugged me was the description of certain skills. Some were pretty wordy, while others kind of left me in the dark as to what they did. Experimenting with some of them was okay, but I think it was a bit too much for a game like this. I would have liked it if they were more to the point. I also thought there was an excessive amount of healing items, too. All of the food items were the same, but I guess that was done to add variety to the treasure chests? *shrug*

But it's really fun once I got the hang of it. I enjoy exploring a lot. And I'm sure others enjoy some of the aspects that I thought weren't necessary. =)
Oh and the music is A+.

Visions & Voices

You don't know how many times I got frustrated with this game in the beginning. There is this weird difficulty curve where it can go from very hard to very easy. It also has a big learning curve because of how different it plays. Doing a solo run must be the hardest thing ever.

I didn't finish yet (I think I'm stuck) but I can write up some more thoughts if you guys want.

Can't think of names -.-

This is why games never get finished.

Current Plan

Yes!

I actually would love to see how you handle this, because I think it speeds the process up when you don't worry about the tedious, detailed things until later. Being a perfectionist kills production time!

Keep us updated.

Black Sigil for the DS -- it's like FF6 and CT had a baby

Haha yeah you lose everything in this game. I don't remember really but it seems like every single town you go to gets attacked or the guards lock you up. Either that or you will lose consciousness and wake up in some forest with (guess what) more monsters. I never got the chance to grab healing items whenever they did this.

I really hope they don't do that again. :(

Black Sigil for the DS -- it's like FF6 and CT had a baby

Oh yeah the dungeon where Aurora can't use magic is hilariously bad, especially the story behind it. Like I said, there are just so many handicaps in this game (Kairu's curse gives him random status effects every battle, magic taken away from you, battle map handicaps, every enemy having a self destruct move) that it takes away from the experience. And the encounter rate is just as high as Lufia 1. If the game toned all of this down, more people would enjoy it. As much as all of us are complaining though, I think it still is a decent game. I've just gotten an airship, so hopefully things pick up and I won't have to traverse that overworld ever again.

Black Sigil for the DS -- it's like FF6 and CT had a baby

Hold B to escape from battles. It's dumb that they don't mention this in the manual, or show you how to defend (holding L).

The beginning of the game is easily the worst and most unforgiving. There are a lot of flaws, like having no special transition into battle. I'm not sure when I enter a town or I've gotten into a battle, it's one of those annoying nitpicks. And yeah there are probably only 12 sound effects in the whole game. The ATB is abysmal in the beginning and setting the battle speed in the menu seems to do nothing. Thankfully it speeds up later in the game when you have a full party. Also lol of course the game promises to be 40 hours long, this tends to happen when you get into battle every 5 steps. And speaking of battles, the battle maps are so small that usually only one character will be able to attack the enemy at a time. If your other characters are blocked off, they have to result to using magic. Moving around helps sometimes, but it's like the battle maps were made to give you a handicap. Saving in the game is also annoying, you can't save in towns or at inns, so you need to go on the worldmap just to save.

But aside from that, it is...okay I guess. I enjoy it because of how it looks and I've grown to really like some of the music in the game. I really really like how the towns are done. There are tons of secrets and treasure chests everywhere and they do a good job of teasing you trying to get to them. The dialogue is not that good and there are certain cutscenes where the player walk speed will decrease by 4x and it will take 20 seconds for the person to leave the room so the game can resume. The game just seems to lack some polish. For a small development team though, they did their best, and I enjoy it for what it is. Just make sure you have your jRPG hat on because this game will throw everything from ellipses to cliche love scenes at you.

There is your review...

Ideas for a CRES.

Plenty of games have a system similar, it works great. The amount of improvement could really depend on the other mechanics of your game. Rose Chronicles did the same thing, but because of how navigation worked in that game, it added some depth to the system. The least you could do is add spells or items (since these are pretty much standard) that can change the pace of the gauge.

Another choice you'll have to make is finding out if you want the system to tie to the amount of distance walked, or have it still fill (or deplete?) while the player isn't moving.

Dungeon Design ~Where is Brickroad when you need him?~

lol that isn't funny anymore stop doing it people.

To add a little to input dungeon design, I find that it isn't necessarily the puzzles you input into your dungeon that make it more dynamic, it's more important that there is something to do in just about every single room inside the dungeon. It can be as easy as getting a treasure chest or as hard as something out of Lufia. So thinking about the scale of your dungeon is important, you don't want to add too much when you haven't got the content needed to fill it.

Also the other thing you should try to avoid is repetition within a certain time frame (never do one thing for too long). Having a good puzzle that is central to the design of the dungeon is a good way to start, but you don't want to put two versions of the same puzzle back to back (the same applies for treasure rooms, rooms filled with monsters, etc). There needs to be a balance between your battles/dungeon mechanics/puzzles so things always stay fresh.