RATTY524'S PROFILE

Ratty524
The 524 is for 524 Stone Crabs
12986
I'm an artist and animator who loves making games in my currently vast amounts of spare time.

I also enjoy messing with people. :P

Check out my games!
Oblivion Quest
A FF-styled JRPG with a Classic Twist!

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Black Winter Review

Aww... I was about to play this game and make an additional review, to at least give him a different opinion on what may be a shared viewpoint.

Ah well. :P

Black Winter Review

author=stiven202
He is an impatient player who believes that everything "good" of the game should be in the first 10-20 minutes.

That's an opinion the majority shares, actually, with almost anything, not just games.

As a designer, you need to be able to hook your players with something interesting right off the bat in order to hold your player's interest. Otherwise, most people will simply quit and move on to something that they feel is better worth their time.

"review=review of entire game" is a complete fantasy even at the professional level. Either fix the pacing of your game, or try again in the next one you make.

Spirit Blade Review

author=Lv27MarkerMan
Question:
What does RTP mean?

Runtime package. It's basically the default graphics/sounds/backend that comes with the engine. It's not really bad but it is overused.

author=Lv27MarkerMan
Yes I limited strategy on purpose. How is that a bad thing? Most commercial games do this especially RPGs. Wouldn't it be worse if I gave the player all the abilities right off the bat rather than have them acquire them throughout the game? That's what it sounds like you're asking for. Be more specific.

Yeah "most" commercial games do it and it's dumb as hell. You aren't making your game "causal-friendly" by stripping it of any depth whatsoever, you limiting your game's replay value by making battles condescendingly boring.

The key is to find the "Goldilocks Zone" between a battle system that is complex enough for people to actually be engaged with what they are playing, but easy enough for beginners/novices to get through, even providing actually difficulty options to satisfy any kind of player. It's not easy, but a "Mash a key to win" battles are utterly boring and amateurish, and among other RPG Maker games of equal caliber, it makes your game fail to stand out.

What do you mean you can't buy better equipment? Before the forest you can upgrade your armor twice. After the forest you can get an upgrade at almost every town until dungeon items eventually overpower them (That happens about when you run out of new towns).

I haven't played the game in question, but you might want to be sure you communicated this adequately enough through your design. Have you suggested that those upgrades are there in any way in your game, or just left the player to find this stuff on their own with no guidance of any sort?

While I agree that this review is a bit vague and its writing feels kind of wistfully put-together, I wouldn't dismiss everything this guys is saying, and you may need to start thinking about your design methodology in a bit more depth.

Sorry if I sounded harsh on you, especially since this is your first game, but stuff like "mash a button to win battles" and the likes are VERY common flaws within the community as a whole and is often a result of a lack of attention to detail.

Quest for the Peace Sword Review

A game about Falkion would be something I would play.

Quest for the Peace Sword Review

author=luiishu535
I guess this is basically is the result of having two different developers working on one game with different approaches. I thought the moonwalk scene was a bit funny, but I definitely understand that it also feels very off compared to the serious parts of the game. I guess I wanted to have more Falkion moments. xD

Like I said, I would've added more music to the game if I knew that I was allowed to. Thanks again for sharing your thoughts. I definitely agree with them.

Yeah, we had a whole discussion as far as how far you can edit other people's games in the event page. It makes sense, honestly, because how can other people appreciate what the second half has to offer when the first half is so unbearable to play?

Anyway, this review is pretty spot-on and I share unity's sentiments on this game. I was this close to just quitting when the big 'ol "f-you" happened at Noel's cutscene, but I persevered to the end. The clucking bird made up for everything, but overall the game really felt thrown together and lacking in effort even at the first half.

I will say, however, the moonwalking scene didn't bug me on the account that everything else in the game was pretty incoherent and indecisive in tone.

Lost in Fantasy: Reverence (Version 2.6) Review

author=MasqueradeJacker
I wouldn't call this a review, but rather a first impression. I highly appreciate taking your time to play this and telling me your thoughts, I do like hearing criticism.
I will take these three main factors, the 'insta-death puzzle', '3 to 5 steps encounters' and the 'timed hits' into consideration. Other than that, if anyone is reading this, enjoy the rest of the game that's yet to be played for the story.

First impressions are actually a part of reviews, including overall impressions, presentation, everything going into whether you game is enjoyable or not.

It's highly possible for someone, even professional reviewers, to stop at a certain point when a game is so unenjoyable/unplayable that it feels like a waste of your time to play it.

So, try to get out of the mindset that reviews need to cover everything. I'm sorry if I sound needlessly harsh to you, but it's a common misconception here that really annoys me.

Dragon Ascension Review

author=Corfaisus
author=Ratty524
Why did you give a starred review to a demo?
Because I honestly can't see the quality of the finished product fluctuating far beyond what's on display already.


Even so, to a developer who isn't as experienced with making games and is still learning to adjust to criticism, it's heavily discouraging to have that kind of mark of shame on a game that isn't completed, because other players will see that and most likely avoid it, which also bars them from getting any more potential feedback on how to improve.

It basically sends the message of "quit while your still ahead," to a potential developer and I think that's a toxic message to send to anyone new in game development.

Dragon Ascension Review

Why did you give a starred review to a demo?

Neo Retro Super Mario Bros. Review

I didn't even anticipate World 6-4 being in the "That One Level" status. Now that I look at the thing, though, it doooooes kind of require that you make precision jumps a little too much.

Welp.

Anyway, thank you for the review! I'm glad you enjoyed the game, volke.

Neo Retro Super Mario Bros. Review

I kind of suspected that the levels after world 5 would be ball-crushing to some players, especially Bowser's castle (probably the most sadistic level I've made so far in SMBX). I probably should have toned down the difficulty of those final levels, but after the hiatus I put this project on I was kind of in IDGAF mode and released it anyway for the sake of moving on... Welp :x

e: As for the Megaman music, I think I heard it playing in Bowser's Castle in Super Mario Bros Crossover and it sounded so epic I apparently had to mimic it. I kind of wanted players to feel particularly tense in that level, though maybe that was a bad idea on my part.

Anyway, thank you for the review! You're stuff always manages to both entertain and inform really well.