RINE'S PROFILE

Game designer hopeful. Have designed several tabletop RPGs, and have long wanted to start into the video game space.

My focus when designing is to create challenging experiences that force the player to make difficult choices, and change the paradigm when someone thinks of an RPG.
Binding Wyrds
A modern fantasy game, delving into the shadows of the supernatural.

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Legends Of Illarion 2: Sins Of The Gods Review

You only go through 1 dungeon (approx. 3 levels) before you can simply buy a staff back at the village. You could've even kept the old staff, when buying a new staff at the first visit.


The problem here was not that I didn't have a staff, it was that an entire tier of the characters development required that I either lose all the old stuff in order to use it, or just not use it at all. I liked the old spells more than the new ones, so I didn't switch weapons, meaning I would have had to sit through an entire tier learning nothing I could use. In my opinion, it was rather frustrating to know I wouldn't be learning any new useful skills for another 12 levels.

Chests have 1 or 2 accessories and healing items? I mean, that's all pretty standard for the start of an old school rpg.


Except it is really not. The first final fantasy had plenty of reasons to loot the treasure chests, as you would find gear you could not buy in shops, including weapons/armor. So there was a reason to go out of your way to get those chests. Other than the mountain dungeon which all but required you to find the no-berserk charm, every time I opened a chest I was dissapointed, and started to consider not bothering. Chests should feel like rewards, not let downs.

Overall, I did appreciate the effort put into the game, it is really nicely presented, and I didn't hate it so much as I was bored and uninterested with the mechanics. There is 'old school' design because we simply hadn't developed new techniques and hadn't figured out how to make things fun, and there is 'old school like' where it has that veneer, but we've obviously improved. It's the difference between old-school Wizardry and Etrian Odyssey. One is nigh near unplayable nowadays, and the other is much more fun. Remember: Just because it flew on the NES back in the day, doesn't mean it should fly for modern players.

Copycat Review

I do appreciate the fact that it was made in a day or so, and the work for the art put into it likely took up most of the time for it.

I wish I had any sort of similar talent for art and making it express anything, just wish there was more substance to the game itself ^^;

Three Cheers for the Strawman Review

Yeah, I think it would have worked better if it was explained, and then one use did something other than RPG-ish changes. IE, using a determination item to change depression into sadness, and then using a happy memory to slay it.

Three Cheers for the Strawman Review

Wouldn't say I had a ton of trouble, only a few really were so difficult I noticed. My main issue was that it felt like you could do far more with them than just have them as an arbitrary game play aspect. I feel you could have gotten far more 'story' out of them by making them unique psychological issues that the character had to apply memories or feelings against in order to dissolve and get past. Story integrating with game play and all that.

Three Cheers for the Strawman Review

I didn't want to point out any examples, but notably the first fight with three enemies was sheer luck for me, because you only have the kill and drain abilities. I had to retry it upwards of ten times to A) Figure out what order to do things in, and B) get lucky enough to actually win. That became less of an issue later, but I felt I was basically waiting for an enemy to miss in that first fight, so I could kill one without being immediately killed the next round by the other two.

I really did feel there was a good idea in the combat though, if you took out the numbers entirely and made it more about applying things to enemies to get rid of them, and made more use of the psychological aspects, but I said as much in my review.
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