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Umbral Soul Review
author=WheelmanZero
The "darkling" thing wasn't a reference to actual, real world racism, I just needed a derogatory term that encompassed a sense of general hatred for people that use darkness. I wasn't particularly thinking of real world issues when developing the game, I just created a story I thought was interesting. I could see how you could draw that conclusion though.
That does help clarify things. It sounds like you weren't planning it from the outset, so maybe allegory isn't the right word, but it does have some strong undertones of examining racism and it would be easy to apply that lens to the game (as I did). Honestly, it is difficult to play through the game and not draw those conclusions about events being a metaphor for racism. It does come off a little strong and ham-fisted, but I think that's because everybody, short of Serena and Luke, seems to loath dark mages. It would have been nice to see a handful of other NPCs, even inconsequential ones, express some doubts about whether all dark mages are truly evil.
author=WheelmanZero
As you said, I playtested the game by myself, and boy did it come back to bite me. Fortunately many players pointed out the issues they stumbled upon, which have been fixed for the next release. The game is now 98.9% thier free! Uh...probably, I mean there were a lot of them in there and the script is probably 50 pages. Pretty sure though! Thanks to a lot of generous volunteers, I've got playtesters out the wazzoo, so the next edition of this game, as well as my future games, should be more polished with their help.
That's good to hear! In my playthrough, I encountered that particular typo not just in dialog, but also in skill descriptions, which drove me a little crazy.
author=WheelmanZero
The encounter rate never seemed like an issue for me, but I realize that's probably because I knew the exact layout of every dungeon and always made a beeline for exit using the shortest possible path. I've done some tinkering with the rates in certain areas like the water maze you mentioned to make them less monstery. Thanks for the heads up. That maze could probably use a few more chests too.
Interestingly enough, this is the same problem I ran into with a high encounter rate in my first releases. Another reason I'm glad you're reaching out to beta testers!
author=WheelmanZero
Ugh, I'm pretty sure I'm forgetting something I'll undoubtedly remember later, but hey, that's what the edit button is for. I suppose I'll end this spiel by thanking you again. Really appreciate hearing your feedback bud!
You're welcome! I really am looking forward to seeing what improvements you make and the games you make from here on out. Don't hesitate to ask if you need any help!
Generic RPG Quest III Review
author=KrimsonKatt
Thank you for reviewing my game! That problem with the weird glitching was because I accidentally left in a debug and spell check plugin. The debug plugin is only supposed to work in the play tester and the red highlights are all words that the plugin doesn't recognize, that was inserting data from a 3rd party application. I'm sorry for all the trouble this may have caused and will look into it. It might also be a problem with your computer or you might have virus/adware but that is unlikely. One problem I've had with MV in general is the way MV handles exporting games. It is really backwards in my opinion and you can tell they had to cut a lot of corners to add mobile ports, but even that doesn't work properly. Also I kept forgetting to update the "main download" on this site so that could be another cause of the problem. I thank you for your constructive criticism and will use it to help improve the user experience for all who play my games.
You're welcome! This was actually my first time playing a game made in MV and I was also surprised by the way the files were packaged. It felt and looked very weird compared to other makers. I'm glad to hear those issues were just caused by a debug plug-in; they were a major source of frustration for me during gameplay. Keep up the good work on improving the game!
Legends Of Illarion 2: Sins Of The Gods Review
author=Dyluck
Hey Scourge, thanks for playing and reviewing my game. With the city Gynko, I've been getting a lot of similar sentiments, so I'll be sure to make some changes there to make it look better and easier to navigate. And yeah, the pacing suffered a bit since I had to cram in so many characters into a relatively "short" game, so I'll try to make some adjustments on that aspect.
Can you tell me more about why you didn't use Crafting? For example, the second dungeon (Snow Mountain) gives you sheep's wool to craft better armour, and the third dungeon (Gemstone Cave) gives you wood to craft a stronger staff. Why did you feel it wasn't useful? Did the first dungeon give you the impression it was only for making bread?
Thanks for the feedback!
Of course! Thank you for making the game. With crafting, I did see, at first, that it was just for bread and so when I found new materials I didn't think to check the menu because it seemed unimportant. It would be nice to have a scene, or even just a line of dialog, in those dungeons where Moshran or someone else says 'we found something, maybe we can make something new." Obviously, that doesn't need to happen every time, but I think it would put the player in the mindset of 'I found a new crafting thing, can I make anything cool?'
Even after that though, I didn't worry about crafting too much because, as I said, it felt like equipment upgrades didn't mean all that much. If I could craft something, I was probably going to be able to buy it in the very next town about 10 minutes down the road.
Hero's Quest 2 Review
To be honest, I did come across too strong on this.
I feel a little ashamed that my first review on this site was so harshly-worded, especially since it was directed at PurpleBall's first game. I apologize for coming across like an insensitive jerk, and I'd like to try and fix that.
If you want to improve, my original suggestion still stands: play more RM games and learn from them. I can honestly tell you that my first games were weak too, and it was only through playing more games and practicing that I improved at all.
If that doesn't work for you though, there are a boatload of handy VX tutorials for you to use here.
The same thing stands for writing solid dialog and believable characters: read, read, and read some more, and listen to people talk as well. A lot of your dialog came across as wooden and stilted. Real people have chemistry when they speak, but I felt like none of your characters had any. While this can be understandable with characters who don't know each other, your soldiers have been serving together a while. Have them make jokes, references to past events; show us that they are a unit, don't tell us.
The second most important thing to do is to let your project sit. Like almost any other creative endeavor, your game isn't going to be perfect when you first finish it. Let it rest for a while after you put the finishing touches on it and then come back and see where you left off. A fresh mindset is important when bug-fixing and clearing up errors. Obviously I should have let this review sit before submitting it, as it's pretty mean-spirited and rude. With that in mind, I'll be changing the score from this review to 0/5 stars, not to reflect any change in the quality of this game, but to reflect that I was a douchebag. Giving your game a 0/5 rating will, probably, just set your game profile back to how it used to be. I won't be taking this review down, as a lot of what I said still stands. Although I was a jerk about it and failed to give you any really useful suggestions on how to improve, your mapping is still bland, your characters are still bland, and everything could really use some polish. That link of tutorials above will help you immensely with all of that. I will put more helpful links here in the future, but I'm running late for work now.
I'm sorry I came across as being so rude and I honestly hope you can make this game a really impressive one. If you want help with VX, please feel free to contact me. I'm no expert, but I promise I'll provide actual, meaningful aid, and not the kind of jackass "help" I gave you in this review.
EDIT: I'm also sorry that I forgot the name of your game. That alone shows that I should have spent more time on this review.
I feel a little ashamed that my first review on this site was so harshly-worded, especially since it was directed at PurpleBall's first game. I apologize for coming across like an insensitive jerk, and I'd like to try and fix that.
If you want to improve, my original suggestion still stands: play more RM games and learn from them. I can honestly tell you that my first games were weak too, and it was only through playing more games and practicing that I improved at all.
If that doesn't work for you though, there are a boatload of handy VX tutorials for you to use here.
The same thing stands for writing solid dialog and believable characters: read, read, and read some more, and listen to people talk as well. A lot of your dialog came across as wooden and stilted. Real people have chemistry when they speak, but I felt like none of your characters had any. While this can be understandable with characters who don't know each other, your soldiers have been serving together a while. Have them make jokes, references to past events; show us that they are a unit, don't tell us.
The second most important thing to do is to let your project sit. Like almost any other creative endeavor, your game isn't going to be perfect when you first finish it. Let it rest for a while after you put the finishing touches on it and then come back and see where you left off. A fresh mindset is important when bug-fixing and clearing up errors. Obviously I should have let this review sit before submitting it, as it's pretty mean-spirited and rude. With that in mind, I'll be changing the score from this review to 0/5 stars, not to reflect any change in the quality of this game, but to reflect that I was a douchebag. Giving your game a 0/5 rating will, probably, just set your game profile back to how it used to be. I won't be taking this review down, as a lot of what I said still stands. Although I was a jerk about it and failed to give you any really useful suggestions on how to improve, your mapping is still bland, your characters are still bland, and everything could really use some polish. That link of tutorials above will help you immensely with all of that. I will put more helpful links here in the future, but I'm running late for work now.
I'm sorry I came across as being so rude and I honestly hope you can make this game a really impressive one. If you want help with VX, please feel free to contact me. I'm no expert, but I promise I'll provide actual, meaningful aid, and not the kind of jackass "help" I gave you in this review.
EDIT: I'm also sorry that I forgot the name of your game. That alone shows that I should have spent more time on this review.
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