SEERIC'S PROFILE
Seeric
2155
I believe RPG Maker and similar programs are capable of producing fantastic, unique, and enduring experiences and I love hunting down hidden gems. That being said, I admit to a near-equal love of wonky or horribly broken games and enjoy reviewing games on both ends of the spectrum.
In my opinion, the worst thing a game can be is perfectly average as such a game lacks both passion and a sense of identity.
In my opinion, the worst thing a game can be is perfectly average as such a game lacks both passion and a sense of identity.
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Crystal Catch Review
Thanks for taking my review well and sorry if it comes off as a bit harsh; the game definitely needs work, but it has some neat ideas which could work well once you get the balance down.
The Haunted Review
Thanks, this game has just been bothering me every time I looked at the list of unreviewed games and I wanted to get it out of the way. I wasn't at all expecting it to be as broken as it is though nor to show as many signs of unfilled potential as it did, it's really just a shame.
Lufia V: For the Savior Review
Thank you for the kind reply, your game demo was very enjoyable and I'm glad to know that the battle system will be getting an update in the future. Good luck and have fun in college!
Final Fantasy IV - VX Review
Thanks for the fast reply, it's good to know that you're still working on polishing up the game. Calling it a remake of the PSP version sounds good since that's the version it seems to most closely match, although that still doesn't seem to quite fit, although I'm not sure what would; perhaps "an RPG Maker VX reinterpretation based on the PSP and DS versions"?
Scarlet Skies Review
Thanks for the fast reply and it's good to know that the save system is fixed and that Chapter 2 picks things up. Clareain Christopher's advice of making clutter items possible to walk on is a great idea since it keeps the more 'natural' look to some of the maps while eliminating the 'unnatural' problem of waiting on a frog to move out of your way.
It also seems like you're on the right track since you mentioned that you're figuring out what does and does not work as far as the systems go; finding out what works and fine-tuning it definitely should take place over adding more actual content since it will save a lot of time later. One suggestion I'd have is to try limiting the party size to the 6-8 range since this would let you use bigger portraits to remove a lot of the 'clutter' during combat while still allowing room for party experimentation. I mentioned it in the review, but the HP bars showing when enemies are hit and Rhen saying something when an enemy is low on health are both nice, but you probably should stick to one or the other; I prefer Rhen's message since I like a little mystery as to just how close to dead an enemy is, but either system is fine.
Well, good luck on your game, I'll go try out 2.2 soon and will get around to editing this review so that it no longer mentions the save bug within a day or two.
It also seems like you're on the right track since you mentioned that you're figuring out what does and does not work as far as the systems go; finding out what works and fine-tuning it definitely should take place over adding more actual content since it will save a lot of time later. One suggestion I'd have is to try limiting the party size to the 6-8 range since this would let you use bigger portraits to remove a lot of the 'clutter' during combat while still allowing room for party experimentation. I mentioned it in the review, but the HP bars showing when enemies are hit and Rhen saying something when an enemy is low on health are both nice, but you probably should stick to one or the other; I prefer Rhen's message since I like a little mystery as to just how close to dead an enemy is, but either system is fine.
Well, good luck on your game, I'll go try out 2.2 soon and will get around to editing this review so that it no longer mentions the save bug within a day or two.
Picturesque Review
Thanks for the reply, I'm glad to know that that really was pretty much the very end of the demo anyway.
The chase mechanic issue was mainly only noticeable in the first room of the first chase where it's both big and has a sharp L-turn, but seemed to work much better during the narrower second chase; rm2k3 can definitely be a hassle for things like chase sequences, so working around the issue by limiting player movement to tighter spaces or very open spaces with obstacles (ex: the dining room on the left with the table in the middle makes for a nice 'chase room' even though it's a dead end) would probably lead to less stress and take up less time than trying to fiddle too much with rm2k3's mechanics.
The chase mechanic issue was mainly only noticeable in the first room of the first chase where it's both big and has a sharp L-turn, but seemed to work much better during the narrower second chase; rm2k3 can definitely be a hassle for things like chase sequences, so working around the issue by limiting player movement to tighter spaces or very open spaces with obstacles (ex: the dining room on the left with the table in the middle makes for a nice 'chase room' even though it's a dead end) would probably lead to less stress and take up less time than trying to fiddle too much with rm2k3's mechanics.
Monochrome Review
Thanks for the fast reply, your game is very fun other than the oozes and the fifth boss not dropping its sword.
I thinking reducing the chance to 'miss' when fighting them and either reducing their health to the 3-5 range or just making them take significantly more damage from one of the damage types (piercing would probably make the most sense especially since the pierce-based spell is near the beginning of the sixth dungeon) would probably help a lot since the main issue is it usually takes 30-40+ rounds to kill a single ooze without a bomb.
As for the fifth boss, I think what may be going on is it might be set as the equivalent of one of the normal plant enemies (and therefore has their loot table), just with a different sprite and name. The reason I think this is not only because of its lack of drops, but also because it doesn't hit very hard and usually goes down after one attack. Also, I didn't mention it in the review because it's not all that important, but for some reason the room that particular boss is in allows you to run around even though everywhere else in the dungeon (and in the game) you can only walk.
I thinking reducing the chance to 'miss' when fighting them and either reducing their health to the 3-5 range or just making them take significantly more damage from one of the damage types (piercing would probably make the most sense especially since the pierce-based spell is near the beginning of the sixth dungeon) would probably help a lot since the main issue is it usually takes 30-40+ rounds to kill a single ooze without a bomb.
As for the fifth boss, I think what may be going on is it might be set as the equivalent of one of the normal plant enemies (and therefore has their loot table), just with a different sprite and name. The reason I think this is not only because of its lack of drops, but also because it doesn't hit very hard and usually goes down after one attack. Also, I didn't mention it in the review because it's not all that important, but for some reason the room that particular boss is in allows you to run around even though everywhere else in the dungeon (and in the game) you can only walk.
Combat Specialists Review
I agree that the high damage added a nice sense of challenge. I think turning one of the NPC's outside the mine into some sort of healer which can serve as an inn either for free or a very low price would help a lot, since then you wouldn't need to use up consumables at nearly the same rate you can buy them at.
Increasing the gold/exp rewards per fight and/or even just making random encounters more frequent would also go a long way towards making level and gold grinding more enjoyable.
Increasing the gold/exp rewards per fight and/or even just making random encounters more frequent would also go a long way towards making level and gold grinding more enjoyable.
Combat Specialists Review
Thanks for responding to my review (and sorry if I came off as overly-harsh on the grammar), but just to be clear, I didn't have a problem with "we're" since I agree contractions sound more natural. The phrase in question was "we're are", which would mean "we are are" and the complete sentence is "We're are counting on you guys..." and is said by a random NPC shortly before Dorias and Moriaty go into the mine.
As for its/it's, I meant sometimes it's (contraction form for 'it is') is used when its (possessive form without the apostrophe) would be correct and vice versa. However, as I mentioned in the review, it's a common grammatical error which is easy to make and isn't really a big deal.
There were also a few oddly-placed apostrophes in other parts of the cutscene where the crowd is outside of the mine at the beginning, such as when an NPC says "Yeah, we have right's" even though 'rights' shouldn't have an apostrophe because it is neither possessive nor a contraction.
As for its/it's, I meant sometimes it's (contraction form for 'it is') is used when its (possessive form without the apostrophe) would be correct and vice versa. However, as I mentioned in the review, it's a common grammatical error which is easy to make and isn't really a big deal.
There were also a few oddly-placed apostrophes in other parts of the cutscene where the crowd is outside of the mine at the beginning, such as when an NPC says "Yeah, we have right's" even though 'rights' shouldn't have an apostrophe because it is neither possessive nor a contraction.
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