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Let's Play VX/VX Ace Demos

Hey,

If you're looking for a demo to play I recommend The Sky of Time. I would really be happy for a written review but even more to see how others actually play this game. (A visual review would let me work out the kinks before jumping into full production.)

Thanks,

-SP

Walking The Line: Development vs. Promotion

I'd say ( although a game should be basically for oneself) that if you want input or new ideas or even a sounding board to check your mistakes and keep you going, then marketing after creating a conceptual prototype is useful.

Then again, I'm new and that is all I have done, but I have gained lots of great info .

Or consider marketing in proportion to the material you have available.
then again, if you want constant feedback you should constantly be marketing.g in new ways to new people to get those new perspectives.

That's just my ramblings for the day,
I've been sensualpopcorn and you've been great. I look forward to people telling me I'm wrong.

The Sky of Time (Summer 2015)

Honestly this is good feedback. I prefer the candid reviews than people saying some general 'good start' business like on my steam page.

Right now I can't go in depth but there are aspects in your list I'm going to revamp entirely or make tweaks.

I have yet another plane to catch so I can't say much now.

Thank you again

The Sky of Time (Summer 2015)

Starting from the top of your list:

-the mill pause: there are actually a lot of triggers there and before I had to take this production break I couldn't find the cause.

-nice. But I may add a small intro.
- I'm going to edit lumber mill a lot. Make it lighter battles.
- I can change the blind. But I think I'm actually just going to make it one snake.
-as of now there are a total of 5 laces to go. Albeit the Mage quest is kinda a requirement to do that.
-Lavos town is actually going to grow and repopulate as you progress. So depending on which sides who's help those people will move in and the region become prosperous. Technically this story thread is in there but you need to be in the ghost town with The first party member.
-bridge is on my list to do. Just didn't have enough polish time before I had to leave.
-snakes are to be hard but I'm going to lessen the number. I actually purposely made an uneven difficulty plane in this area so no one can just plow through. Plays into the free exploration, but the world is not molded to your level so it forces you to adapt and survive. That's the thought.
-there is supposed to be a good deal. Go back to the crumbling tower next to the mill after speaking to karadas. That gets it moving.

I did play test it multiple times so the quest should be working fine. Though adding more direction is on the top of my list.

Hopefully this clears up a bit of these issues

Thanks for for insight

The Sky of Time (Summer 2015)

Glad to hear, hope it lives up to expectations. Nonetheless, I anticipate your feedback.

The Sky of Time (Summer 2015)

I thank you for considering this. Currently I recommend looking at the recent review posted as it captures some of the critiques I have heard.

Yes there is a plot but (and here is where I may not come across clearly):
Through attempting an open world feel the plot is ever changing based on your decisions. Also, the MC's story changes with those decisions. So there is a story in place (yet I haven't explained the back story of the MC much) but because this is more like a prototype it may only appear in plot threads. Although I have placed a lot of plot threads in the prototype.

I hope this sounds clear because I'm trying to eliminate the strict rpg role but still have the MC story alongside the player's "story" eg your decisions and actions. It's kinda like having two plots in the character in the game and the character the player creates. If that makes any bloody sense.

First off congratulations on Getting through this, and I hope you play this yet come away with some critiques or even insight you see into the characters, world, themes, styles etc. So I may understand how others see this.

Thank you

-SP

The Sky of Time (Summer 2015) Review

I see what you mean. I was mixing them as though they were one, seeing the way they are written does give a disconnect. I'll look into that.

The Sky of Time (Summer 2015) Review

Now that you say the language mix is 'jarring' I may just keep it because of some themes I'm working on such as that even if a person is familiar with one they will still feel foreign. But I would need multiple ones to still give a sense of differences among locals. I wont drone on about it though.

Fluent no but moving to proficiency from a strong base. At least for the complexity of mixing languages. I (humbly) think.

Mage snakes, without too much detail, are a species influenced by a self-teaching mage making mistakes and inadvertently influencing the outside world.

Newbies = new = fresh. Fresh is good sometimes and I can respect that.

The Sky of Time (Summer 2015) Review

Writdesce,


Thank you for your candid review of this demo/prototype.

While I admit I'm still new, learning the basics, and created that demo in only 3 days I know there is certainly a whole marathon of game development I need to overcome before this shall be up to community standards.

I put this out in its current state to gauge what I need to change before developing the entire game (maps, themes, style etc). But more importantly I have seen why certain things work or do not work.

I have received several concurrences with what you have stated and after this several week break I have a clear path forward.

If you're wondering here is a bit to hopefully explain some of the things you came across:
(I mixed non-English languages as a style to put the player in an unfamiliar setting too. I'm working on how to create a proper intro to replace the boat because we'll it isn't that good anyways. The broken tower next to the logging camp is the Mage tower and there is a plan to expand the plot there to explain the "Mage" snakes. Also I've never written for a video game so that's something I've been reading up on yet some of the awkward dialogue is intended but clearly needing revision)

I would like to conclude by thanking you once again for actually playing a newbie's demo and taking the time to deliver a well thought out critique, it was never required but well received.

Have a great week,

-SP


LockeZ designs a boss battle for you

Thanks,

Merging the two styles of game is a challenge I'm looking to tackle and a major component is in the role itself. But that shouldn't be an issue because the player and main character are I the same position (thrust into an unknown land). Similar to the first Zeldas With more characters and story behind it. But I digress.

After writing I though about the progression of power and considered not to have much more grinding opportunities than already made so that a general level plateau is reached. With your suggestions about defense and augmentations I feel I have a workable solution as of now.
I really like those "cheats" in part because of the options it gives on how to approach the game world, reducing those whom just force their way through (similar to the Castlevania style general gameplay if I remember correctly) and doesn't hinder adventuring around.
This has given me some more ideas and I'll certainly look into more of that Mega Man X style, it's better than the one-path puzzle bosses I considered.

Thanks again as this has been very informative to keeping my design on track without relying on people playing through the entire thing just to give some critiques.
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