I am amateur game developer, and even more amateur reviewer, currently in and out of college.

I am currently developing a game called Eternity: The Black Star along with Solitayre, which is nearing its first release.

I have extremely high standards, so please don't be offended if you believe that I have reviewed your game unfairly. My focus is on improving the body of a work primarily by pointing out what I think are its flaws, but feel free to ignore me if I am wrong (and I will be).



Greetings to all Sore Losers -Cyber Factor

Two quality sci-fi games off the top of my head. Though Sore Losers is more about a dystopian society that could exist not too far into the future.

If you'll be sticking around the site for a while you may want to look for Eternity: The Black Star in a few weeks, which is a sci-fi project I"m currently working on.

Lastly: Welcome to the site.

How often do you run from battles?

This is pretty much directly proportional to how much I enjoy the battle system in a given game. In the standard JRPG I probably run from at least 50% of the fights, and honestly I find being underleveled is the only way to make bosses interesting in most of them.

Throw me into any Shin Megami Tensei game and I will fight every battle to the last. It's notable that even when doing this many SMT games will still require some extra grinding, which doesn't bother me because the battles are so fun to begin with.

By default being able to run is a nice thing, but I really prefer when games choose alternate routes such as the ones you mentioned in CT and Earthbound. Earthbound had a few other extra features thrown in on top of that which are worth mentioning. When you're too strong for an area enemies will actively run from you instead of chase you down, and once you've outclassed them completely you auto win the battle the moment it's triggered.

i guess my official stance is your game should be set up so the player never wants/needs to run (unless they accidentally trigger a super boss or something, being able to escape is a must in that situation). But I'd never suggest removing the option just because there are times when players get careless and find themselves staring at a potential game over. It is a terrible feeling to have that realization and be unable to do anything about it.

Before I upload my game... I have a question.

Basic rule is credit everything you take from anyone ever, and get permission when possible.

If too much of your game reminds players of a different game, then it's probably going to detract from their enjoyment of it unless you're using it for parody or something like that. As a rule I'd say avoid using any music by Squaresoft, Enix, or the monstrosity they combined to create.

There are a 'lot' of composers who have thrown their music up on various sites and ask nothing more than to be credited in your project.

Silviera's Review Requests

Sure, I'll take another shot at Omnisia after I finish Rhukaat.

Summer Screenshot Spectacular!

East's game is being made with least if the game page is to be believed.

To Tardis- Going to jump on the bandwagon here and say that I also liked the old sprite style more. Mostly because the brighter colors made the sprites instantly stand out against the dreary backgrounds, though I suppose you could adjust the FF6 style sprites accordingly.

Summer Screenshot Spectacular!

Probably my last set of screenshots for a while. I am worried that the scenery effects are too heavy.

Is this too dark? For context this is the inside of an office building at night.

And is the fog too thick here? This is the sewer underneath a city.

Villages, Towns, and Cities.

If you're going for realism you can have people work in shifts (which is what I'm doing for my game).

After all it makes sense for towns to have some kind of economy.

Edit: As an added note, it helps a lot to have other NPCs actually use the shops as well.

Enemy character sets

It will be difficult to find a unique set of monsters short of ripping it from another game.

I suggest using the spirit set that Lennon offered and setting up some ground rules so that the player knows what each given color represents.

White=normal enemy
Blue=weak enemy
Red=tough enemy
Green=rare enemy
Black=boss enemy

If you're consistent with this style it ends up being easy for the players to guage any given encounter. A lot easier than say comparing a kobold to a wolf.

Mace: The Dark Age

I ended up snagging Battle Arena Toshinden when I bought my PS1. I would describe it as okay. Controls are a bit clunky and it was a bit too easy to get a ring out, but at the time of its release that was pretty standard for a 3D Fighter.


A break can be good. If you're not having fun working on your project there's a good chance the development is going to suffer. Better to return and work on it when you can feel excited about it again.