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).



Master of the Wind Review

To be honest, that did not cross my mind during the review. This is perhaps because Laurel is my least favorite party member, and the Dasani portions did not make up a great deal of the game.

I must clarify that I did not think the entire game was anti religion, or even anti big business, but for the bulk of the work I felt like that was the message it was trying to get through to me. Most of our time is spent watching Shroud and his views on the world, and his suspicions tends to ring true. Although you may have not been trying to convey that message, to me at least it is how things came across.

Since I have your attention here I would like to suggest one thing. For me at least, the game would have been greatly improved if the encounter rate was toned down, and to compensate the experience gained per encounter be greatly increased (possibly accompanied by the nerfing of a few bosses...the final boss at the end of Arc V was particularly frustrating). I realize that considering the stage of development your game is at, it may be best to just cut your losses and move on. Nevertheless I just had to put my two cents in, as I'm a firm believer that if you have a weak point in your game structure you should constantly be shifting the focus of the player away from it.

Anyway, I am looking forward to Arc VI with great anticipation, and I will be sure to update my review after playing it.

Legendary Legend Review

That was the goal.

I stumbled across this game while perusing the archives for completed projects that had received no review, and after sitting down and blasting through this in a few hours I felt I had to spread the joy.

Omnisia Review

I do apologize if my review came off as overly harsh, but I write these with the intent that the developer will see them and hopefully find at least one thing they can agree with to improve their game.

Regarding direction, a lot of times all it takes is a simple comment like "we need to go to the Aygin caves...west of the castle". You had a good idea by putting that note in front of the council of sages which told you your next objective. But it would have worked much better if the note gave you exact directions in detail, or better yet, turn it into a journal that the party can carry around and look at anytime they forget where they're going. If you wished you could also use it to provide hints for the current puzzle.

I realize that balancing and creating an interesting battle system is difficult. If you aren't going to take the time to make this a focus of the game, my advice is to keep your encounter rate low and make bosses easy enough to defeat without a lot of forced grinding. If you're not putting a great deal of work into your battle system, the player shouldn't be putting a great deal of his playtime wading through it. This game has a lot of other enjoyable sections the player's time would much be better spent in.

I did like the concept of skill scrolls, but I did not acquire and return to town to use one until my entire party was level 8. That is far too long to only have a single skill for each party member, especially since the leveling curve was rather slow to begin with.

I will correct my mistake in the music category.

Anyway, I did enjoy your game at any point where there was a dungeon involved, and maybe at a time when I'm less busy I will go back and try to reach that final dungeon. I look forward to your next project.