SNOWOWL'S PROFILE

Search

Filter

The Great Empty Review

Alright, so I'm back and ready to give some thoughts.
First of all, I can see you thoguht this through.
It has been a while since I touched this game, and it has given me some time to think through what is good and what isn't.
I've given some thought especially to the gameplay part. I'm overall pleased with atmosphere, story and mostly everything. You seem to agree. It's just gameplay that is the problem.

I could probably solve most of the problems (and indeed I have in my version of the game), such as forcing you to explore 5 places, limited exploration, compact maps, etc. But one problem I found I can't come up with a solution to with the current model. The fact that maps gets kinda samey in the long run.

The solution I came up with is to change the way you explore. You will still have air, morale and the goal will be the same. But instead of a square map that you explore you will move like in a board game. That is, you move along a set path, but you won't be able to explore every location along that path on the first go. That also gives me options such as making diverging paths with different ends and it also makes it alot easier for me to make maps. I will probably also implement an option to exit the map at any time, or maybe to go back the way you came.
That also gives me ways to implement uses for upgrades that will open up new paths on the map, which is nice.

As you said maybe I will also implement stuff like other "pieces" moving on the board, like hostile creatures or similar.

These changes will have to wait though. I currently don't have much time for game-making, so it will probably be a year or more until then.
I hope you will play it at that time, too!

The Great Empty Review

Thank you for your thoughts on the demo! I saw this just as I was going to bed, so I can't give you my thoughts on your feedback right now, but I'll do it when I come home tomorrow.

Jack's Magic Beans Review

I would see it as a failure, I don't want 1.5s in my profile T_T

It Moves Review

It's weird how people seem to be expecting this game to be Miserere nr. 2, since I have to my knowledge never mentioned the two games being anything like each other.
I should have taken some cues from Miserere though, and made the game have more freedom. Even "fake" freedom seem to be enough to satisfy most people. For example, branching paths that basically does nothing but give you a tiny bit of backstory or some small event. Something to remember for the future I guess.

About gameplay: I don't really like making gameplay stuff... Maybe I should get someone to make it with me for future games. Like calunio, who is forcing me to add gameplay to our game T_T

Sidenote about cons: Aren't like 99% of games stories linear? I guess it IS technically a con, though.

It Moves Review

I'm not really sure how to respond to this review. On the one hand, you say that the game is good, but on the other, most of the stuff you say about it seems to be bad. If I read this review having never seen this game before I would probably never play it.

Some thoughts on specifics:
About gameplay: I agree, it's a weak point of the game. But I really never intended for it to be a strong point.
Visuals: Glad you liked them. I think you did? Hard to tell.
About "the face": Most people seem to have a differing opinion. Guess it's a matter of taste or something. Personally I think the 2nd chapter dream is one of the strongest points of the game. Guess you disagree.
Music: Too bad you didn't like it. I put alot more thought on music and sound on this game than my former ones.
Developer event: Fixed.

It Moves Review

First of all, I like those quotes you put in your reviews. Very classy.
Logical fallacies aside, I'm glad you liked the game. It's too bad that the horror part of the game was not adequate, but I am still pleased with the way you felt about the game.
As I have discussed with CashmereCat recently, feeling fear is not all there is to horror. I would say that if you felt disturbed, unsettled and perhaps just a bit fascinated, that this was a great success.

I tried something new with this game. I tried making a horror game with no chase scenes, no gameovers and no instant deaths. Maybe it has been done before, but I can't think of a RPG Maker game that does it. That is probably part of why you don't feel very treathened. I recently asked the question "Can a horror game be enjoyable if it's not scary?" here on the forums. Judging by your review, it seems it can.

Thank you for playing. I hope you'll play my other games too, since you liked this one.

It Moves Review

I'd love to improve it so that every single person in the world loves my game, but what you say is bad about the game is what most other people think is good about the game.
You want more puzzles, others want less puzzles. You think the atmosphere isn't anything special, most other people think it's superb. You want chase scenes, other people hate chase scenes. You think the plot is crap, most other people think it's good.
I'm not saying that you're wrong, it's just a matter of personal taste I'm afraid. I'll admit there are some parts that I could improve and maybe redo, for example the flesh corridor could be something more original. Maybe sometime.

It Moves Review

It really does fit the season, does it not? I'm glad you like dreams and games based around them. Because so do I. I've even made a game where the whole point is to explore one individuals dreams (Miserere). It was one of my first games and it's still the favourite in my repertoire for many.

Paths were clear and the attention to detail was nearly obsessive in nature.

I laughed at this bit. It's true, really. As I get better and better at makig games, I find myself getting more obsessive in making every detail fit with the whole. It's both a good thing and a bad thing, since it means better games, but it also means a longer time spent on these details.

When the boy mentioned feeling out if it while playing with friends, I thought it would be touched upon a bit more. Kinda sad that it wasn't.

That could have made it a wholly different game. Maybe another time.

What is Anna Corp?

It's a bit of a homage to the Silent Hill series. There are actually numerous of these homages, one of the most obvious ones being the wolf painting in the bedroom.

It Moves Review

For something short and simple like this, I thought a simple story would be better. And so I choose this one, because it would allow me to do a bunch of weird and varying stuff and because it fit my purposes. And, ofcourse, because I thought the story was good.

As to why I haven't commented on a couple of your reviews, it's somewhat hard to explain. There's so much to comment on, I usually read the review, think about stuff I want to say, decide to think about it over night because there's so much of it, and then forget it by the morning. Your older reviews are also honestly a bit hard to read, with the big walls of text, and so it just never happens.

About the scores:
You seem to have a bit lower scores for games than the average review on RMN. I would say a score of 3 is a "meh" game here. It's supposed to be for a better than average game according to the rules, but honestly people give 3 to games they thought were kinda crappy. You should do it the way it's supposed to be done, though, so no need to go change all your scores, if you ask me.

About the ending:
There was a lot I could have done with it, looking back at it after it's done, but if I would go back and redo stuff I want to redo in every game I made, I don't think I would ever get any new games made. At the time, it just didn't occur to me.

This isn't really directly related to that, but I'd like to say this anyway:
I'm the type of person that typically tire of a project rather quickly.
That means I try to keep my projects rather short in development time. I'm also very picky about details, which is a very bad thing combined with my short patience for a specific game. This is why my newer games are all under one hour.
As I get better and better at creating enviroments, I also get pickier and pickier about it. So a area that in Miserere would take maybe 5 hours to make, nowadays I spend more than double that because I keep finding small details that I want to improve. I could elaborate on this topic endlessly... So let's stop there for now.

I hope that you will keep playing my games, and reviewing them (giving them whatever score you feel is fair). Just to clarify, I don't have any sort of ill-will towards you.

It Moves Review

Well, it's too bad you didn't like the story it's based on. Personally I think it's a good read. I can understand that it's not the best game matierial, but that's a bit late now, isn't it ^^? Well, this game, as you say, is more about enjoying the atmosphere than trying to make something that requires deep gaming knowledge.
About the puzzles, I can't say I'm the greatest puzzle-maker of all time, probably the opposite. I realize they are basic and way too easy for puzzle-fanatics. However I made them easy on purpose. I find that puzzles that are too hard for the casual player get people frustrated and tend to take you out of the game. They are mostly there as a break in the horror, and some added spice.

About the ending and your suggestions: I don't think something like a button mashing mini-game or a QTE would have fit very good with the rest of the games mood. As for the ending itself, I think it's visual enough, it's just at the very last few lines where it goes black, no?

I'm glad you keep coming back to my games, but you sure do drive a tough bargain with your reviews! What would I have to do to get a 5 from you, I wonder?