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Toxic Remedy Review
Toxic Remedy Review
Since you're looking to lump this game in a genre and you think it's comedy, let me ask...if I advertised it as comedy what difference do you think it would make?
Tears of Revenge Review
Toxic Remedy Review
Toxic Remedy Review
I very much appreciate all the feedback. It's hard to see things clearly when you're making a game..To better it, you rely on others honesty. I believe unity of effect is very important and I understand I'm doing something difficult. My initial goal was to marry the old school 2D RPG (which is usually fantasy and adventure) with the psychological thriller. In the humor, the characters, and all aspects I've tried to unite it with a dark weirdness. Still, uniting all those things may prove more difficult than I thought. But I will consider this feedback and I guarantee will have a better project for it.
Toxic Remedy Review
I believe this is a well written and fair assessment and thank you for taking your time to create it. I will respond point by point. Two things though off hand, this demo is the beginning of something; therefore it will raise more questions than give answers. Second all, because you can only judge it by its content and not what will be in future installments, I understand your conclusions.
Point 1: In a fantasy world it's hard to distinguish between a character's delusions and the world's fantasy elements. Both the character's mental illness and the universe will have it's own set of rules. But instead of explaining it in exposition, I am going to let it be shown through the story as the game progresses. While the demo raises the question which is which, the progression of the game will answer the question. This is the psychological aspect of the game. I believe as the player learns how the universe works, they will tell the difference between what's real and the character's hallucinations and delusions. If played twice, they will see some things in an entirely different way.
Point 2: The "sidekick" hinders the player's character development. The characters who surround the player will have limited time. For instance, party members will be changed as the party grows. They will in their time have faster progression than the player's character. The player's character will grow slowly over the course of the entire game. What we learn about him in the demo is he's used and abused by those around him. He's strong physically but weak mentally. The influence of his friend will cause him to do drugs which will worsen the symptoms of his illness. This gives him vulnerability and growth opportunity. Also, he's affectionate toward Krow. While his friend obstructs his wants, it's clear he want Krow. Some of the player's wants, due to his illness, are not appropriate to his surrounding. In the mines, even a weaver called out his dancing with Krow to be socailly damning.
Point 3: The music selection is unbalanced. I thought using songs would make the game different than using the same ol' rpgmaker sound track. This is something I will take into consideration. You have valid points in how they turn off a player that I have not heard yet. I would mention there is a time frame where the music for the dancing scene stops, before Rock you like a hurricane starts. This is during the time the game rises from anxious dancing to the action of the ship being invaded. Now the game is a combination of comedy and psychology. The game does not take itself too serious but there's a method and psychology that it goes back to.
Point 4: Two ways to save. This is an oversight on my end and something I will fix. I did not intend to have saving from the menu. It's automatically there and I overlooked it. I appreciate you bringing that up.
Point 5: The battle system is lack luster. This too is something I have been thinking of ways to improve and it's a fair and true point that I cannot disagree with.
Point 6: NPC's have their own traits and on goings and represent a side in the story. I appreciate some recognition here as each of them and each house in the town has a reason and every thing in the game hold a piece of the puzzle.
Point 7: There's an in-congruence. There is technology in this world but only a limited amount is shown in the demo. In the world, there will be versions of cameras, telephones, TV's, and vehicles, but they will not be as advanced as our world's modern day versions. And only a limited amount of people have those things. While cameras aren't shown. Its not something people have out at all times. But they do exist. There is one phone seen in the town. It's upstairs in Hammock's house. Also, if you obtain the phone book, you are able to call Chuck or Hammock. Chuck's house like the others' at the Tavern is not shown in the game. Still it's implied that Chuck has a phone. Each town has it's own phone book. Obtaining a phone book will allow the player to call NPC's from other locations.
Thanks for playing. I will definitely use some of this to improve the game.
Point 1: In a fantasy world it's hard to distinguish between a character's delusions and the world's fantasy elements. Both the character's mental illness and the universe will have it's own set of rules. But instead of explaining it in exposition, I am going to let it be shown through the story as the game progresses. While the demo raises the question which is which, the progression of the game will answer the question. This is the psychological aspect of the game. I believe as the player learns how the universe works, they will tell the difference between what's real and the character's hallucinations and delusions. If played twice, they will see some things in an entirely different way.
Point 2: The "sidekick" hinders the player's character development. The characters who surround the player will have limited time. For instance, party members will be changed as the party grows. They will in their time have faster progression than the player's character. The player's character will grow slowly over the course of the entire game. What we learn about him in the demo is he's used and abused by those around him. He's strong physically but weak mentally. The influence of his friend will cause him to do drugs which will worsen the symptoms of his illness. This gives him vulnerability and growth opportunity. Also, he's affectionate toward Krow. While his friend obstructs his wants, it's clear he want Krow. Some of the player's wants, due to his illness, are not appropriate to his surrounding. In the mines, even a weaver called out his dancing with Krow to be socailly damning.
Point 3: The music selection is unbalanced. I thought using songs would make the game different than using the same ol' rpgmaker sound track. This is something I will take into consideration. You have valid points in how they turn off a player that I have not heard yet. I would mention there is a time frame where the music for the dancing scene stops, before Rock you like a hurricane starts. This is during the time the game rises from anxious dancing to the action of the ship being invaded. Now the game is a combination of comedy and psychology. The game does not take itself too serious but there's a method and psychology that it goes back to.
Point 4: Two ways to save. This is an oversight on my end and something I will fix. I did not intend to have saving from the menu. It's automatically there and I overlooked it. I appreciate you bringing that up.
Point 5: The battle system is lack luster. This too is something I have been thinking of ways to improve and it's a fair and true point that I cannot disagree with.
Point 6: NPC's have their own traits and on goings and represent a side in the story. I appreciate some recognition here as each of them and each house in the town has a reason and every thing in the game hold a piece of the puzzle.
Point 7: There's an in-congruence. There is technology in this world but only a limited amount is shown in the demo. In the world, there will be versions of cameras, telephones, TV's, and vehicles, but they will not be as advanced as our world's modern day versions. And only a limited amount of people have those things. While cameras aren't shown. Its not something people have out at all times. But they do exist. There is one phone seen in the town. It's upstairs in Hammock's house. Also, if you obtain the phone book, you are able to call Chuck or Hammock. Chuck's house like the others' at the Tavern is not shown in the game. Still it's implied that Chuck has a phone. Each town has it's own phone book. Obtaining a phone book will allow the player to call NPC's from other locations.
Thanks for playing. I will definitely use some of this to improve the game.
1998 Review
Wanted to make sure this got some feedback.. Good job hilighting the layered character. However, would like to see a little more description in the review. If it's retro, to be sure there's a game to compare the style with. Still, some of the areas you did bring home and compel interest with such as the concept of characters presumably NPCs have something new to say each day.. overall decent review. The length is ideal. If you could add only a little more detail to bring all the points to life, I think it'd sell me more.
Umbral Soul Review
Umbral Soul Review
Woah :(. Sorry that post went through 9 times for some Reason and I don't see any options to delete the extra posts :(. Sorry.
Umbral Soul Review
The word that came to my mind when reading your first paragraph was "execution." I'm not against some RPG cliches as long as the characters are round and original and the story telling is interesting. This game has 8 5 star reviews and over 3800 downloads?! This developer should be proud but stays humble. Good stuff!