SVIEL'S PROFILE

It turns out that I really dislike words. Not surprisingly, I recently switched from a CS Engineering major to Creative Writing; practically left my degree at the altar.

I like fine-tuning mechanics and writing long novels on the beach.
Zoids | Whisper
A healer tries to piece paradise back together after tragedy strikes...or at least keep the shards from slipping through her fingers.

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Over the hill at 24?

I don't really place much stock in this study, but respectable research does show that humans, on average, slow down as they age. The peak is usually somewhere around 25, but it doesn't really make a noticeable difference until around 30.

However, that's just pure speed. Our memory stays with us much longer and will generally more than compensate for a loss of speed outside of reflex oriented tasks.

And even then, you can keep your brain on it's toes for much longer if you're actually using it in that manner.

How short is a short game?

author=JosephSeraph
It feels so cold to act like this... I don't know how to do it objectively, that's why my 'short" projects end becoming ridiculously huge, and then unfinished ):
Perhaps if I do make a live breathing world and use it as a kind of stock seting for small games? I wonder if I'm the only one that faces this kind of problem? Probably not, as it is not so different from the "AAA Rpg complex" that seems to affect 99,99% of the newcomers ):


That's sort of the method I use.

For example, I made one setting, then created 5 games (some short, some not), 1.5 novels and a series of ~40 short stories all based in it. It really helps to have the whole world thought out, but if I want to do something short, I find a single event and work around that. The world informs that event, but if it's important enough, the player can care about it without being filled in on the entire history.

Also, even in a short game, a character that comes in developed is going to hit home a lot faster than a character just being developed for the game, given equal writing skill.

How short is a short game?

Like a short story, a short game shouldn't have a ton of progression. So, no tiers of weapons, etc...maybe starter weapons and one other set, but no multiple EQ changes.

Illusions of Loyalty Review

author=alterego
Well, I don't meant to be nit-picky myself (tee-he) but just to give one example: In the graphics section, you first detract one point over an immersion-breaking event and then detract two points over another. And not only I don't consider those things to be so "immersion-breaking", but I also fail to see how one counts more than the other... I don't know, I would probably only have detracted one point between the two, or maybe one point each, but I guess I'm just more lenient that way. ;P


Ah. I thought the second one was considerably more jarring than the first, but it would probably have been clearer if I added an adjective in the second note. I'll keep that in mind~

author=Aegix_Drakan
Ah, don't worry. :P Harsh is fine as long as it's justified. And you did so very well.

Harsh is just when you tell someone the truth without softening the blow. And that's alright. It helps the guy know where the problems are and how to go about fixing them. ;)

Gonna need to keep a closer eye on making sure Normal Attacks remain useful in future games, especially...

Oh, BTW, if you wanna know why I kept saying that Legend mode is unfair, it's because when Liberty did a "let's Judge" on the original build of the game on that mode, all she did was whine about how unfair the bosses were and how there were no hints about how to deal with them, no warning about anything, and how some of the moves were just plain unfair and evil and- *she ragequits*

So I thought I should give the player fair warning that on Legend mode, some of the bosses can do crazy things that they may not find very fair. :P

I don't see any that look inappropriate, myself.

...Well, ok, maybe "incomprehensible cutscenes". Maaaaaybe. XD. I was making those scenes and thought "Will it bring anything to the story to do this longass Motive Rant from Bruce about why he did what he did? ...Somehow, I don't think so. I think that if I just put appropriate music in place, and then let it play out just showing what the characters are feeling and doing, it should have a much better impact."


Duly noted, though I was totally serious about those willies. I'm not sure what should change, but do know that any mention of the word 'unfair' is super scary. I guess it worked, in that I ended up on a difficulty that was more enjoyable to me, but it also tainted my experience with a bit of bias. Instead of saying 'how can I beat this boss' I would think 'I wonder if this is the unfair part.' In short, I doubted my agency in boss fights.

It might be that my inability to hear the music killed the scene for me. I would imagine, though, that it would be clearer with fewer emote bubbles. It felt like the well-crafted dramatic scene morphed into a Charlie Chaplin silent movie.

I think you made the right choice in skipping the rant, though. That kept the focus on the characters I was to care about, rather than minute detail about the backstory.

Illusions of Loyalty Review

Sorry about being harsh D: I try to be as objective as possible, but it's hard to pull off objectivity and empathy at the same time, and I tend to err in favor of the former. If there was a game where I wanted to say mean things to the developer, I would not review it at all.

With the signature moves, I mean something like the Painspawn's bit where he starts absorbing pain. If memory serves, that happened before anything else in the round and did not count as an action on his part, but since I had already input commands for the round, I ensured that I'd have to eat a sizable AoE nuke later on.

There's also the spell chanting notice for the mages where the summon goes off even if you silence them.

But, it's not as fresh in my memory as it once was, so specifics are tough.

With the Painspawn, it wasn't so much that it was giving me trouble, as it felt like progress was super slow. I had effectively managed to lock it into a nice loop of damage, turtle, damage, but estimated that it had tons of hp from the bleed damage and that my damage per turn was fairly low. I spent 15 minutes in the fight and decided it wasn't really all that exciting because I was just repeating the same 3 minutes of actions over and over. Then again, perhaps I was making it harder than it had to be?

That said, there was that one thing that I mention I would try (but died first) which may turn the whole fight on it's head, but that would be too much of a gimmick, so I rather doubt it.

Would it be possible to add dummy headgear on other difficulties? It's not a huge deal, but if the slot is there, it can cause confusion. I kept thinking I was doing something terribly wrong, like missing all of the HAT QUESTS or something like that.

I'm...going to go check out that third ending now. Though, I maintain that the first two still feel like an undue punch to the gut.
EDIT:found it~
It's more satisfying, though it's hard to believe that LOGAN can suddenly manhandle golems like that. Like, what was he doing when my party was dying earlier? How could he, a one man army, leave all of his friends to die? It definitely strides beyond what my suspension of disbelief can handle, but the actual content of it (the story) was spot on.
Should be noted, the fight with those golems takes forever, though. It kind of extinguishes the building momentum. Perhaps give him a sizeable AD boost per turn, or multiple attacks. I mean, yes, there's the whole 'how is he fighting golems' thing, but if it's going to happen, be sure not to let it dampen the mood.


author=alterego
Just one question: Why are graphics only worth 10% of the score when everything else is worth 30%? That seems a bit biased. =/

If a game has terrible graphics, but perfect story/gameplay/presentation, then a score of 90% seems appropriate. As in, it's a game that should absolutely be played.

If the graphics are great, but everything else is half of what it could be, then a score of 55% seems right.

Basically, whereas I need a plot that presents conflict and gameplay that is interesting, all I need out of the graphics is some recognizable shape to focus my eyes on. Presentation covers a lot of the graphical parts in terms of consistency and appropriateness, so the pure graphics category doesn't need to carry much weight.

Can I ask where the point deductions felt arbitrary? I tried to give clear reasons each time to avoid that, and really want to get to a point where no one feels like I'm picking on them q_q

Remake the Original Final Fantasy...

Ok, well that clears things up a bit.

In that case, it seems like a fairly straight-forward project if the tilesets and sprites are available. Unfortunately, I think those are the hardest bits to fill in...

Translating your ideas into numbers and hard concepts is a pretty good next step, though. It's scary to latch onto something that can be made in a single brainstorming session, but if you had a simple chart showing the new, planned class system, it would be far less foreboding. Also, it'd help to know the specifics behind the improved magic system.

I'd offer to help with those, but, not knowing the source material, I'm afraid I can't do much more than data input.

Remake the Original Final Fantasy...

Granted, I don't think I've played the original FF, depending on what number that entails, but will allowing the player to choose genders at will really have no effect on the plot?

Remake the Original Final Fantasy...

That's a lot of remaking, but not a whole lot of original FF? Why is this not a fan game since so much is changing?

Also, while you're asking for someone who can use the program (which I can), are you also asking for someone to make updated graphics and the sprites needed to change appearance on equip (which I can't)?

Basically, is what you've posted above the entirety of the project as of now? I'm not sure if I can help either way, but it'd be clearer if I knew the extent of what you were asking.

How does this site handle demos?

@Liberty
I didn't realize that it was one person handling all of that. Sounds like a hassle, though, so I don't mind if it takes awhile.

@LockeZ
Unfortunately, dungeons are not really my thing. I have also never played a Zelda game for more than an hour D:

I'll take another look, though. I'm willing to help, just, I wouldn't be any help at all in those areas as I don't personally find them enjoyable and haven't studied them enough to recreate the enjoyment others feel by rote calculation.

How does this site handle demos?

I felt like posting this thread with a gamepage up would be too close to advertising the game...I kind of have a love/hate relationship with rules?

At any rate, it's pending, along with the review I've done. Somewhat off-topic, but is there a standard length to the submission process? I want to be able to better estimate to someone when I might have a review up for them.