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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~ alter perfect ~ Review

What...what is this...

Why bananas?!

The Forgotten Memories Review

Ah, well that's not a bad idea, to remake while keeping in mind everything you've learned. Better now than later.

I wonder, though, are prices high in a depression? Or do they just seem high due to a relative lack of money? I think it would sell better if the prices were lower and the shop-keeper didn't give away a large sum of what should be very precious money. Communicating the depression is probably best left to NPC comments and environmental cues. A beggar or two is likely in order.

I say this because I did not get an impression of a depression at all. Rather, it seemed that the merchant was super rich and just didn't know how to rice things reasonably for us common folk. This was largely brought about by his casual non-regard for handing out generous sums of cash.

Null Regrets Review

author=zoviet_francis
There is another game out there, it's called The Longing Ribbon. It is also an RPG Maker RPG with a quirky battle system. It's simpler than the one here, but not any less strategic. So many people hated the battles, found them too hard or whatever the game's creator put in a cheat for people to turn off the battles entirely and just play the parts of the game everyone liked. Personally I didn't see the problem. I found the battles neither intrusive nor difficult enough to want to do this. If you properly managed your stats in that game, you were good and set to go. Plus I actually enjoyed some of the fights, quick-paced and challenging in the right way. I mean, managing stats and fighting comprised like half the game and so I felt cutting that out would just neuter the experience.


I know I've read this paragraph before somewhere, probably in one of your previous reviews. The Deja Vu is killing me, though q_q

At any rate, I'm confused as to how some people consider the battles "fair" and others see no opportunity for victory. Since there's no choices that affect character strength...how can that be? It seems like ZF has put forth the effort to learn the system, so I don't think it's just that.

Statisticians of the Galaxy

I'm more concerned with the feedback part of the review, so I don't really go out of my way to review a very old game unless the maker is still active and I stumble across it. Most of my effort goes to waste if the dev doesn't ever see the thing.

But, it helps that the games list is sorted by last edited, I think. I usually find something before getting too many pages in.

Summer Review Jam! (week 9 space'd)

I must respectfully decline a second prize q_q

Statisticians of the Galaxy

author=nhubi
But the all important games reviewed vs not statistic. 2052 games possible to review, 915 not reviewed, therefore 1137 with reviews, 1137/2052 = 55.41% of review-able games have been reviewed.

I say we aim for 60% by the end of the review jam, that's only 100 more reviews :) (of course that's not taking into account all the new games to be added in August *sigh*)


That's pretty close to what it was before the contest rush, no? The game contest, that is. That's a job well done, I think.

But, nevertheless, 1xx more reviews @_@

Statisticians of the Galaxy

Only now do I truly realize the magnitude of nhubi's review rush.

An Oathguard Named Desire

author=mellytan
Going with a game: Oathguard was always mostly about the story/characters/world and as I made the RM2k3 game I always felt like I was shoehorning gameplay in, or otherwise twisting the story so that I could fit in another battle just so I could feel justified calling the whole experience a "game".


What about calling it a Visual Novel instead of a game so that you don't have to shoehorn anything in? That way, you could avoid the parts of novel writing that don't translate well from games.

Design principles vol. 1: RPGs and strategy

Depth is not always borne of complexity. Though, adding more! systems on top makes it harder to see just how deep the pool is.

Not to say that other 'dimensions' are never good, just, that they won't fix the issue if the underlying problem remains.

Design principles vol. 1: RPGs and strategy

I definitely want to help judge or participate, though, I think I'll wait a while to decide which. I won't be able to to do much RPG Maker wise until mid-august, if then, but I know I'll have full internet access back by the time judging rolls around.