I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic



All the places to not add noteboxes and they skipped *that*‽

True facts: I didn't use noteboxes at all until a recently started project needed a way to identify which directions had exits. Then after going back to RMXP, I realized how much they would make a lot of my life easier with massive casts. Le sigh.

Does anyone have feedback to give?

Yeah, I'm really unsure of at what point I could have used the injection. I can only think of two possible encounters (in fact, I think that's all there is).

Also, I came across more than a couple of your test save points (I assume they were tests/earlier attempts at save points) during the game, including the one during the last fight. I ended up resetting the fight cause I figured it might have tripped something it wasn't supposed to.

Did you guys heard about RPG Maker games being funded in KickStarter? Hilarious and sad at the same time. We could all be rich by now!

author=Sana burns us! (The mapping, and 'dat asking price... >,>) This one seems pretty decent though, at least with the custom artwork and not using much RTP~ :3

That second game is pretty much exactly the kind of game I'm talking about being awesome for KickStarter. They've got custom graphics and they've got custom music. In fact, they go on to say that the final version of the game won't be in RPG Maker. I'm actually now interested in seeing the final product on this.

Does anyone have feedback to give?

Is there any real benefit to playing on New Game+? Any additional content/items, or is it just a chance to play the game again on a new difficulty?

Edit: And review's been submitted. Enjoy (when it posts).

Does anyone have feedback to give?

Just finished it, writing up my full review now.

All I can say is: holy shit, what the hell did I just play and where can I get more?

Does anyone have feedback to give?

Since this meets my requirements and I'm looking to play a few more games, I'll add this to my list to review. I'm not a huge fan of horror games, but I'm not going to let that turn me away from a game to review.

Board Games and Video Games

Well yes you are right, they are somewhat board games too. Though if the reasoning is "Board games try to be simple and fun and that's what you should try when making video games too", then you could argue that Pen & Paper rulesets are often much more complex and harder to understand than at least most JRPGs.

Most JRPGs are as equally complex, if not more; however, they get to obfuscate most of the rules, so they look simpler - you don't need to worry about the math behind the attacks, they just happen, but the actual math going on is (generally) more complex than (let's say) D&D3.5's roll a d20, compare it against armor value, and then roll 2d6 damage if you 'hit'.

Did you guys heard about RPG Maker games being funded in KickStarter? Hilarious and sad at the same time. We could all be rich by now!

These are some pretty horrid examples of how KickStarter is being used and mostly just a case of 'give me money for no real reason.' Like, if you're going to be trying to do this, shouldn't you at least be able to justify asking for backing? Like custom graphics, custom music, etc. And have them before you ask for backing? At least the first one is rather outright blatant in saying most of the money is going to supporting the online features (and then their video goes on to contradict that).

I see these as examples of how KickStarter can be abused; but for a game that actually has some real effort behind it, I can see some purpose there.

The Past and Future

All right - if you're aiming to try to imitate the Team Ico games, I'm probably right in the middle of your target demographic. You also shouldn't ask for feedback and then immediately dismiss it as part of the artistic route; it might actually be something that needs addressed (and, in this case, some of it does).

That said, there's a few things - I'm playing through, I'll mark them as I go.

1) Your opening menu screen, it does take too long to be able to select an option. The animation is nice, but having not died once and only seen it when I loaded the game, it's already been too long to see it; if you must keep it, add in the option that pressing a key skips the animation and goes right to being able to select.

2) Your opening narration is fairly clunky, text wise. I get what it's saying but it feels like its trying to be wordy just for the sake of being wordy. And, in doing so, it creates some fairly weird sentence structures.
There is an old legend.
My father used to tell it to me a long time ago.
Far in the distance there is a massive citadel amid the ocean that rises out of the water every eon.
It is said that deep inside of the structure is a place of magic where any wish is possible.
If the legend is true, I know my wish.
To see you again, even after death.

Particularly that line about where the citadel is located... just seems wordy and suffers for it. You could probably cut out the "amid the ocean" part, or move it earlier in the sentence. Some like... "Far in the distance, amid the ocean, there is a massive citadel that rises from the water every eon." Also, you might want to add some contraction in to that speech; I'm lead to believe it's the character we're playing speaking/thinking it... and as it is, his syntax sounds fairly uncaring - maybe even personalize it a bit more so he sounds more attached (and less robotic) before the final lines? Something like...

There's an old legend.
My father used to tell me it when I was a child.
Far in the distance, amid the ocean, lies a massive citadel that's said to rise from the ocean once an eon.
They say that, deep inside the citadel, there's a place of magic, a place where any wish is possible.
If that old legend is true, then I already know my wish:
To see you once again, even after death.

That's just my initial thought revision and, personally, it sounds more like a person's saying it than reading it out of a book or some other 'neutral' source.

3) The crate puzzle - in order to drag a crate backwards, I could press the run button. Seemed a little counter intuitive, but once I realized why I was dragging them backwards, I started using it instead of running around the crate. Except running around the crate would have saved time, because after dragging backwards, I have to step away from the crate and back towards it again before I can drag it backwards again.

4) The stair climbing speed definitely needs fixed; no one slows down that much climbing stairs, especially given how fast you were moving before.

5) The hallway immediately after that puzzle, your light source is confused. It switches the direction your shadow is facing immediately after crossing the center. Which direction is this light coming from? If it's coming straight down, you shouldn't really see much of a shadow beyond directly underneath the character. (Also, related to the light thing, I liked how when I went back outside after being inside the first 'puzzle room' lead to a temporary brightness.)

6) This just came up again after finding the scroll - but aside from the opening narration, you should probably make sure all the text appears at a fairly consistent rate. And the fade in/out to read the scroll possibly takes a little bit too long.

7) That shadow fight immediately afterwards - I don't know if it was a bug or intentional, but I couldn't move until he was already on top of me, attacking me, and I took four or five hits before I realized I could move and was pretty much already trapped. Additionally, some general indication of your current health status would be nice.

And now I'm going back to the game itself to see if I can get further and give a bit more in the way of feedback.

Oh, and something else I just realized: the two paths to the sides of the first save egg: maybe make them move you to the rooms without pressing a button? It took me a moment to realize they were paths in the first place, as any other path I was immediately able to move through, up to that point, automatically transferred me when I touched it and I had to do nothing to initiate that transfer.

I'll continue to edit thoughts onto the end of this until you get a chance to see the post.

Also, I really don't get your continue system - sometimes it restarts me at a room not too far back, other times it forces me back to the menu? I can't seem to find any rhyme or reason for why it does one or the other.

Map scrolling question

As I said, it's not extensively tested (just made sure it had the functionality you needed), so if there's an issue, let me know and I can mess around with it fix it up.

Edit: Better yet, fire off a PM to me; I'll probably see it faster.