VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
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Air RPG Review
author=clydearrownyIt doesn't matter if this is just an "experiment" or not, it's a featured game, apparently. And you should still be able to take criticism based on your experiments - isn't that why we experiment? To take risks, do things we normally wouldn't do, and learn from those risks?
It was a experiment. Not a full game.
People on this website are always being too critical of peoples games.
Because we're here to get feedback. Games don't make it to the front page just so the maker can fellate themselves. This is someone who did not enjoy the game and wrote up a very, very informative, detailed explanation of why. You couldn't possibly ask for something better out of a gaming community (except for someone who DID enjoy the game to do the same thing, because nobody ever wants to hear anything negative ever shhhh). Whether or not you agree with it is your opinion - and disagreeing doesn't make this overly-critical just because you disagree.
RMVX Ace Features and Discussion
author=Craze
(Why was Sailerius warned for that? Do you honestly think any 2k/3 user here is using it legally?)
Seriously. The person who should have been warned was the one who said LOL THERES A CRACK FOR THAT. Not the person who called a spade a spade.
Journeyman Review
author=Max McGeeFinally, I guess this fits in here – the pacing of the intro is bad. You have difficulty settings, then the fake loading screen, then the opening credits, then the opening cutscene... it takes entirely too long, and ended up irritating me more than engaging me. I say cut the loading screen and opening credits, and let the player jump right into the thick of it instead of forcing them to sit through a bunch of stuff they don’t need to see to understand what’s going on.
Just goes to show you can't please everyone. The hintscreen is there specifically because a few players mentioned being confused and not knowing what to do right out of the starting gate. It is also all of 30 seconds (literally just 1800 frames, total, 360 frames per message) so...yeah.
I made the exact same complaint. 30 seconds is actually a huge chunk of time when you're trying to start playing a game that you may have never played before - it just becomes a totally unnecessary delay. There are better ways of conveying the information contained in your hints through the gameplay itself than smashing them into a bunch of "hint screens" that all flip by a little bit too quickly and ultimately just delay you from getting to play.
I also have to point out that the "crafting" section of this review, the whole focus of your game, pretty much says "yeah it happens." That's kind of how I felt about the gameplay. I was just going through a typical vanilla RPG with the added tedium of success-bar over and over to grab stuff to go pick items out of lists, instead of buying it from a shop. I'm sure there's PLENTY of things you can do to improve the game, but you really should focus on the fact that your game is about crafting and your crafting system drew little to no notice.
BTW, why do you need to equip your axe to cut logs or fishing rod to fish? Why isn't it enough to just have them in your backpack? Furthermore, those quick button icons don't help much when you've remapped your keys like I did.
I said this too
(VX - Melody) Rage-reducing skill not working?
author=Max McGeeYF doesn't care about Melody, Max, so don't bother him.You are not and shall never be the boss of me.
Can we at least pretend we aren't 12 years old? Jesus Christ. I know there's some bad blood but Craze was making a completely valid point re: don't waste your time and Yanfly's in the same breath. He's also an excellent resource about VX, so there's no reason not to take his advice. If you really can't stomach it, be the bigger man and don't respond, instead of literally shrieking YOU'RE NOT THE BOSS OF ME!
That being said, there's some other mistakes that come in YEM by default. I know a lot of them off the top of my head, but maybe we should put them in a forum thread or in the VX Scripts section of the site? It'd be easy enough to lump a few scripts together for "YEM Fixes."
GET CRAFTING!
Default RMVX does make two checks. Why don't you open the script editor and look...?? There's no point in guessing. The information is right there. That's kind of the point of using VX/XP/Ace editors. :<
It checks RNG against your accuracy, and you see MISS! (or not)
Then it checks the target's evasion against your accuracy, and you see EVADE! (or not)
I have edited this portion to work "properly" with a single check in my game (accuracy and evasion are calculated all at the same time, then it shows "EVADE" instead of "MISS" if the amount you missed by was <= their evade). Let me know if you want to use it. It's easy enough to plug in.
It checks RNG against your accuracy, and you see MISS! (or not)
Then it checks the target's evasion against your accuracy, and you see EVADE! (or not)
I have edited this portion to work "properly" with a single check in my game (accuracy and evasion are calculated all at the same time, then it shows "EVADE" instead of "MISS" if the amount you missed by was <= their evade). Let me know if you want to use it. It's easy enough to plug in.
GET CRAFTING!
Whoa, sorry guys. I really didn't mean to seem like I was going out of my way to rip it apart. I was trying to point out things that could be improved, and my default style is to write them as complaints (of course, if they were praises, I wouldn't sound negative lulz).
I did, in fact, miss that line of the readme because it could be a lot more concise. After I read a bunch of stuff that seemed irrelevant I wrote the entire thing off and skimmed it. That may not be your fault, personal judgment call, but your readme needs to be short and sweet instead of long and meandering, IMPO.
On the upside, the grammar etc is pretty flawless and the humor in the game didn't make me roll my eyes. The protagonist is a charming scamp, and I'm really hoping there's some "plot development" instead of just an opening setup scene.
I did, in fact, miss that line of the readme because it could be a lot more concise. After I read a bunch of stuff that seemed irrelevant I wrote the entire thing off and skimmed it. That may not be your fault, personal judgment call, but your readme needs to be short and sweet instead of long and meandering, IMPO.
On the upside, the grammar etc is pretty flawless and the humor in the game didn't make me roll my eyes. The protagonist is a charming scamp, and I'm really hoping there's some "plot development" instead of just an opening setup scene.
GET CRAFTING!
author=aprilschild
Also - make a sword and armor out of the firewood and cotton you collected? The woodworking shop and the clothier are right in town... I'm kind of surprised that you didn't notice that if you went into every building.
I did notice those, but on trying to leave town it makes it seem like YOU ARE MAKING A MONSTROUS, SUICIDAL MISTAKE by even attempting to do this yet. It's not the kind of thing I would expect to be ready for by making a cloth shirt and a wooden club. Also, there isn't much direction that there's any point in leaving town yet (I guess I'm supposed to be JOURNEYING! since I am a Journeyman? or something). Doesn't change the fact that I was already bored by the time I tried to leave town. Also what about the Axe I picked up? Why can't I use it to split skulls as well as wood? :<
Feel free to let Max McGee respond to his own game's criticism though.
GET CRAFTING!
Readme - "Hi and welcome to the wonderful world of Journeyman! I am not going to bother describing the game in-depth since you already have it and that must mean you know at least the basics about it." Actually, that's exactly what the readme should cover. Then you give a bunch of tips that aren't going to be relevent without some playtime ("Don't leave suchandsuch town without armor," which I assume is the starting town, the name of which wasn't said during my gametime).
Title screen - I love the idea, the images used in it, and the layout, but it's way too lo-res and grainy for me.
"Loading" screen with tips - That was annoying. The text goes by juuuust a little bit too quickly, and you should probably skip them altogether unless it's ONE random hint before the game "loads" each time - that'd be a much cuter touch than having to sit through "loading" that the game itself admits is fake.
Intro credits - Are you seriously making me sit through a credit reel while the screen pans over a plain old boring town? are you serious? oh good the credits stopped... oh wait yay more sloooow map panning.
"AUTO EQUIP" - No point in having this on the screen for the rest of the entire game, I think once players use those buttons one time, it's obvious what they should do. Make the sprite strike a pose with that weapon when the auto-equip button is pressed. TA-DA. Also, the items in the topleft for auto-equip appear before you ever actually have that item. (The UI appeared, and I picked up the axe out of a chest... afterward.) That's terrible.
Mapping: There's two-tile high boxes I should be able to walk behind, among other things.
Books: WAY TOO LONG ARGH. I got trapped in the magic book. If you're going to have "books" with that much text, use an ATS system that allows you to show more than 4 lines of text at a time, or chop it up by TOPIC - "Ch1. Low Arcana" "Ch2. High Arcana"
"Trade Skills" - When you hit Escape after choosing this main menu option, it should go back to the main menu... like every other command on the main menu does when you hit Esc.
Buttons Buttons So Many Buttons - Press A S D to switch between the item you have equipped, press Enter to interact with stuff on the map but only if you already have the right item equipped, press Z on the success bar after successfully using said item on something? Really? So I have to press A to equip the axe, Enter to start the 'minigame', and Z to complete it? How about I just press "A" next to something that needs to be chopped, then "A" again (or even just "Enter" again) for the success bar? Actually, it seems Enter and Z do the same thing here. So why even introduce the Z-button into the mix? Seriously, this many buttons involved in a simple task shows a poor grasp of basic gameplay design. Also, if I get a PERFECT, it says "Firewood received." If I get an ALMOST! it says "One firewood received." ... Was I getting more than one for a perfect? You really need to polish this up.
Finally: Collected a ton of cotton and firewood, talked to the hooded guy, walked into every building, was stopped from trying to leave town because I have no equipment. And now I'm bored of walking around hunting for items and the game didn't interest me enough to look for what to do next.
It's not terrible but you need to do a lot of polishing on basic game design concepts (like how to teach the player what buttons do by showing, not telling, IE without displaying AUTO EQUIP on the UI for the entire game).
Title screen - I love the idea, the images used in it, and the layout, but it's way too lo-res and grainy for me.
"Loading" screen with tips - That was annoying. The text goes by juuuust a little bit too quickly, and you should probably skip them altogether unless it's ONE random hint before the game "loads" each time - that'd be a much cuter touch than having to sit through "loading" that the game itself admits is fake.
Intro credits - Are you seriously making me sit through a credit reel while the screen pans over a plain old boring town? are you serious? oh good the credits stopped... oh wait yay more sloooow map panning.
"AUTO EQUIP" - No point in having this on the screen for the rest of the entire game, I think once players use those buttons one time, it's obvious what they should do. Make the sprite strike a pose with that weapon when the auto-equip button is pressed. TA-DA. Also, the items in the topleft for auto-equip appear before you ever actually have that item. (The UI appeared, and I picked up the axe out of a chest... afterward.) That's terrible.
Mapping: There's two-tile high boxes I should be able to walk behind, among other things.
Books: WAY TOO LONG ARGH. I got trapped in the magic book. If you're going to have "books" with that much text, use an ATS system that allows you to show more than 4 lines of text at a time, or chop it up by TOPIC - "Ch1. Low Arcana" "Ch2. High Arcana"
"Trade Skills" - When you hit Escape after choosing this main menu option, it should go back to the main menu... like every other command on the main menu does when you hit Esc.
Buttons Buttons So Many Buttons - Press A S D to switch between the item you have equipped, press Enter to interact with stuff on the map but only if you already have the right item equipped, press Z on the success bar after successfully using said item on something? Really? So I have to press A to equip the axe, Enter to start the 'minigame', and Z to complete it? How about I just press "A" next to something that needs to be chopped, then "A" again (or even just "Enter" again) for the success bar? Actually, it seems Enter and Z do the same thing here. So why even introduce the Z-button into the mix? Seriously, this many buttons involved in a simple task shows a poor grasp of basic gameplay design. Also, if I get a PERFECT, it says "Firewood received." If I get an ALMOST! it says "One firewood received." ... Was I getting more than one for a perfect? You really need to polish this up.
Finally: Collected a ton of cotton and firewood, talked to the hooded guy, walked into every building, was stopped from trying to leave town because I have no equipment. And now I'm bored of walking around hunting for items and the game didn't interest me enough to look for what to do next.
It's not terrible but you need to do a lot of polishing on basic game design concepts (like how to teach the player what buttons do by showing, not telling, IE without displaying AUTO EQUIP on the UI for the entire game).














