VOLRATH'S PROFILE
Volrath
2760
I'm a journalist/author with a fondness of RPG Making and an aversion to leaving projects unfinished - great for satisfaction, not so much for quantity. I'm married and live in Cromwell, CT with my wife, twin sons, and the dog.
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Noir04.png
The game he's playing also winds up being part of the process of getting information from a kid in the arcade for a case he's working on.
X-Noir Review
First off, thanks for the time and effort you put into all this. I feel like a jerk about not having a "thanks for playing" bit at the end, that seems like an oversight. You also found a few bugs that have so far gone unreported so that's good. A few clarifications:
-You can disengage from combat at any time by pressing the Q button.
-The blue arrows in the box moving puzzle don't move at random. When the box moves over one blue arrow, all the blue arrows rotate once. So with enough advance planning, you can anticipate the box's path although it gets complicated.
-Most of the NPCs change their dialogue at the start of a new case. That may not be often enough, but then again this is Eddie and changing them every time he goes to the bar could be a lot of work!
-You noted the transitions numerous times...funny story about that. The last major feedback we got was that the intro was far too slow-paced, enough for the reviewers to quit after 15 minutes. Tried to fix that but now this way is apparently a problem. I guess that's the RM community in a nutshell.
A lot of the mechanics are still in development, which is why this kind of thing is so useful. The anxiety meter in particular has another role that is unconnected to how often the player brings it down in the apartment. But I agree that its current state is fairly inconsequential and we're still trying to figure it out completely. I'll let ArtBane speak to the battle system stuff since he's more knowledgable on the details.
Regarding Eddie and his motivations, I suppose at this point I can only hope the experience of the entire game would help people reflect on his earlier actions and have more understanding. I had hoped that the mystery of his behavior would intrigue people as the game went on and more details came out slowly...didn't want to bog everything down with his whole backstory right away. Again, thanks a lot for giving us feedback on this scale. Much appreciated!
-You can disengage from combat at any time by pressing the Q button.
-The blue arrows in the box moving puzzle don't move at random. When the box moves over one blue arrow, all the blue arrows rotate once. So with enough advance planning, you can anticipate the box's path although it gets complicated.
-Most of the NPCs change their dialogue at the start of a new case. That may not be often enough, but then again this is Eddie and changing them every time he goes to the bar could be a lot of work!
-You noted the transitions numerous times...funny story about that. The last major feedback we got was that the intro was far too slow-paced, enough for the reviewers to quit after 15 minutes. Tried to fix that but now this way is apparently a problem. I guess that's the RM community in a nutshell.
A lot of the mechanics are still in development, which is why this kind of thing is so useful. The anxiety meter in particular has another role that is unconnected to how often the player brings it down in the apartment. But I agree that its current state is fairly inconsequential and we're still trying to figure it out completely. I'll let ArtBane speak to the battle system stuff since he's more knowledgable on the details.
Regarding Eddie and his motivations, I suppose at this point I can only hope the experience of the entire game would help people reflect on his earlier actions and have more understanding. I had hoped that the mystery of his behavior would intrigue people as the game went on and more details came out slowly...didn't want to bog everything down with his whole backstory right away. Again, thanks a lot for giving us feedback on this scale. Much appreciated!
Star Stealing Prince
Just stop dude. You made an exceedingly stupid statement and trying to defend it will only make it worse.
The game is challenging, yes, but a strategy of buffs, debuffs and status effects are enough for all the bosses. In the playthrough I'm doing for my LP, the old skeleton in the catacombs (a particularly notorious fight) got his ass kicked on my first try thanks to Sleep, Poison, the Scary Mask/Child's Cornet and lots of healing. It's fine if the challenge of the battles was more than you were hoping to deal with, but using the word "ruined," as if the game crashes every time a boss fight starts, is epic fail.
And by the way, people DO have the right to defend their work from criticism! People's complaints aren't mandates to be obeyed unconditionally, just suggestions to be accepted or rejected as per the creator's judgment.
The game is challenging, yes, but a strategy of buffs, debuffs and status effects are enough for all the bosses. In the playthrough I'm doing for my LP, the old skeleton in the catacombs (a particularly notorious fight) got his ass kicked on my first try thanks to Sleep, Poison, the Scary Mask/Child's Cornet and lots of healing. It's fine if the challenge of the battles was more than you were hoping to deal with, but using the word "ruined," as if the game crashes every time a boss fight starts, is epic fail.
And by the way, people DO have the right to defend their work from criticism! People's complaints aren't mandates to be obeyed unconditionally, just suggestions to be accepted or rejected as per the creator's judgment.
New Demo
Thanks for playing this again, Solitayre. I'm glad you found most of the updates worthwhile. I don't want to regurgitate previous conversations we've had about Eddie, but it was interesting to note as I was working on the third case I realized that Eddie is something of an extrovert. This was not something I had planned, it kind of happened organically. But it makes sense, despite his self-loathing he generally likes people and is good at dealing with them (most of the time). I think it also demonstrates that he has a strong support system, which is doing more good for him than he likely realizes. I hope that the second half of the game paints enough of a complete picture that you'll find him more relateable.
Misaos 2012 results are in!
X-Noir
I'm not sure what PPG refers to...but we will soon start a round of testing and then hope to have an updated demo out after that.
Misaos Nominations and Games of 2012
author=emmych
Anyone else think it's hilarious that the titles "Farts are Forever" and "Master of the Wind" both came up on the same page of a thread? No? Just me? ...I'll get back in my corner.
It was SUPPOSED to be subtext, but now it's been spoiled for everyone. :P
NoirWide05.png
That thing with shelves comes up a LOT, actually. With XP, I think it would have been easier to fix but with Ace, one more tile of ceiling/wall and then you can't see almost any part of the cabinet.
Misao Recognition
Misaos Nominations and Games of 2012
author=ankylo
Last year it should have just been called the "Master of the Wind" awards!
Well don't worry, MotW's out of the Misao business for good. We're still quite grateful for all the recognition and actually it's a fun change of pace to just be voting and following the awards without being a nominee. Seems like a lot of great stuff came out in 2012 - If I could pick a successor for GOTY, it would be Star Stealing Prince. That was really an awesome game.













