ALTEREGO'S PROFILE

"It's hard to find the balance when you are in love.
You're lost in the middle cause you have to decide between mind & heart."

― Enigma

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Demo version available

Hey there... having played the demo I can say the stealth sections make more sense to me now. I understand better how the character have to move around the enemies and stuff. In the video I didn't even notice that there were vision cones. In-game, however, it's not as lenient as I thought it was. In fact I found it a bit unfair how you can be spotted and shot at from outside the screen.

Another thing that bothered me a little were some "passability" issues. Sometimes trying to run away from the enemies I would get stuck behind things like signs or garbage. Things that at first you don't mind or notice until they screw with you. You should be able to knock over, kick, or walk past most of this stuff... It's silly when a cardboard box can stop you dead in your tracks.

Also, I remember this time I tried to sneak past an enemy by walking between a car and the back of a building but I couldn't, even when it looked like I could fit just fine. Then I realized you cannot walk behind anything... You should be able to walk behind things, like cars or fences, and specially poles. Including buildings, even if just by "one tile" in depth if you know what I mean.

Btw, I found a little exploit. I killed a bad guy as it was turning around a corner and the bad guy behind it had to push the corpse in order to get through. I killed a bunch of guys this way, as they were sitting ducks while they were pushing the corpses of their fallen comrades. I guess this is related to the same passability issues. Enemies should be able to just walk over the dead bodies.

The only other bit of criticism I can offer you is related to the cut-scene graphics. I don't know if they're place-holders or if you're after some kind of nostalgic 8-bit look, but the difference in resolution between the cut-scene graphics and the rest of the game's is a bit jarring.

Something I meant to mention a while back...

What a shame. I grew rather fond of the characters as I got to know them while I was pestering you for details to draw them.

Oh well. Maybe you can now focus more on "Dungeon Crawl" and "Apon the brow of tomorrow, clear", among others. ;P

When life gives you lemons...(Part 1)

Those portraits look amazing! Specially the girl's. The guy's looks good too, but I think the colors were better in the old version. See how his hair and jacket were of two different shades of blue? That's lost on the new version and is less "visually interesting" if you ask me...

inb4: "nobody asked you" xD

Of apologies and censorship

I'd like to couple what Mawk said with this romantic notion I have about this place actually being a community, besides being being a private space... So really, just ask yourself: Is this the kind of speech that is worth championing in a space that you share with women and children? And I don't mean to sound moralizing to you, or condescending to them; It's just the truth of the situation.

Up until the day the site actually implements content filters, or raises the minimum age limit, or grows so big and detached that we don't care about alienating our fellow members, I think is in everyone's bests interest to find some common ground.

...But all in all I'm just glad you're actually considering the issue. That's more than can be asked from other 'stubborn' types around here.

Drie - Party Skill Sets

Yeah, I figured as much. But one of my concerns is that it may be too time consuming to cast so many skills, every turn, every battle. Besides there's a tiny layer of tedium added to that by the fact that you'll see the same four characters and the same seven skills per character through the entire game... BUT I trust that none of this will be an issue at the end of the day. In any case, I'd love to see a video of a battle as soon as you're comfortable with the skills and such, to get a better grasp of what you're aiming for. ^^;

...Btw, is the game going to be free? With all the effort you put into your games, I think you could go 'commercial' if you wanted to. =P

Drie - Party Skill Sets

First of all, kudos on the menu design! =) ...Just one question. Do you need to select 'use item' to browse the items on the right?

Anyway, as for the skills... Well, I don't know much about balancing a game, nor I'm sure if I fully understand your mechanics, but here are some thoughts: Maybe regular rpgs have spoiled me on the subject of battles, because for some reason, the lack of AoE skills worries me (specially early on the game). And it's not just that having such options can make battles easier, but also faster.

For example, let's say that I want to get over a regular battle quickly? What's the average number of turns you think that would take me early on the game? Would skills like 'Big attack' make a difference? (I'm guessing this is the first AoE skill you learn) ...Or what if I'm really in a pickle in the middle of battle and I need to heal all my team ASAP? Could 'Cure' or 'Mend' alone save the day? Btw, 10% doesn't sound like much, even if it can be used many times per turn. I'd make it at least 20% so you could fully heal one character in one turn.

Twee - Menu Critiques?

Ah, I see that you incorporated some elements of your second mock-up in there as well. Having the help text in a small box like that is a more elegant design that having an entire, and mostly empty window there, but- The empty space remains... I liked the potential of the first mock-up the most because it distributed the 'weight' of the body text at the center of the screen, with the empty space serving as margins. This version, however, is kind of 'heavy' on the left side. I'm not sure if that's ideal, but otherwise is not a bad solution.

That being said, I'm glad you listened to my suggestions and tried to put them into practice. I hope I've been at least of some help. =P

Twee - Menu Critiques?

Ok, I saw that the inventory outside battle had two columns of items, that's why I suggested that. It only made sense to me that it would be the same on battle... Also, if you used two columns, you could probably fit both skills and items on the same page without the need to scroll up/down or using that Q/W switch idea. (Btw, if you decide to do that, why don't you make the change using one single key? (Shift, maybe?) Depending on which window you are in, it just takes you to the other one.)

About the names, I see what you mean. All the essential information is on a single spot; That's good. It's just that we read things from left to right, so the first thing I noticed were those red sphere thingies. In any case, wouldn't the AP icons be more useful for the player to be on the right? (From your previous attempts I think the last one wasn't too bad.)

Obviously I like the changes you made incorporating my suggestions. xD But I also like the first of your mock-ups. To improve it, try centering the menu a little more (If you can really keep the descriptions that short, that is) because there's a bit of wasted space on the right. Also, instead of one big, single shadow behind it, maybe make it a series of lines?

Let's hope more people pitches in with their own ideas... ;P

Twee - Menu Critiques?

Will all the battles in your game be fought against a single foe? If so, I could understand the decision to maximize the visibility of the enemy. But if not, the effort is going to be wasted on enemies at the edges of the screen that will get obscured by the text anyway. In any case, I prefer the windowed version too, for consistency's sake. The same goes to the displaying of the skills. I'd prefer if you had two skills per line, so you make a better use of the space available, and so it's easier to browse through them.

If anything, try leaving only the middle section semi-transparent, and make the selection cursor a bit more translucent as well, since right now it stands out a bit too much... Leave the top bar "windowed", and perhaps, make it a bit wider and slimmer, if you can afford using only one line of text on the descriptions ( Or you could try reducing the size of the font there). This is so the window doesn't overpower too much the window-less design of everything else, but is enough that balances the portraits at the bottom.

Also, I noticed that the borders of most windows is a different shade of blue than the main 'turquoise' one, and have some 3D volume effect; when the borders of the full portraits on the main menu is a flat pale yellow-ish color. I think that works best. Dunno if you were going to change that later or what. (Or maybe you made it that way so it didn't clash with the text?)

Also-also, why is the name of the characters on the right side of their portraits in battle? It seems out of place. ...Yes, I love to nitpick. xD