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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Skinwalker

@SnowOwl: Again. That post was NOT directed at you. And that part was just a general sardonic remark. Geez! Sense of humor, plz. :|

author=kumada
Also, while I agree that interactivity is what separates games from, say, movies or books as mediums, I don't think more interactivity always = better game.

True. But the plead is not so much: "More interactivity", as it is: "Meaningful interactivity". ...For example, I "whined" about the maps in this game because I didn't feel walking down the same little path in three different times added much to it; It was a mere distraction! So in this case you could say one answer could be: "Less interactivity". Spare me the chore of fetching wood and just let me read about it.

I prefer the creative solution, though. That's why I suggested for the areas to be more open, so the player can regain some control. So they can explore a bit and feel genuinely confined to a remote area, or lost and disoriented in a thick, large forest. Because even if that was SnowOwl's intention, the trees don't naturally grow into little mazes. And even little details like that can break the immersion...

Skinwalker

I never said you should keep your game to yourself. I just made a reply to the post above mine. That's what this: "^" usually means.

And seriously, guy? My post was "whining"? I told you what I didn't like. Why I didn't like it. And how could you have improved it. This was in fact still called FEEDBACK last time I checked. xD ...And this has nothing to do with my "dislike" of visual novels. Sure, they're not my cup of tea. But that doesn't mean I couldn't enjoy one that is well done. And yours could be better, that's all.

It's Ok, we're still BBs forever. :B

Skinwalker

^ The thing is that if all you want to do is tell a story, then maybe you're better off in a writing community, or a comics community, or whatever-- But this is a game making community and videogames are an interactive medium. So not to be out of place here you have the responsibility, if not the obligation, to reconcile gameplay with story telling. (Geez! Even text adventures try to be more thoughtful than just "Press Enter to close the message box.") And to make the experience as 'broad' as as possible instead of just focusing on a niche audience.

...This is specially true in a community like this that takes pride from open game design discussion. And feedback focused on improvement. Because if you think that you're the only person that needs to be "happy" with your game, then maybe your game should stay in your hard-drive, for only you to play. Well, maybe your dog too-- Don't worry, he'll remain your best friend even if the game sucks. ;D

Skinwalker

Well, besides what it has been said about pacing and character development, I think the map design also took away from the experience. Both areas are very enclosed and there are some annoying pasability issues in them... Perhaps this is more noticeable in the forest area, because well, there's no other form of gameplay in the 'game' except "Use the arrow keys to move" and when you can finally move, you're forced to stumble your way trough the same stretchy, mazey path back and forth a number of times.

If this was intended to make me feel some sort of uneasiness, it didn't do it; it was just annoying. I think it would have been more effective to leave the player wander about in a large, open area, to add a sense of lack of direction. This would have also worked wonders in the part when they're looking for the cabin. To have the players traverse a looping map in which they can recognize repeating patterns as they move forward, instead of just reading about it... Seriously! What is this? The second disc of Xenogears? xD

Also, I'm not too sold on the idea of a branched out story and stuff. But as long as it's all well fleshed out, I could 'play' this again.

Depression

@Monkeynohito: I never suggested that the game needs "fully-loaded" gameplay. and I think you're essentially wrong when you imply that improving its mechanics would have only made it worse... I believe there must be a nice middle ground somewhere, between tedium and 'fun'. And "Improvement" in this case would mean finding it. And that's why we fancy ourselves game DESIGNERS. To procure the players stay in that ground and experience the game trough our eyes from start to end.

Perhaps a nice example of this are those fake mario games. Because you know that playing them won't leave you much satisfaction. They're certainly not intended to be beaten easily. But every time you die is unexpected and creative, so you don't resent it as much. You instead hone your skills and keep pushing forward because you're curious of what lies ahead.

@Calunio: You're right. No game NEEDS a job system. But if a game includes one it has to procure that there's some kind of synergy between all the available jobs, not so much to make grinding "more fun" but for there to be less grinding. Grinding is one thing that "traditional" games do wrong and we're all tired of it. We don't need ironic bad game design to pour salt on the wound. xD ...And well, there's no synergy between the Jobs in your game. Hell, there's not even time to unlock the secondary jobs.

Also, the game is too short to really say is more than grind and a fetch quest. It would be too cynical to say the same of a 30+ hours long game. But even in those games, players would notice the filler content. For example, I love Chrono Trigger, but I 'hate' the part where you have to reforge the Masamune. That's one big-ass fetch quest the game could do without.
_
Ultimately, I reiterate that the highlights of the game were delivered trough its message, graphics, and music. So maybe another solution would have been to make the "robot" less "human-looking" and dumb down the rpg mechanics until they became an outline of themselves. Because the problem is not that the player fail to notice they're intentionally bad. Like I said, that takes a split of a second. But it takes 1-2 hours to actually overcome the challenge they represent, and that's just not worth it.

Depression

I don't know man... I mean, for example, you don't -NEED- jobs. (If anything, 'Fighter' is the only helpful job) You could beat all the game's obstacles without them just by grinding more, but that's bad design. Now, were you making a point about how we -HAVE- to get jobs in real life or whatever? Ok, fine, but I can make that connection in my mind in the split of a second. The rest of the time it takes to beat this game, the player will spend wondering: What real depth Jobs added to the game?

Also, there's only one satisfactory way to beat the game, and to achieve it, you have to do a mini fetch quest (Because no matter what higher meaning you think your game has. A player will always deconstruct it to its most basic elements). That is, going to from point A to B a few times, and procure some items: A FETCH QUEST. And losing experience with each change of screen no less! ...So, unless players KNOW what to do beforehand, they'll probably die before accomplishing their goal.

As for the "glaring mistakes". I think Liberty covered that fairly well in her playthrough: No initial equipment. Low enemy drop rate. Deficient healing items. Insufficient MP to do anything. Mobs that can stun you for several turns in a row. The fact that any monster troop (Except ducks, maybe) can kill you in just a couple of turns. Etc... Say all you want about "Traditional" games. But not even in all the traditional games I've played I had seen the game over screen as many times as with this one.

Lastly... I don't "hate" things, man! I have strong opinions, yes. But life is too short to hate. ;P

The Grumpy Knight

Well, figured that some of these issues were because of the lack of time and the program's restrictions, but still... I mean, some struck me as rather odd choices. For example, if the best weapons in the game costed more than 1 RD each, that would have prevented me from getting them as early in the game, even if the leveling was bugged.

As for the endings. In my experience you can only go to sleep once per day. So if you miss an opportunity (Which let's face it. You need to sleep to heal up, so is not very intuitive choice), or you fail to pull the switch in the basement on the first day, you'll never get to see all endings in a single playtrough... But I could be wrong on this. xP

Also, I think I just found another bug. Your party can still attack while asleep or paralized(?) as long as Victoria's Double March order is active. Heh; I found that a bit funny. Sleepwalker fighters. ;P

The Grumpy Knight

Welp! This was a very nice little game to play. I really enjoyed it! ...But by now I guess you heard it all: Nice maps. Very consistent visual aesthetics. Nice music, I guess. I really didn't notice it, but that means it wasn't bad, right? The plot was very cute, and the character interactions were funny enough, if not a little rambling.

The only area where the game really suffer is gameplay. Sadly, the game offers little to no challenge. All you have to do is use your best skills with any character combination and the monsters will be dead in a couple of turns. "Money" is pretty much useless, I guess I only spent 2 RD in the whole game and that's 1 more than I needed to. (FrozenFlamberge FTW) Items are the same, I think I only used two full revive potions for the last boss. Some of my characters got killed a couple of times before, but with a full heal after battles that was never an issue. Oh, and what was EX for? I could never figure that out.

Also, the way the 'dungeons' were designed, the progression felt a little restrictive. I mean... the most interesting dungeon was the castle and not the dungeons per se, when it should have been the other way around. Dungeons should have been more open so I could approach the monsters in any order I wanted, and have more than two encounters each. Alternatively, all 4 powerful monster should have been moved to the castle and entirely dispose of the outside areas.

Don't get me wrong, most of these design choices are very sensible in principle. But without a real challenege all they're good for is so that getting the other endings doesn't become a gargantuan task... But then again, if you're going to offer different endings, make them so I can trigger them at the end or near the end of the game, so I can just load my last save and enoy them. Making players going trough the entire game is a rather pushy way to add replay value. xP

anyway, I hope you guys keep working on this after the contest and adress these issues. It would be well worth it. =P

A Bearer's Journey

Heh; For some reason I read the title of this game as "A bear's journey" and I came here ready to download it. ;P

But hey, it looks like a nice game, regardless. I'll probably give it a try once you release a demo or something...

Siris' Inferno

Hi, there! This game catched my eye because I'm planning on making a similar one (exploring the nine levels of hell and whatnot), and I wanted to see another developer's approach to the subject. Well, I like it so far. The kind of aesthetics you're aiming for here can get really creepy. I'd like to commend you for your effort putting this together. =)

That being said, I think you can still go a long way 'normalizing' the graphics of the game. For one you have different art styles in there. You have RTP, you have 3d graphics, 2d graphics, cliparts- you get the point. Procuring graphics that clash less with each other can give your game a nice boost of quality... Also, the game is a bit too dark, and sometimes it's difficult to see where you can and cannot walk. So if you could make this a bit more clear, that would be great.

On the gameplay department... You sell this game as an adventure/puzzle game, but I think I only saw one puzzle in there at the very end. I believe you can spice things up from early on the game. For example, in that area where you need to poison the demons, maybe you can mix the mushrooms with different ingredients (Butterfly's dust, spider's web, snail's trail, etc.) to see which combination is the most effective. Because the way it is now is just a simple mini fetch quest.