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
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
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Dragons' Descendants
Alright, let's get on with this...
Mapping. The mapping was definitively not the strong point of this game. Don't take me wrong, it was by no means horrible, but it was a bit bare and convoluted. The area that I liked the most was the swamp. It was open enough to fool me into exploring the surroundings without making me feel like I was trapped in a rat maze. Other areas weren't this fortunate though. Like the cherry forest, that was basically going back and forth the perimeter of the map a few times, through the same long, stretchy path. Not very fun...
The story... OMG. Well, it was good. But for me, most of the dialogue went in one ear and out the other. Not only because it was plagued with Japanese terms that I'm just not familiar with, but because it was mostly long-winded, flowery stuff. *Deep breath* Ok. you're developing your characters, I get that. But, for example, if I see a treasure chest, I want to take it and GTFO. I don't want a tiny cutscene shoved in there, specially if it's just pseudo-funny anime-ish banter; I also don't want things being repeated all the time. The game never tells you why exactly was Shiryu (Jirou) exiled, but it reminds you of his exile in every major cutscene... I don't mean to rag on the story. I just think that more succinct and opportune cutscenes would have improved its execution.
Battles... Normal battles were genuinely difficult, if not a little cheap. It was common for one single battle to take away 1/2 or at least 1/3 of my entire party's HP, but this was easily offset by going out and inside a dungeon. I would have preferred more balanced battles so they were still a challenge but that I didn't feel like I had to resort to cheap tactics myself to keep up with them. Also the rewards were minimal, so for the time they took to beat just to get to sell a few scraps, they weren't quite worth it. I pretty much stopped engaging in normal battles after the first castle (pagoda, whatever) and I'm not sure if that's something you want players to do. Because, well, it's just counterproductive. And they'll still have to deal with the random encounters, which is annoying.
Music and sound were there, I guess. For the most part it was just quiet, Japanese music if I recall correctly. But at times things got louder than usual. This was most noticeable during boss battles. In one hand it was a clever hint that I was making progress in battle, but in the other, the sudden change of the music was kind of jarring instead of building up the tension. Specially since boss battles tend to take long to beat and you'll listen to the music fade in and out a couple times, which ruins the immersion.
One last thing. After I defeated this guy, *Spoiler*, the screen went blank, there was some text and then that was it. That was it!?? Really? So, now I'm thinking that maybe I got the bad ending or something. Did I do something wrong? Was I supposed to collect the Dragon shards? Do I get to turn into a dragon myself? - Oh, wait. The game is not complete yet... Bummer. =/
Edit: I never said I didn't like it. You can like something and still criticize it. I thought you of all people would know that. xD
Mapping. The mapping was definitively not the strong point of this game. Don't take me wrong, it was by no means horrible, but it was a bit bare and convoluted. The area that I liked the most was the swamp. It was open enough to fool me into exploring the surroundings without making me feel like I was trapped in a rat maze. Other areas weren't this fortunate though. Like the cherry forest, that was basically going back and forth the perimeter of the map a few times, through the same long, stretchy path. Not very fun...
The story... OMG. Well, it was good. But for me, most of the dialogue went in one ear and out the other. Not only because it was plagued with Japanese terms that I'm just not familiar with, but because it was mostly long-winded, flowery stuff. *Deep breath* Ok. you're developing your characters, I get that. But, for example, if I see a treasure chest, I want to take it and GTFO. I don't want a tiny cutscene shoved in there, specially if it's just pseudo-funny anime-ish banter; I also don't want things being repeated all the time. The game never tells you why exactly was Shiryu (Jirou) exiled, but it reminds you of his exile in every major cutscene... I don't mean to rag on the story. I just think that more succinct and opportune cutscenes would have improved its execution.
Battles... Normal battles were genuinely difficult, if not a little cheap. It was common for one single battle to take away 1/2 or at least 1/3 of my entire party's HP, but this was easily offset by going out and inside a dungeon. I would have preferred more balanced battles so they were still a challenge but that I didn't feel like I had to resort to cheap tactics myself to keep up with them. Also the rewards were minimal, so for the time they took to beat just to get to sell a few scraps, they weren't quite worth it. I pretty much stopped engaging in normal battles after the first castle (pagoda, whatever) and I'm not sure if that's something you want players to do. Because, well, it's just counterproductive. And they'll still have to deal with the random encounters, which is annoying.
Music and sound were there, I guess. For the most part it was just quiet, Japanese music if I recall correctly. But at times things got louder than usual. This was most noticeable during boss battles. In one hand it was a clever hint that I was making progress in battle, but in the other, the sudden change of the music was kind of jarring instead of building up the tension. Specially since boss battles tend to take long to beat and you'll listen to the music fade in and out a couple times, which ruins the immersion.
One last thing. After I defeated this guy, *Spoiler*, the screen went blank, there was some text and then that was it. That was it!?? Really? So, now I'm thinking that maybe I got the bad ending or something. Did I do something wrong? Was I supposed to collect the Dragon shards? Do I get to turn into a dragon myself? - Oh, wait. The game is not complete yet... Bummer. =/
Edit: I never said I didn't like it. You can like something and still criticize it. I thought you of all people would know that. xD
Subterranean Starfield
UPDATE! ...Ok, so I stumbled upon the exit of 5F by COMPLETE ACCIDENT and defeated the boss. The damn thing still managed to kill one of my characters, though (Vital Rend=CHEAP), but I had to live with it. Normally I'd go back to town and buy some of those items that give you +100% Hp and try once more. BUT THERE WAS NO CHANCE I'D FIND THAT EXIT AGAIN! ...RIP Felicie. =(
Anyway. The third section of the dungeon is alright. I'm currently at Level 32 and can hold my own well enough against the last boss. That is until she starts casting EVERY GODDAMN SPELL IN THE GAME IN SUCCESSION and fries me... Yeah. ;_;
Anyway. The third section of the dungeon is alright. I'm currently at Level 32 and can hold my own well enough against the last boss. That is until she starts casting EVERY GODDAMN SPELL IN THE GAME IN SUCCESSION and fries me... Yeah. ;_;
Deception
What I'm saying is that there must be something wrong with the teleport events in those areas because I got stuck...
As for the vampire, yeah. I had checked the coffin before and it said it was empty, so I didn't thought to check back again. Maybe if there was a message that said that the vampire fleed the first time you beat him... Also, I found many more bugs in this part of the game. One: you can trigger the battle on the coffin as many times as you want. Two: The chest that contains the Great Sword doesn't gives you anything. And Three: You can land with your airship atop the castle, which could get you trapped on the island.
Anyway, I just beated the game and It was Ok, I guess. You need to work more on the story, so it takes more precedence throughout the game. And you need to shorten your dungeons, man! Btw, you need a save point in the last dungeon. Going trough that little maze is not fun to do even once, let alone twice, or thrice, or as many times as it takes you to defeat the boss...
As for the vampire, yeah. I had checked the coffin before and it said it was empty, so I didn't thought to check back again. Maybe if there was a message that said that the vampire fleed the first time you beat him... Also, I found many more bugs in this part of the game. One: you can trigger the battle on the coffin as many times as you want. Two: The chest that contains the Great Sword doesn't gives you anything. And Three: You can land with your airship atop the castle, which could get you trapped on the island.
Anyway, I just beated the game and It was Ok, I guess. You need to work more on the story, so it takes more precedence throughout the game. And you need to shorten your dungeons, man! Btw, you need a save point in the last dungeon. Going trough that little maze is not fun to do even once, let alone twice, or thrice, or as many times as it takes you to defeat the boss...
Subterranean Starfield
Welp! It seems like all wanted to say has already been said, but I'm gonna say it again just because I can. =P ...My first impression of this game was a very favorable one. I love how stylistic everything is. I guess there's no single thing in the visual and audio departments that you guys didn't customize, which brings the playing experience much closer together. As for the difficulty. Well, playing in normal is not too bad. It's just a matter of playing carefully. I even decided to sell my Star Pendants from the beginning to get a Lucky Coin and farm some money. So far I haven't had much trouble. Beat the Tree at Lv 9 and I'm currently at 19 with decent equipment in 5F.
The first few floors of the dungeon weren't so bad. While there were many dead end paths, and even those paths that did lead to a treasure weren't exactly rewarding; it was all beautifully mapped and of reasonable size, so I found it manageable... Sadly, the 5th floor of this dungeon is the epitome of what I consider bad dungeon design: 1.-It's a maze. 2.-It's a mess. 3.-It's gigantic! 4.-You field of vision is limited-- Well, it's nearly impossible to navigate, so despíte my best efforts and intentions, I had to call it quits. =(
I dunno if you guys will release another version in the future, but it would be great if you could address this. Maybe by adding some kind of clue, so finding the exit of that floor is not as difficult... Because is like shooting yourselves on the foot if you deliver such a polished gaming experience just to stopshort the players later on; They won't get to see the full extent of your work.
The first few floors of the dungeon weren't so bad. While there were many dead end paths, and even those paths that did lead to a treasure weren't exactly rewarding; it was all beautifully mapped and of reasonable size, so I found it manageable... Sadly, the 5th floor of this dungeon is the epitome of what I consider bad dungeon design: 1.-It's a maze. 2.-It's a mess. 3.-It's gigantic! 4.-You field of vision is limited-- Well, it's nearly impossible to navigate, so despíte my best efforts and intentions, I had to call it quits. =(
I dunno if you guys will release another version in the future, but it would be great if you could address this. Maybe by adding some kind of clue, so finding the exit of that floor is not as difficult... Because is like shooting yourselves on the foot if you deliver such a polished gaming experience just to stopshort the players later on; They won't get to see the full extent of your work.
Deception
Ok, so, I picked this up again, but now I'm kind of stuck... I'm currently trying to get the approval of the guild master of Carrin Town, and he sent me to defeat the Evil Lord of the castle to the East. But there are only three places I think I can go at this point and none is to the East. One is a ruined castle to the south, where I can use the Ancient Key. The other is south-east; a lava dungeon with numbered rooms. And North-west there is a castle ruled by a Vampire.
But here's the problem. In the first dungeon there's a nifty rifle in the very last room, but I can't get out of that room. In the second dungeon I eventually got teleported into a pot and couldn't go further. And in the last dungeon, even if I defeat the vampire, the guild master of Carrin Town still won't give me his approval. =/
But here's the problem. In the first dungeon there's a nifty rifle in the very last room, but I can't get out of that room. In the second dungeon I eventually got teleported into a pot and couldn't go further. And in the last dungeon, even if I defeat the vampire, the guild master of Carrin Town still won't give me his approval. =/
Seer Dell: Dragon
Hi there! Can I join the party? =)
Mapping: The town was beautifully mapped. I've played other games that couldn't really capture the 'magic' of towns, given Lite's event restrictions, but you did it... The dungeon is another story, though. It's a drag really. Pretty much every inch of it looks the same, and it doesn't help that you can't look too far ahead of you. And something tells me you did this on purpose... >_>; Bad, Liberty! BAD!
Characters: While the game is not exactly "HAHA" funny, is amusing enough. The characters were well written for what little you get to see of them. At least Dell and Tome were. Lise and Mel were more like noise in the background. I get Lise is a mute, but maybe Mel would have been funnier if he talked more like an artificial being; he mentions his 'prime directive' once and that's pretty much it.
Cutscenes: Hate them! Well, no the cutscenes per se, but how easy is to mess them up. I was getting stuck everywhere because some cutscene didn't trigger properly. Most of the time I could fix this by reloading and trying again, but I couldn't get past that one cutscene at the inn... Perhaps this was in part my fault because I have the habit of holding down the Shift key all the time, but still. xP
Battles: What battles? I just had to beat one spider and that was all. =/ ...Classes? Music? Yeah they were Ok too, I guess.
All in all, not bad for a game made in 24 hours. But it'd be cool if you could expand on it. =P
Mapping: The town was beautifully mapped. I've played other games that couldn't really capture the 'magic' of towns, given Lite's event restrictions, but you did it... The dungeon is another story, though. It's a drag really. Pretty much every inch of it looks the same, and it doesn't help that you can't look too far ahead of you. And something tells me you did this on purpose... >_>; Bad, Liberty! BAD!
Characters: While the game is not exactly "HAHA" funny, is amusing enough. The characters were well written for what little you get to see of them. At least Dell and Tome were. Lise and Mel were more like noise in the background. I get Lise is a mute, but maybe Mel would have been funnier if he talked more like an artificial being; he mentions his 'prime directive' once and that's pretty much it.
Cutscenes: Hate them! Well, no the cutscenes per se, but how easy is to mess them up. I was getting stuck everywhere because some cutscene didn't trigger properly. Most of the time I could fix this by reloading and trying again, but I couldn't get past that one cutscene at the inn... Perhaps this was in part my fault because I have the habit of holding down the Shift key all the time, but still. xP
Battles: What battles? I just had to beat one spider and that was all. =/ ...Classes? Music? Yeah they were Ok too, I guess.
All in all, not bad for a game made in 24 hours. But it'd be cool if you could expand on it. =P
Nachtheulen
Well, I just played this and it was an alright game. The story was nice, if not a little vague, but I guess that's Ok since this ties with other of your projects. Likewise, the music selection, custom art and other details (like Leander's 'accent') gave it a very distinctive 'personality'. ...But there were a few things that made playing it a little less enjoyable than it could have been.
What I found most annoying were those messages that kept popping everywhere at random. If I remember right you did something like this in 'Lucidity', but in there the messages didn't interfere with the gameplay. I guess the restrictions of Lite didn't let you pull the same trick, but then I wonder why you didn't choose a more conventional approach to sutscenes instead.
Another issue is that the game is no difficult at all. All I had to do to win was getting Leander killed (all he was good for anyway xD) cast 'retaliation' with Fionn and watch him mow its way through bosses. Was this intended to be so broken? ...Anyway, maybe this was for the best since the game's main focus is the story. But still, I would have welcomed a challenge.
And last but not least, there were a few pasability errors here and there, events with what I think were the wrong graphics, and Instances where the walking speed changed drastically. Yeah, nothing serious, but, you know...
All in all if you could smooth the rough edges of this game it would make a nice addition to your 'portfolio'. =P
What I found most annoying were those messages that kept popping everywhere at random. If I remember right you did something like this in 'Lucidity', but in there the messages didn't interfere with the gameplay. I guess the restrictions of Lite didn't let you pull the same trick, but then I wonder why you didn't choose a more conventional approach to sutscenes instead.
Another issue is that the game is no difficult at all. All I had to do to win was getting Leander killed (all he was good for anyway xD) cast 'retaliation' with Fionn and watch him mow its way through bosses. Was this intended to be so broken? ...Anyway, maybe this was for the best since the game's main focus is the story. But still, I would have welcomed a challenge.
And last but not least, there were a few pasability errors here and there, events with what I think were the wrong graphics, and Instances where the walking speed changed drastically. Yeah, nothing serious, but, you know...
All in all if you could smooth the rough edges of this game it would make a nice addition to your 'portfolio'. =P
Lamia Nox
What Marrend mentioned is true as well, but what I was getting to is simpler than that... Say, do you phone your grandma every few hours to tell her how you're doing? (If you do that's a problem too. xD) Likewise, you don't have to post every few hours to tell us what are you doing with your game. We are not waiting impatiently for the next update. Just do what you have to do and maybe at the end of the week you can post a blog with all the highlights of your development process up to that point.
Edit: Also, keep in mind that multi-posting is frowned upon if not against the rules completely. But hey, do as you please... =B
Edit: Also, keep in mind that multi-posting is frowned upon if not against the rules completely. But hey, do as you please... =B














