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Dragon_caves.jpg
Good ole Cardia Islands. Nice job with trying to capture the image with blocky VX tiles, but somehow it still comes off looking more primitive than the old NES version.
Corneria.jpg
Yes, in the first game only buildings that offered a service (shops, churches, and inns) were used. Only exception were the Corneria and Elfland Castle.
But as this is a remix you can certainly add in more of a design to the town maps, which could serve to enhance the story.
But as this is a remix you can certainly add in more of a design to the town maps, which could serve to enhance the story.
Allinlia
Yeah, for some reason I've never trusted the indicators and always preview the messages to be safe. It'd be nice if Enterbrain included a way to wrap the dialogue to the next line in their next version, whenever that may be.
Bronze Soul
The battle system works for me. As I've stated, unless your good with scripting, it can't be helped, and I actually enjoy the front view system these days, since everybody else likes to use the same old side view. RTP music isn't so bad in itself, and can certainly be used, but I recommend using it with other music that's not RTP, since people hear the same RTP music over and over again. Comic books was just something I pulled out of the air, but could be anything hobby-related. Actually, I enjoy fantasy worlds that include bits and pieces of the real world, but anything could work.
It always helps to have any idea of the type of class a character will be, whether you emphasize that throughout the game or not. For example, I look at Diana as more of a sorcerous and good with black magic, but not so great with regular attacks, so in the remake you might consider making her attacks less effective. She could gain her skills throgh finding skill books, or perhaps by visiting temples and praying to whatever god/goddess this world worships, if it's part of the story. Brian seems to be more of a fighter, so naturally his skills would grow simply by gaining levels. His skills could be sword-based attacks, like double slash, triple slash, etc. Kitty seems more of a supporting character. Cats generally are there for comfort (this is a stereotype, but it seems a lot of older folks tend to own cats), but they are also sneaky thieves. So his skills could include healing, but maybe he could eventually have a skill for Stealth that once used would eliminate random battles for a short time, or maybe he could have a stealing ability.
Anyway, just some ideas.
As for my comment about maps, here is my reasoning: Your maps are simple and easy to navigate. There was never a time I couldn't figure out where to go. Yes, RMXP requires more imagination and proper use of the mapping tools, which is probably why some people choose RMVX instead, but in comparison to other maps I've seen and played, not bad. A lot of games I've played with bad maps (and not limited to just RMXP) include maps that are as large as you can imagine (like 500*500 in size), but very little detail or a path to follow, just a plain green map to represent grass, maybe a tree once in a while, with no direction to go or a path to follow, and numerous random battles as you spend the next hour trying to decide if the exit is at the top of the screen or at the bottom
It always helps to have any idea of the type of class a character will be, whether you emphasize that throughout the game or not. For example, I look at Diana as more of a sorcerous and good with black magic, but not so great with regular attacks, so in the remake you might consider making her attacks less effective. She could gain her skills throgh finding skill books, or perhaps by visiting temples and praying to whatever god/goddess this world worships, if it's part of the story. Brian seems to be more of a fighter, so naturally his skills would grow simply by gaining levels. His skills could be sword-based attacks, like double slash, triple slash, etc. Kitty seems more of a supporting character. Cats generally are there for comfort (this is a stereotype, but it seems a lot of older folks tend to own cats), but they are also sneaky thieves. So his skills could include healing, but maybe he could eventually have a skill for Stealth that once used would eliminate random battles for a short time, or maybe he could have a stealing ability.
Anyway, just some ideas.
As for my comment about maps, here is my reasoning: Your maps are simple and easy to navigate. There was never a time I couldn't figure out where to go. Yes, RMXP requires more imagination and proper use of the mapping tools, which is probably why some people choose RMVX instead, but in comparison to other maps I've seen and played, not bad. A lot of games I've played with bad maps (and not limited to just RMXP) include maps that are as large as you can imagine (like 500*500 in size), but very little detail or a path to follow, just a plain green map to represent grass, maybe a tree once in a while, with no direction to go or a path to follow, and numerous random battles as you spend the next hour trying to decide if the exit is at the top of the screen or at the bottom
Bronze Soul
While I agree this game needs a lot of work, I approached this differently than Craze's opinion. I found it simple yet fun, and the quirky dialogue seemed intentional, as if MKID232 was attempting to create a parody in addition to an rpg. In fact, I haven't played very many RMXP games because usually there are a lot of bugs, mapping plains sucks, the writing is horrid, or I'm bored out of my mind. The dialogue here, while a bit stiff, was kind of humorous. And when I came across the NPC that says "I am a girl", I thought this has to be intentional, no self-respecting game designer would ever use such dialogue by accident.
Anyway, the story was interesting, even if it should be revised to make more sense. I really hope you can continue this, if not on RMXP then maybe another game engine.
However, a lot of work is still needed. For starters, it's all RTP. I don't mind the graphics so much, although your mapping skills really needs work, although I find it better than a lot of first time game designers. The problem with RMXP is that everything is so detailed compared to other makers (at the very least, compared to RMVX). RMVX is so simple that you don't need to worry as much about priorities and layers quite as much as you do with RMXP. In RMVX, trees that appear in a simple row would seem almost retro, like a game from before the playstation era, whereas this would look hideous in RMXP. But beyond the graphics, I'm okay with people using RTP in their maps. What I have a problem with is using the same RM music, when it's so easy to grab other music. And also the placement of the music. In the first world, when I was on my way to the cave, the music sounded like some sort of kingdom music, like something I'd hear in a royal castle, not something I'd hear on the mountain trail to some sort of cave.
Also passability issues appear throughout.
Finally, I'll forgive the same old battle routine, because without much scripting knowledge, it is hard to change that up. But you can still spice up the old routine several ways:
1. It's easy to insert new battlers and monsters to change up the RTP.
2. While I don't recommend new skills for every level up, a few extra skills every so often (say when you hit level 5, and then again at level 9, and maybe a new skill at level 13) goes a long way.
3. Not everybody needs to learn a new skill by leveling up. The girl could learn it through leveling up, the boy could gain skills by some other means, like perhaps he's a nerd that likes comic books, and every comic book he finds teaches him a new skill, and maybe the cat could gain a new skill when he successfully finds and kills so many mice.
So while I look at the dialogue as being entertaining, there is still a lot that can be done. Hopefully you get your resolutions resolved with Enterbrain, because I'd like to see this more of your story take place.
Edit: I did not find the initial fights to be hard. Quite the opposite, I found them to be simple, fun, and perfectly balanced to get players to start grinding. And since you can restore at the save crystals, I didn't have any problems. I raised my characters to level 6 pretty fast (within about 45 minutes of grinding). My only complaint was that (aside from the random kid at school) the only monsters to fight were the girls from the Dagger gang, which tends to get boring. A few extra enemies thrown in, at least in the plains south of the town before getting to the South Cave, would have been nice.
Anyway, the story was interesting, even if it should be revised to make more sense. I really hope you can continue this, if not on RMXP then maybe another game engine.
However, a lot of work is still needed. For starters, it's all RTP. I don't mind the graphics so much, although your mapping skills really needs work, although I find it better than a lot of first time game designers. The problem with RMXP is that everything is so detailed compared to other makers (at the very least, compared to RMVX). RMVX is so simple that you don't need to worry as much about priorities and layers quite as much as you do with RMXP. In RMVX, trees that appear in a simple row would seem almost retro, like a game from before the playstation era, whereas this would look hideous in RMXP. But beyond the graphics, I'm okay with people using RTP in their maps. What I have a problem with is using the same RM music, when it's so easy to grab other music. And also the placement of the music. In the first world, when I was on my way to the cave, the music sounded like some sort of kingdom music, like something I'd hear in a royal castle, not something I'd hear on the mountain trail to some sort of cave.
Also passability issues appear throughout.
Finally, I'll forgive the same old battle routine, because without much scripting knowledge, it is hard to change that up. But you can still spice up the old routine several ways:
1. It's easy to insert new battlers and monsters to change up the RTP.
2. While I don't recommend new skills for every level up, a few extra skills every so often (say when you hit level 5, and then again at level 9, and maybe a new skill at level 13) goes a long way.
3. Not everybody needs to learn a new skill by leveling up. The girl could learn it through leveling up, the boy could gain skills by some other means, like perhaps he's a nerd that likes comic books, and every comic book he finds teaches him a new skill, and maybe the cat could gain a new skill when he successfully finds and kills so many mice.
So while I look at the dialogue as being entertaining, there is still a lot that can be done. Hopefully you get your resolutions resolved with Enterbrain, because I'd like to see this more of your story take place.
Edit: I did not find the initial fights to be hard. Quite the opposite, I found them to be simple, fun, and perfectly balanced to get players to start grinding. And since you can restore at the save crystals, I didn't have any problems. I raised my characters to level 6 pretty fast (within about 45 minutes of grinding). My only complaint was that (aside from the random kid at school) the only monsters to fight were the girls from the Dagger gang, which tends to get boring. A few extra enemies thrown in, at least in the plains south of the town before getting to the South Cave, would have been nice.
Allinlia
Just played through this, but don't want to provide an official review until it is completed:
Things to work on:
Your spelling and grammar needs a lot of work. Also certain areas, the dialogue ends up being cut off when you should have moved the text to the next line. VX is much simpler in terms of verifying whether or not your message fits on a single line, since you can preview it within the editor unlike previous engines, so I recommend using it always. Also, the battle engine needs a bit of work. First, if I recall from speaking with somebody on the base of the mountain, characters who are knocked out will still yield the benefits of EXP. That wasn't the case, since the main character boy was knocked out several times and didn't gain EXP. The beginning battles are a bit of trial and error, so I saved almost after every couple of fights. That's because the only one I have control over is the boy, but the others are automated. This is really not recommended as it adds unnecessarily to the challenge, since instead of being able to strategize their attacks and determine what enemies to take out first, the battle is more or less left up to luck.
Things I liked:
I really dig not having random battles. Even though it's recommended to fight all enemies, I can determine whether or not to fight them, and when to fight them. So if I'm low on health I can always make a trip back to the store or an inn. Also when I fight them, they are gone forever. This does tend to put a damper on how much gold a person can make, so a player has to think carefully about what he intends to buy or he may end up stuck without any restorative items. However, in my play through, I didn't come across any problems and had plenty of gold to buy items. The only problem I had was that enemies tend to knock out my hero way too many times, sometimes in a couple of hits, and there's nothing I can do about it, it's just the luck of the draw. This is why I recommend always saving every opportunity, because life herbs are very limited and expensive, and just resetting the game if he gets knocked out tends to reveal better results the next time I fight the enemy, because they'll either use less hurtful attacks or go after another stronger party member.
Things I really liked:
The story. It's full of cliches, but in a good way. The story is very humorous, and I about died a couple of times from laughing.
I really hope to see this through to completion, but again, the one thing to work on is spelling and grammar. And check to make sure dialogue doesn't get cut off. Other than that, good luck.
Things to work on:
Your spelling and grammar needs a lot of work. Also certain areas, the dialogue ends up being cut off when you should have moved the text to the next line. VX is much simpler in terms of verifying whether or not your message fits on a single line, since you can preview it within the editor unlike previous engines, so I recommend using it always. Also, the battle engine needs a bit of work. First, if I recall from speaking with somebody on the base of the mountain, characters who are knocked out will still yield the benefits of EXP. That wasn't the case, since the main character boy was knocked out several times and didn't gain EXP. The beginning battles are a bit of trial and error, so I saved almost after every couple of fights. That's because the only one I have control over is the boy, but the others are automated. This is really not recommended as it adds unnecessarily to the challenge, since instead of being able to strategize their attacks and determine what enemies to take out first, the battle is more or less left up to luck.
Things I liked:
I really dig not having random battles. Even though it's recommended to fight all enemies, I can determine whether or not to fight them, and when to fight them. So if I'm low on health I can always make a trip back to the store or an inn. Also when I fight them, they are gone forever. This does tend to put a damper on how much gold a person can make, so a player has to think carefully about what he intends to buy or he may end up stuck without any restorative items. However, in my play through, I didn't come across any problems and had plenty of gold to buy items. The only problem I had was that enemies tend to knock out my hero way too many times, sometimes in a couple of hits, and there's nothing I can do about it, it's just the luck of the draw. This is why I recommend always saving every opportunity, because life herbs are very limited and expensive, and just resetting the game if he gets knocked out tends to reveal better results the next time I fight the enemy, because they'll either use less hurtful attacks or go after another stronger party member.
Things I really liked:
The story. It's full of cliches, but in a good way. The story is very humorous, and I about died a couple of times from laughing.
I really hope to see this through to completion, but again, the one thing to work on is spelling and grammar. And check to make sure dialogue doesn't get cut off. Other than that, good luck.
AAG21.png
LOL, that lifesaver is pretty large, must be for a large man like Gold, or whatever his name will be in this version.
Alter A.I.L.A. Genesis
Holy crap! I may be looking forward to this version more so than anything else. Just a few quick questions:
1. I know you've indicated this is a remake, but I've also heard others refer to it as a prequel. Has this changed, or is it in fact a retelling of the first game?
2. Now that I've seen the trailer, I know it's connected to the characters in Variant. Once this gets completed, will you be going back to Variant, or has that been scrapped altogether. By the way, I liked Variant's setup so far.
Other than that, not sure how I will dig the platform version. It seems as if it will take away part of what made the first game so great. On the other hand, I've grown up with platform rpg's since NES (Zelda II, Castlevania II, Battle of Olympus) so I think this game will go a long way.
Edit: Just went through all the pics, and I am certainly in awe. In any case, I'm looking forward to this, but I really think you can one up yourself down the road and release this as a commercial project, assuming all resources have been customized, like the DS or something, for people who may not have access to RM or the RTP.
1. I know you've indicated this is a remake, but I've also heard others refer to it as a prequel. Has this changed, or is it in fact a retelling of the first game?
2. Now that I've seen the trailer, I know it's connected to the characters in Variant. Once this gets completed, will you be going back to Variant, or has that been scrapped altogether. By the way, I liked Variant's setup so far.
Other than that, not sure how I will dig the platform version. It seems as if it will take away part of what made the first game so great. On the other hand, I've grown up with platform rpg's since NES (Zelda II, Castlevania II, Battle of Olympus) so I think this game will go a long way.
Edit: Just went through all the pics, and I am certainly in awe. In any case, I'm looking forward to this, but I really think you can one up yourself down the road and release this as a commercial project, assuming all resources have been customized, like the DS or something, for people who may not have access to RM or the RTP.













