ARGH'S PROFILE
argh
792
Search
Filter
Let’s Get to Know You, Red-Billed Squawker!
Ahaha, that design is incredible. I'm looking more forward to this game the more you tell us about it.
Through Dark and Liar's Soul
I can't seem to replicate your empty bottle issue. Did you happen to cook something before filling up your bottles?
Yes.
And ah, I see the other endings now. I can definitely see that you had to cut and streamline things, but I have to say I don't agree with your assessment that it worked; I felt very much like I only got to see a small sliver of a much larger thing, with a lot of important information just out of my reach. That's to be expected with this short event, but... I dunno, I guess I was kinda expecting more. In particular, I don't really see any reason to execute the offending party other than Arle's stated backstory, but since I don't have a very good idea of that or its importance to him, it's hard for me to assess how to make a good choice.
It also seems like Nima didn't think her plan through at all, unless the darklings have some way to survive without growing food? No sun means the planet is a closed system, everything is going to starve. The darklings would only get a taste of equality before they all died. They also don't seem to mind being stuck in the Under, so I'm not sure why it's such a big deal to let them roam free.
Through Dark and Liar's Soul
There are a heckuva lot of bugs still in this version. Luge's class is listed as "Wanderer DEBUG", he has an MP bar that he never seems to use, and a lot of text messages run off the screen. The water-gathering prompt also says you have 2 empty bottles left even if you only have 1. And sometimes characters get multiple actions per round, seemingly at random?
I got the "rebuilding the bond" ending. Felt pretty abrupt? I think I read all the notes (5), but I have no idea what I'm supposed to do to to get the other endings. It seems like there's still a lot of mysteries I don't know.
I got the "rebuilding the bond" ending. Felt pretty abrupt? I think I read all the notes (5), but I have no idea what I'm supposed to do to to get the other endings. It seems like there's still a lot of mysteries I don't know.
Soma Spirits Battle System - Spirit Abilities
Ooh, I love these kinds of systems. They make battles more consistently engaging instead of just "blow all your reserves on spells and hope the enemy dies before you run out".
Curiosity1.png
Red Syndrome
Finally got around to this! It was really good. The gameplay was really fun and engaging; I love open-ended RPGs. The running around to fight different bosses and get skills reminded me a bit of Wine & Roses. The battle system was really neat, too -- I normally don't like cooldown-based systems that much, but combined with enemies having cooldowns too, I think it worked well. It's an especially good way for a single-character RPG to still feel engaging.
I thought the difficulty curve was a little funky though -- I got absolutely wrecked by most encounters in the early game (the Child enemies were particularly nasty), but after a certain point -- level 6 or so, I think -- I was able to steamroll everything pretty effortlessly.
I'm surprised you're so disparaging of the story, though. It was short and simple, but so was the game itself; I think it did what it needed to do. The ending twist confused me a bit, though.
If Blue is of the same species as the invading aliens, why does it want to stop them? What caused it to break away from the rest, what is it getting out of this, where will it go from here? It feels kind of like a setup for a sequel with a more involved setting.
I was also surprised by how easily things were resolved in the ending. I expected Natalie to die after the battle. I wonder, does something special happen if you defeat all the eyes before Natalie? Is that the route to ending 2?
Now I just have to find ending 2. My best guess is that it's the bad end for if the mist reaches the terminal. What influences that, by the way? Just the number of rooms you've visited? Or does falling in battle influence it? I did find it odd how there seemed to be no consequences to losing...
I thought the difficulty curve was a little funky though -- I got absolutely wrecked by most encounters in the early game (the Child enemies were particularly nasty), but after a certain point -- level 6 or so, I think -- I was able to steamroll everything pretty effortlessly.
I'm surprised you're so disparaging of the story, though. It was short and simple, but so was the game itself; I think it did what it needed to do. The ending twist confused me a bit, though.
If Blue is of the same species as the invading aliens, why does it want to stop them? What caused it to break away from the rest, what is it getting out of this, where will it go from here? It feels kind of like a setup for a sequel with a more involved setting.
I was also surprised by how easily things were resolved in the ending. I expected Natalie to die after the battle. I wonder, does something special happen if you defeat all the eyes before Natalie? Is that the route to ending 2?
Now I just have to find ending 2. My best guess is that it's the bad end for if the mist reaches the terminal. What influences that, by the way? Just the number of rooms you've visited? Or does falling in battle influence it? I did find it odd how there seemed to be no consequences to losing...
Through Dark and Liar's Soul
The Drop Review
It's DEMO DAY!
Yeah, I want to spruce up the World of Sorrow a little more. Although I'm already decided on the grayscale aesthetic, I want to make it pop out a little bit more because the two worlds do feel a little too similar at times.
Hm... another possibility might be to go in the opposite direction. If the idea is supposed to be that the World of Joy is oversaturated with color and life, maybe give it more garish, psychedelic colors to reflect that? The main thing that makes Sorrow look so aberrant is that Joy looks so normal. I guess it depends on what sort of visual cues and interpretations you want to give.
It's DEMO DAY!
In the garden, if you try to pass through the gray archway, Heart will walk onto the water.
Edit: And Soul can walk over the solid objects to the left of his doorway.
During the battle tutorial, Heart says "Oh, So I'm the lead man here!" -- that "so" shouldn't be capitalized.
You're probably aware of this, but you can interact with objects and monsters that look like they're at different elevations as long as you're adjacent to them. Standard RPG Maker problem.
And finished with both endings! The dilemma was really neat, and way more engaging than games' usual moral dilemmas of "kick the puppy/don't kick the puppy". I chose to crush his joy because I'm a hardcore utilitarian, but I'm excited to see what the full game has in store. I loved the way the music shifted to convey the differences in both worlds, Ape did a great job with that. My only objection, presentation-wise, is that the monochrome aesthetic of the World of Sorrow looks kinda dull and boring compared to the World of Joy's full color -- it kinda makes it look like the WoJ is the "real" one and Sorrow is the weird aberrant dimension. I can understand if you're already committed to the aesthetic, but a bit more color in Sorrow might make things more even -- some purples or blues here and there, maybe. It's particularly weird that the water is gray, if it's supposed to be the same substance...
Interestingly, I found Sorrow Acre much more difficult than Joy Acre. Even with Power Break, his stuns and AoE attacks kept me on my toes! The Joy Acre battle ended almost as soon as it began, though, no bumps at all. Was the difference in difficulty intentional?
Edit edit: Oh, and I'm super grateful you went with touch encounters. Random encounters are the bane of my existence.
Edit: And Soul can walk over the solid objects to the left of his doorway.
During the battle tutorial, Heart says "Oh, So I'm the lead man here!" -- that "so" shouldn't be capitalized.
You're probably aware of this, but you can interact with objects and monsters that look like they're at different elevations as long as you're adjacent to them. Standard RPG Maker problem.
And finished with both endings! The dilemma was really neat, and way more engaging than games' usual moral dilemmas of "kick the puppy/don't kick the puppy". I chose to crush his joy because I'm a hardcore utilitarian, but I'm excited to see what the full game has in store. I loved the way the music shifted to convey the differences in both worlds, Ape did a great job with that. My only objection, presentation-wise, is that the monochrome aesthetic of the World of Sorrow looks kinda dull and boring compared to the World of Joy's full color -- it kinda makes it look like the WoJ is the "real" one and Sorrow is the weird aberrant dimension. I can understand if you're already committed to the aesthetic, but a bit more color in Sorrow might make things more even -- some purples or blues here and there, maybe. It's particularly weird that the water is gray, if it's supposed to be the same substance...
Interestingly, I found Sorrow Acre much more difficult than Joy Acre. Even with Power Break, his stuns and AoE attacks kept me on my toes! The Joy Acre battle ended almost as soon as it began, though, no bumps at all. Was the difference in difficulty intentional?
Edit edit: Oh, and I'm super grateful you went with touch encounters. Random encounters are the bane of my existence.













