ATASUKE10'S PROFILE

I liked to make games as a hobby during my freetime and it slowly developed into what I like to do most. I'm still in improvement, as everyone else so my products may not be perfect, but I want them to be :D
Crimson Shift
You control an Assassin trying to break free and learn the truth. You can help her, or take her down a different path.

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Karma Flow - The Prototype Review

My feedback isn't so different from the review actually, I just don't particularly agree with the scoring. Though the only cutscene that really made me go "I want to play already" was the one before the first mission. Generally Imo you want to throw your players into the game as fast as you can with a bit of context and give them cutscenes after they struggled in the game so they feel it as a "break". Or at least that's how I feel about long cutscenes. The first one was too much for me because I haven't played yet, but afterwards I enjoyed them all really. I wouldn't say they were badly spread, I actually think for someone with a liking to long cutscenes it was fairly well balanced.
The gameplay gave me some "grr" moments but nothing buggy, I just sucked and picked a difficulty not suited for nooblet me :D
The art speaks for itself, along with the atmosphere. They were both pretty fitting for the game so no qualms there.
I didn't notice it was a translation and found no real mistakes that threw me out of immersion.
(Sidenote: Commercials were a really good idea, and I don't think I'm alone with that feel :D)
About character development, I didn't get too immersed but it was enough to get me through the game, there's improvement to be had there, but it was fine.
sorry for the weird comment its too late right now but had to write it toda xP

Karma Flow - The Prototype Review

I've also played it and you're treating 4 star as a godlike rating or something. This is definitely higher than 3-star tier mind you.
I agree with most of your points though but the rating you gave it doesn't really correlate to them imo. Though here's the thing about the exposition point. Many players prefer lengthier cutscenes, more plot in general (not including myself). it's mostly important to have the cutscenes be short at the start, and once the game has the players, those players who like longer scenes, generally prefer those longer scenes and not as much gameplay. But that's just a matter of taste. I did feel like the initial cutscenes were too much but I was alright after that. Even though I'm pretty impatient with them.

Some of the bs things that happened to me did feel a bit rpg maker esque but that's all the limits of the engine, can't downrate the game based on it.

So yeah, the point is that there are a very minimal amount of issues so I feel like 3 star is unjustified. I'd say its a a 4.

Crimson Mind

author=Merrickrox
There's not too much I have to say about the game as a whole, but I left a small checklist of fixes if you plan on going back to edit them out. Very minor things, and only one of them I found distracting. Ta-da!

-The lower part of the lamp in the room you start in can be walked over with no collision.
-In your sisters room, if you go on the bed and walk down or from the left hand side, it is possible to walk on that stack of black books on the desk. You can't walk across it from the front, however.
-There's a bit of a clipping issue if you walk behind the TV in the living room that covers a good chunk of the top of Rilris's hair.
-The house just above yours has a stump that you can walk over, but the other you can't. I assume they're both meant to be impossible to walk across.
-"I can't let him do this to Lea! I knew it, tt's my fault that this is happening."

For a short game, I did enjoy it, and I did like descriptive words such as throbbing to describe Ril's inner lust. Though I can't say I'm a particular fan of either ending and found them kind of underwhelming, I did enjoy the atmosphere and mapping of this little game and just wish there was more of it. More dialogue, backstory, interaction. I think with a little sharper writing you could make the short enough game as is even more memorable, or maybe even a few NPCs that might comment or hint on the state of Rilris's family. Stuff like them being questioned or even having NPCs show concern as to why Rilris's sister looks so beat on a particular day could go a long way in my opinion.

Keep making short stories like this, though. Or whatever you plan on creating down the road. I like stuff like this as uncomfortable as themes like these make me, and would enjoy playing more.

Edit: Oh wow, hadn't really read the description when I downloaded this and didn't realize this was all a series! Are your other titles set in the same universe as Crimson Mind? How many do you plan on making total?


Oh my, that's quite the amount of small bugs :O
I'll fix them up today.And A... typo...? Shame.(Went over it a considerable amount of times xP)
I do have a problem with underwhelming endings sadly, trying to mitigate it for the third game but it's been a trend :( Or at least so I think. Anyway, yes Crimson Light is set is set in the same universe but way earlier in time, and is more of a horror survival, while Crimson Shift, the third and last entry in the shorts plays around 2 years earlier and goes into actual prelude to the main game that these shorts tie into as well as a story to an additional character.. They're both vastly different stories and games. I did improve a lot over making these games so it's sad for me to look back and see all the faults they have. Now that people give me feedback it's really easy for me to tell the curve I improved with, and this was not a pretty starting point xP So after I finish the third entry I'm remaking both the first and the second entry. sorry rambled on :D I'm glad you enjoyed the parts you enjoyed, thanks for the feedback, would've never found those bugs most likely xP

Crimson Mind Review

author=Kylaila
It definitely is a decent effort, and considering that especially so : ) I think it still does that job.
It is something I find important for myself particularily, especially as it is a very real theme and I love seeing those incorporated and especially in a more proactive light or way. Consider it my pet peeve haha.
I haven't played other games of you yet, so I could only consider it as the standalone package. Ah, I didn't mention that in the review for others. I will add that in.

And I am glad even in that context you can take something from it. Keep making those games~

I take any feedback I can get, and feedback like this, definitely helps narrow down what needs to be improved :D
Thanks for playing it!

Crimson Mind Review

To be fair, this project was made in literally a day and was intended to give me confidence to post my future projects, which it perfectly accomplished at the time, even when I had no idea about character development, motivations, story flow, all those pretty things. It could've been more fleshed out, that's true, but I didn't have the skills(nor the patience) at the time sadly.

However as much as I really like the idea of resolving the plot in a realistic setting, it couldn't be done due to the need to introduce Ray as an entity for future games. I understand if the ending broke your immersion though, when you're lead through a realistic setting the entire time and the game just goes "nope" on you, that can throw some people off.


As for the ending itself...
I intend to tie the the resolution and the effects of these events on the characters into the main game this miniseries is leading into. A lot of the holes you pointed out (for example around the father's influence on the police) are valid and completely escaped me when I made the game though. Maybe I'll remake it at some point in time for a better experience.

Crimson Mind

author=Kylaila
Played this a little while ago. Finally got to write the review.
It's uh .. there's a lot you do well in it, and the situation is very heartwrenching. It was hard to play, actually. But the ending really detaches any realism and forces a false happy-ever-after conclusion .. I don't really understand that, but yeah.
It is a compact package.

Now to bunny therapy.


I'm glad most if it was to your liking(if that's the appropriate expression xP).
I was mostly experimenting with things when I made this one. Most of their backstory was written and serves as a catalyst for some of their later behavior, so I sadly couldn't play around with the endings too much.
Enjoy the bunnies :D

Ayda

Played the game, the atmosphere was really nicely established, and the surroundings dropped hints just subtly enough for the feel of "Oh! I figured it out!" to feel good.

I can tell you used the Innocence Lost song for most of the game... I really like that song so you appealed to me there :D
Mapping was tasty, I generally really like pop horror and combined with the good style of mapping its really nice eyecandy.
Story was straightforward, as short as it was, it lead up to the end properly.
4/5 for me, I like shorts like this

Let's work on your game descriptions!

author=Marrend
@redwall: There may have been a time that I used strikes to indicate things I don't think should belong, or blue text to inserted words, or whatever. However, it has been my tendency for some time to re-write things. In a way, it saves me time to do a re-write, so, eh.

@atasuke10: Off-hand, I would suggest...

Story
At a young age, Naokee was taken from her place of birth, and forced to become an assassin. During her training, she meets others like her, people that have plans to break free, and yet others she could glean great wisdom from.

How Naokee interacts with these groups is entirely up to you. There is no "good" or "bad" ending. There is only actions and consequences, with connections only able to be severed by death.

Features
- Dark, futuristic atmosphere, accompanied by a dark story
- Ending based on player choice
- About 3 hours for the "main" story; more if side-quests are perused
- Battle system based on combos


...this. Though, I'm attempting to figure out this assassination system. Maybe it's none of my business, but, in my head, having the element of surprise can happen without sneaking around. However, I doubt players will always have the element of surprise without some manner of effort (ie: sneaking) involved. Unless there is a literal "Surprise" element that enemies can have a weakness, or strength, against? Naaaaaaaah!

*Edit: I largely assumed that the reference of "where Crimson Light's events took place" is a reference to the game you're making the description for, rather than a different game entirely. Is there going to be any kind of overlap here, or are they separate stories?


What you did make me realize is how far what I know is from what the player knows, because when I wrote the description I included things from aspects of the story I already know, but half of the description makes no sense without knowing those things, and in that context you changing the description like that makes perfect sense. But I get the gist of what I have to remove so thank you for that :D
As for the assassination, you either manage to assassinate the enemy by sneaking up on them, get exp/money for it etc, get busted and have to fight, or just sneak past altogether(which yields no rewards...yet)

As for the edit part, they are separate stories, though since there are reoccurring characters, on does tie into the other slightly. But Crimson Light's story already finished and anything in Shift about that game is necessary and is presented as such, meaning you don't need to play Light to understand any of Shift, but it does add to the experience.