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Parallels

@Aquafrost: Thank you!!

Parallels

author=Zoeex
The game is lovely but sadly I got stuck. I can't find any one else to fight to get the last ticket :/


Hi Zoeex, here's a list of all of the people you can fight for a ticket:

FIRST SCREEN:
- The shadow in the second bathroom line
- The woman to the right by the shopkeeper stalls

SECOND SCREEN:
- The man in front of the funhouse to the right
- The jumping girl in big crowd
- The woman to the far left of the screen by the tent

In the next update, I intend to make it a little clearer somehow, primarily with the girl in the crowd, as she's the one most ppl have a problem with.

Hope you enjoy the rest of the game!

Parallels

@orochii: Thanks for the input! I actually agree that the menus are very simple, but I'm not entirely decided on how I want to handle this issue quite yet... I prefer "simple" UI interfaces and so I'd like to keep the menus and whatnot very simple while still having a bit of flavor... Detailing on the map, I def agree--I think in later maps I will be able to use my space more efficiently now that I understand how parallax mapping actually works. For what's already completed, I may just draw in some small things or move things around. The traffic cones are indeed for things that are currently not working or WIP--they will not be in the final cut. Thanks again!

@taito: Thanks a lot!!

Parallels

@Cashmere: Thanks so much again for the in-depth look at my game! I've been thinking over some things since yesterday and definitely have some new additions to reflect some of the problems you brought to light that I'll implement in the next big update!

@Ahmed: The teen in the crowd I'm definitely going to change up a bit because she's been a consistent source of problems it seems haha! I wish that there was more of a "jump in place" type animation for RPGMaker, maybe I will have to do it sprite-wise/graphically? I probably won't change the color of the enemy shadows primarily for exactly what Cashmere said--I kind of want that element of surprise. I really appreciate your feedback though and thanks for the kind words!

Parallels

@Cashmere: Thanks a lot for the in depth review, I really appreciate it!

I'll put my responses under a spoiler cut too cuz don't wanna overwhelm the page:

First and foremost, I completeeeely agree with the text generation! My initial intention was to have it appear letter by letter like in Ace Attorney games, but as this is my first time working with RPG Maker ever, I'm not entirely sure how to go about this... after hearing this idea from another source tho, it validates my initial gut feeling, so I'll see if I can find a script or edit one to reach this effect!

The sides glitching over the objects is because of poor parallax mapping (SOB) I was aware of it, but still grateful to have it pointed out so that it won't slip my mind later in development! In regards to the slamming door, it actually has no relevance other than to be a jump scare, something to spook the player--maybe I should rethink this or remove it?

In regards to the dialogue and the scare moments, I actually hadn't considered this! I'm interested in your point of view on this topic because maybe you can help me organize my ideas a bit better. To be honest, "horror" is intended to be a backburner element of the game--like this game isn't about spooking the player, I was just hoping to include some "horror"-like elements for fun or to catch the player off guard every now and then. The game is intended to be more along the lines of the standard "epic story RPG" style--things like Earthbound, maybe Chrono Trigger, etc.--this game is VERY story-oriented, which is why I figured the dialogue was necessary. With this in mind, how would you suggest I handle the horror segments? On one hand, I do understand and agree with your "making the character feel for you" thing, but on the other hand, it feels like an odd silence in-game for the character not to respond...

Reading through your review, I am wondering if I should remove the "twist of horror" section from the description of my game, because this game thematically is definitely not an "rpg horror game." I have played soooo many RPG Maker horror games, they rock! But in terms of story direction and genre, this game is going to be much more standard RPG story-oriented. I am very grateful for your review and your callouts on this because I am now going to rethink what elements I include and how I advertise the game as not to mislead players.

The three frame limit for animations is actually exactly why a lot of the animations in my games are so simple ahaha @_@;;; I will definitely check out that script tho, I didn't know one existed to help me with this issue!


Some of the things in your crit are actually things that are going to be available in later versions of the game! For example, there will be an MP item sidequest in this "first dungeon" area near the clown head area, where the construction cone is. For this demo, I wasn't sure how I was going to work it into the flow of the game, but I have a bit more of an idea now as of how to go about it. The locked doors are the same situation--the locked doors are actually going to open up at a later point to serve as portals to the dimensions that come past the demo. As those sections of the game don't exist currently, the doors are all locked for now!

The second half of the circus area with the lion.... yeahhhh, that's gonna be getting a lot of work LOL I've been discussing this very section with my playtesters actually and I think for the next major update I am gonna change things pretty dramatically--I definitely hear you and think that this is a very weak section of the first dimension, so with your comments in mind I will definitely be giving that section an overhaul!

The last thing I have to say/ask about? is your comment regarding having the story start earlier on--how do you suggest I go about this? The direction I'd like to keep with this story is that it's vague/unclear of EXACTLY what's going on until you meet with Eve and Siris and talk about it, but I definitely hear what you're saying in regards to needing more drive to play the game. I am thinking I will combine your locked door criticism with this criticism and put some of the old newspapers around in the abandoned apartments that give some ~*spooky vague backstory about ghost sightings*~ or something like that, maybe that will spark a little more interest in the player?


Summary of my longwinded response:
- Some criticisms recieved are intended to be fixed/changed in later versions (locked doors, animations etc)
- Going to rethink how I incorporate "horror" into this game and how I advertise the game
- Need to overhaul second half of circus with the lion
- Add more story teasers earlier on in the game

Again, I appreciate the in-depth feedback--its easy to overlook points as the creator so it's good to have things questioned from a set of fresh eyes! Thanks again!

Parallels

@Cashmere: Thanks a lot oh my gosh! I hope you enjoy the demo--I'm gonna try to make this game as technically interesting as possible so even if the demo is simple for now I hope the updates and final product will really wow people!

Parallels

School generally refers to college here in the United States as well, so it may just be a language barrier. It happens, English is a hard language and I understand that non-native speakers can get confused with these kinds of things!

I am an art student, as such, I am very familiar with how critique and criticism works. There is a fundamental difference between constructive and deconstructive criticism in which the aggressive tone in your comment came off as deconstructive. I now understand that English is not your first language though, so it's okay, it happens, language barriers are tough things! I will take your comments into consideration--a lot of the things you mentioned are actually already planned for the final release of the game (graphical fixes, more animations, etc) but as this is just the first release of a demo, it's more of a "concept" than it is a full-y fleshed game.

Parallels

Thanks Unity! I'm definitely becoming more familiar and comfortable with the program every day, so I definitely think you're right about that! I appreciate the support! ;;

Parallels

@Dragol: I work 50 hours a week at my job and I'm also a college student myself. I am making this game in my free time as a for fun project. I am also the sole creator, meaning I am the only person doing the art and resources. As such, the graphics won't be as intensive or in depth as a game created by a team of many people who are dedicating all of their time to it.

In all of the places that I uploaded the demo I said specifically that there were graphical bugs that I would fix later. I wanted to release an initial demo to show my progress. This is my first RPG Maker game project ever, and so naturally you're going to find bugs or oversights that I didn't catch simply due to not knowing the system, such as the moving during cutscenes.

Ana is a COLLEGE student, a junior specifically. In the United States, college students are between 18-24 or even older. I'm 21 myself and won't be graduating until I'm 24 or 25.

I really appreciate all feedback, I really do, but I found that to be a bit more aggressive than necessary. This is literally the first demo released of the game in which I clarified many graphical bugs and errors. I will take your comments into consideration as improving my personal projects is important to me, but I think more than anything maybe this game is just not your thing?

Parallels

@Shayoko: Ohhh you mean the font used? Yeah I was going for a stylistic choice of like, 8-bit/16-bit game text because of my "retro" game feeling--I wonder if the font didn't install correctly for you..? Sorry that it wasn't your thing!
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