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RSW Prototype Feedback

Another thing just occurred to me: For critical hits, it would be nice to have something other than a higher damage number. Either a different damage text color, animation or some pop up text indicating this would work ...

RSW Prototype Feedback

Regarding the maps, the most annoying one for me is when you exit a map in one direction and end up coming out in the next walking in the opposite direction. Right-angle changes are less disconcerting to me ...

Yeah, I had forgotten about those victory celebrations!

Having slightly more powerful skills with cooldowns does so like a good compromise compared to limit breaks. With those, you sometimes end up trying to survive just to be able to use them ...

RSW Prototype Feedback

I just played the demo and have some additional feedback to it. I'll try not to rehash what others have already said:

- I like your choice of font since it has smooth edges making it very easy to read.
- If you go back to the screen just north of the one with the mech, you get this messed up screen:


- I found a few graphical artifacts in some screens: there's a line (white left, kind of of grayish right) in the lower left part of the screen where you have the first couple of fights; another line, mostly light green near the top of the savepoint screen; and, light green ones as well in both the right exits of the screen just west of the savepoint screen and the one just north the aforementioned screen.
- I really liked the lighting effects used.
- I like your choice of battle system since it makes each the choices for each turn truly strategic without the tediousness of waiting for the ATB to fill.
- I found it odd for your character to have two turns (or up to three turns in the messed up when attacked from behind) before any enemy's attack. While I have seen such a thing in other RPGs that have the same battle system, it isn't common for that to always occur in each round.
- Regarding the fight animations for the melee attacks it felt it awkward that the slashes were from back to front of the target. The natural motion for slashing, IMHO, is from front to back, up going downward.
- I also found the animation of the Galbadians' fire attack to be odd, since I would expect the fire to move from left to hit my party member in the front (instead of having his keister roasted!).
- I expected the magical attacks to have more flashy animations (Meteor actually met my expectations!).
- Regarding walking from one map to another, the demo violated what I consider a couple of my RPG pet peeves: if you walk back to the entrance of the map, you should end up in the map you just came from (except when some sort of puzzle is involved); and, when you exit a map you should enter the next map facing the same direction you had in the previous map.
- One thing I noticed is missing is Limit Breaks.

Overall, I feel the project has great promise ...



Demo Feedback

I'm glad that you found my feedback useful.

Regarding the grammar issue I understand that there will be some regional nuisances that pop up from time to time. If it helps, I'm more used to American English. Overall, the choices you make shouldn't make it too hard for most players to understand what's going on. So, yes, I might be me just being nitpicky. When the writing isn't clear at all or is notoriously bad, that's when I have a real issue.

One thing I wanted to mention is that I have my suspicions regarding the village elder motives (if your intent was to add some intrigue that was brilliant!) ...

Demo Feedback

Here's my feedback for your demo:

- No game breaking bugs!
- Like your choice of background music in and out of battles, since it was not the RTP defaults.
- I found your game start screen to be original and elegant.
- A couple of things you included that I liked and haven't seen before in a RPGMaker game was the Next (indicates there's more text) used in the text box and the Viking torch lighting effect.
- Interesting choice of avoiding to use a sparkly dot to indicate where treasure is instead of relying too much on chests. In particular, it's probably the first time I've seen used in the outdoors.
- As someone pointed out, pressing SHIFT to run is not enabled in many places. I understand that you probably did that on purpose in the dungeons, given that would allow people to avoid the touch battles.
- A few creepy events: The elder appears out of nowhere, walking through the closed door of the burning house during the cutscene involving the ogre. The lady giving you the first quest to help her daughter vanished into thin air behind the bookcases. Same thing happens to the daughter once you find her (it would make more sense for her to say she's going home and then have her walk off the screen). Also, if you open the cow's pen after you have more than 1 party member, the other party members get stuck behind the gate and if you walk forward they'll walk through the closed gate.
- Why don't the NPCs located indoor have anything to say?
- Couldn't get item west of Village of Faene gate, near the river ...
- I found you could walk under the sacks found in the second floor of the farmhouse ...
- That's an unusual way of choosing where to go on the World Map ...
- In the cave, I found it strange to have the door you open with a key hanging from nowhere ...
- I suggest the note having the number combination to get pass the obstacle appear as a key item in the menu you can read.
- The fires in the trees in the forest leading to the monastery seemed somewhat unnecessary.
- Regarding Ignatius attack, I noticed you get two, sometimes three slashes in each direction when he uses he melee attack when equipped with two claws and that the resulting damage is three hits. To me, it would make more sense to have one hit per claw.
- Regarding fights, I found most non-boss fights relatively easy, not requiring me to use that many items during the fight. I found damage that my party members received very little damage for each fight. Another thing I noticed is that there is some MP regeneration during fights. Finally, I should note that your game is probably the first one I have seen in which TP is 0 at the start of fights. In the boss fight in the cave, I was close to needing to revive a couple of my party members, making it the most challenging fight of the demo.
- I found a few typing/writing mistakes:
* the town elder says he is "thankful of for your help
* you use ".." when you should be using "..." (actually you did once)
* when Juliette gets introduced by elder consider using "help" instead of "assist" since "assistance" was already used earlier in the sentence
* when given the first quest, the lady mentions the girl was "laying lying on the side of the road"
* when you return from the cave, elder says "I thought you have taken would take longer in your quest" ... "shouldn't underestimate those you give tasks (to)"
* somebody mentioned they should go to the monastery training fort(r)ess

Overall not bad at all if this is your first RPGMaker game.




Change Log

You can walk on the tiles of the wall not underwater of the dock of Costa del Vita and the dock where you get to after taking the boat ride. You probably need to check all docks seems it appears to be a reoccurring issue. Similarly, I foud you can walk into the poster in the cabin of the boat.

Also, I wonder if the bug regarding Rivera is somehow related to not having the new party member which supposed joined but I didn't actually have in the party. I ended up replaying from the save before the third world map after applying the 1.5c patch and it seems that the world map is now as it should be (Rivera now looks as shown in my right screenshot) and I can progress the story, while before I couldn't find out how to advance it since a certain event did happen at all.

Change Log

I caught up with this flying creature, but can't move anymore nor does it!

Change Log

This is a weird one. The left one shows before entering Rivera and the right one after leaving. I'm stuck ...

Change Log

The dialogue of the scholar in the weapon shop in Citadel says: "... inidcating ...". I believe what he said what mentioned very early in the game. You should check whether that one also has this same typo.

Change Log

When you try to enter the defensive equipment shop in Altair, you return to the town map. Kind of similarly, when you try to enter the house to the right of the magic shop, you get the sound upon entering, but don't get the blurring of the screen.
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