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edchuy's Progress in Giving Feeback/Reviews of ALL RS X Releases
Just posted the feedback for demo of the remake of Ratty524's Slimy the Sahagin. Also found out from outlander145 I have done all I could in his demo.
I hope to be able to submit the review for Ratty524's original version of the game later tonight.
I hope to be able to submit the review for Ratty524's original version of the game later tonight.
Slimy the Sahagin
Ratty, here's my feedback of the remake (I hope to be submitting the review of the original later today!):
For those playing the remake: WARNING, CONTAINS SPOILERS!
General comments:
- Some of the background music (including the retro Title screen's) sounds mono and give its a Nintendo/old school arcade feel. The only problem with it, though, I found it to sound much quieter than the stereo music.
- Despite the fact you are using DSAR for the background music, it's probably the first game I can remember using it where the sound did sound scratchy or get cut out intermittently.
- It's also the first time I've seen a moving background for the menu screen. I think it's nice and different detail.
- For the sprites of the characters in the menu screen, the transparent parts which let the background show makes them look creepy. I would guess you probably meant to fill them in with white color instead.
- I guess this remake will be different in many ways than the original.
- I noticed a few typing or spelling mistakes.
Test field comments:
- Jumper directions should say need to press action when in front of object facing a particular direction to get boosted, not just next to it.
- Where there's sign explaining character selection, the character you're using can walk past the edge in the tiles in the back and their sprite gets cut off.
- I assume that the special actions such as Slimy's ability to swim are engage automatically if the character you are using have them and step in some particular types facing a certain directions. I'm wondering if you plan to put a message if you have the wrong character selected, to hint that a change needs to be made.
- I found that when you get hit by the bomb the damage it did to your party doesn't show until you access the menu.
Test special stage comments:
- At first, I had a hard time collecting the blue balls and ended crashing very easily into the red ones. I felt and still feel somewhat that the speed at which things come at you is a little bit too fast.
- Once I started to get the hang of it and figured that you needed to hit one of the green balls with the star to avoid dying when hitting the barrier of red balls right after it, I was having trouble collecting the blue ball behind the barrier of black balls since I overcompensated and move too far to the left by 1 or 2 spaces. Eventually I was able to collect them all.
- The difference between 1 and 2 are the colors used and the rails on top of 2. I personally don't care for the rails on top, since they distracted me.
- What ever happened to 3 through 7? Regardless, I would guess you intend this to be a secret bonus min-game, so making it a bit tough, doesn't bother me as long as you explain to the player what the rules are. I don't know whether you intend to let the player replay until they beat it and what kind of reward you are giving for beating it.
Test battle comments:
- The bestiary appears to be well implemented.
- It's nice to be able to toggle background battle music if it gets to repetitive. Will you implement this in the main menu as an option?
- The sprites of your characters in the status bar during battles makes them look crazed, if not angry.
- I found the battles to be fast paced, which is good when using active ATB. However, because it's active, battles tend to get hectic: it's easy to fall behind with the turns of your characters if you make the wrong choice and have to press escape to re-select. I would keep the battles fast paced, but using a passive ATB instead.
- I did notice the use of focusing on the enemy being attacked, which I first saw in the Master of the Wind series.
- When a character levels up and learns a new skill this gets flashed in the screen a bit too quickly.
- The Ghoul, Crabad and Starbuck are relatively weak and can beat easily at level 2 with the right strategy.
- The Banaku fighter was harder to beat, although I need to reach level 5 to beat it easily. Basically, since Slimy had no armor, he was vulnerable to being hit twice and dying.
- I had to get to level 9, for Slimy to learn the feint attack and Milly to learn eagle claw to finally be able beat the Bot Buster duo. I guess you only get three of their "ticks" before they self-destruct and wipe out your party.
- I found it was good that you changed the stats compared to the original so that HP and SP, Str, Dex, Int and Agi didn't have the same values.
View Island comments:
- Is your intention here to eventually show where in the island you will be traveling to?
For those playing the remake: WARNING, CONTAINS SPOILERS!
General comments:
- Some of the background music (including the retro Title screen's) sounds mono and give its a Nintendo/old school arcade feel. The only problem with it, though, I found it to sound much quieter than the stereo music.
- Despite the fact you are using DSAR for the background music, it's probably the first game I can remember using it where the sound did sound scratchy or get cut out intermittently.
- It's also the first time I've seen a moving background for the menu screen. I think it's nice and different detail.
- For the sprites of the characters in the menu screen, the transparent parts which let the background show makes them look creepy. I would guess you probably meant to fill them in with white color instead.
- I guess this remake will be different in many ways than the original.
- I noticed a few typing or spelling mistakes.
Test field comments:
- Jumper directions should say need to press action when in front of object facing a particular direction to get boosted, not just next to it.
- Where there's sign explaining character selection, the character you're using can walk past the edge in the tiles in the back and their sprite gets cut off.
- I assume that the special actions such as Slimy's ability to swim are engage automatically if the character you are using have them and step in some particular types facing a certain directions. I'm wondering if you plan to put a message if you have the wrong character selected, to hint that a change needs to be made.
- I found that when you get hit by the bomb the damage it did to your party doesn't show until you access the menu.
Test special stage comments:
- At first, I had a hard time collecting the blue balls and ended crashing very easily into the red ones. I felt and still feel somewhat that the speed at which things come at you is a little bit too fast.
- Once I started to get the hang of it and figured that you needed to hit one of the green balls with the star to avoid dying when hitting the barrier of red balls right after it, I was having trouble collecting the blue ball behind the barrier of black balls since I overcompensated and move too far to the left by 1 or 2 spaces. Eventually I was able to collect them all.
- The difference between 1 and 2 are the colors used and the rails on top of 2. I personally don't care for the rails on top, since they distracted me.
- What ever happened to 3 through 7? Regardless, I would guess you intend this to be a secret bonus min-game, so making it a bit tough, doesn't bother me as long as you explain to the player what the rules are. I don't know whether you intend to let the player replay until they beat it and what kind of reward you are giving for beating it.
Test battle comments:
- The bestiary appears to be well implemented.
- It's nice to be able to toggle background battle music if it gets to repetitive. Will you implement this in the main menu as an option?
- The sprites of your characters in the status bar during battles makes them look crazed, if not angry.
- I found the battles to be fast paced, which is good when using active ATB. However, because it's active, battles tend to get hectic: it's easy to fall behind with the turns of your characters if you make the wrong choice and have to press escape to re-select. I would keep the battles fast paced, but using a passive ATB instead.
- I did notice the use of focusing on the enemy being attacked, which I first saw in the Master of the Wind series.
- When a character levels up and learns a new skill this gets flashed in the screen a bit too quickly.
- The Ghoul, Crabad and Starbuck are relatively weak and can beat easily at level 2 with the right strategy.
- The Banaku fighter was harder to beat, although I need to reach level 5 to beat it easily. Basically, since Slimy had no armor, he was vulnerable to being hit twice and dying.
- I had to get to level 9, for Slimy to learn the feint attack and Milly to learn eagle claw to finally be able beat the Bot Buster duo. I guess you only get three of their "ticks" before they self-destruct and wipe out your party.
- I found it was good that you changed the stats compared to the original so that HP and SP, Str, Dex, Int and Agi didn't have the same values.
View Island comments:
- Is your intention here to eventually show where in the island you will be traveling to?
Oh GTFO.
Thanks for your reply. As a consequence of your response and Vanisher's suggestion I thought about a few more things I would like you to consider:
-Regarding the music choice, it would be nice if you mentioned it's only for battle music. Perhaps you can incorporate something the Config menu eventually that allows to change on demand.
- You have no icons next to the weapons in the menu (at least have something for the sake of consistency).
- If you are unable to remove the Shield/Head armour slots, you might as well keep them. But don't leave the description of the slot blank (its just unusual). In any case, since it's nice to be able to see all the equipment slots I suggest you use here the rectangle at the top you used materia menu, rather than the two separate smaller rectangles. Having to toggle down to even see the Arm. and Acc. slots is annoying, if you ask me.
- For the materia menu, it's good that you show the effect on stats (although I would prefer raw numbers rather than %s) having a particular materia equip in a slot, all that active and potential skills that you can get from that one, at what level you are with that particular your are, whatever AP is (my guess is attribute or attack points) and what the next level (is this of AP?) is.
- Switching characters in the materia menu, using the A and W works for me, as long as you mention it when introducing materia (in some sort of tutorial) to the player. I know that you can use the left and right arrows, since you are already using to move around the materia slots.
- Also, while your intention of gearing the game to FF fans, you still have to assume that some non-fans might be interested in playing your game. You might have to do things slightly differently than in FF to make it player-friendly.
I look forward to seeing what comes out of your project in the future (particularly what will you do about zombies!) and I'll make sure to take a more in-depth look at all that it has gone through here in RMN.
-Regarding the music choice, it would be nice if you mentioned it's only for battle music. Perhaps you can incorporate something the Config menu eventually that allows to change on demand.
- You have no icons next to the weapons in the menu (at least have something for the sake of consistency).
- If you are unable to remove the Shield/Head armour slots, you might as well keep them. But don't leave the description of the slot blank (its just unusual). In any case, since it's nice to be able to see all the equipment slots I suggest you use here the rectangle at the top you used materia menu, rather than the two separate smaller rectangles. Having to toggle down to even see the Arm. and Acc. slots is annoying, if you ask me.
- For the materia menu, it's good that you show the effect on stats (although I would prefer raw numbers rather than %s) having a particular materia equip in a slot, all that active and potential skills that you can get from that one, at what level you are with that particular your are, whatever AP is (my guess is attribute or attack points) and what the next level (is this of AP?) is.
- Switching characters in the materia menu, using the A and W works for me, as long as you mention it when introducing materia (in some sort of tutorial) to the player. I know that you can use the left and right arrows, since you are already using to move around the materia slots.
- Also, while your intention of gearing the game to FF fans, you still have to assume that some non-fans might be interested in playing your game. You might have to do things slightly differently than in FF to make it player-friendly.
I look forward to seeing what comes out of your project in the future (particularly what will you do about zombies!) and I'll make sure to take a more in-depth look at all that it has gone through here in RMN.
Suito Homu: The Second Cooking... Fried
comment=25187
Yes, pretty much. '^_^ You can press the action key on the gap nearest Isura to fill up the floor enough to explore the rest of that room, but that's basically it!
Yeah, I was able to fill the gap. Since I guess I'm done playing (although I might just do it again to look at details more carefully!), I should be posting some feedback by the weekend, at the latest.
Suito Homu: The Second Cooking... Fried
I have a question. Is beating Trey and talking to Isura to go to the Test Preview of Sor Alley 2, other than reading the letter and talking to the blond girl all there's to do in the mansion in the demo?
edchuy's Progress in Giving Feeback/Reviews of ALL RS X Releases
Just posted the feedback for Cosplay Crisis Demo 2.2 in SorceressKyrsty's corresponding blog.
I hope to post the feedback for the demo of the remake of Ratty524's Slimy the Sahagin later tonight.
Also, I have been playing outlander145's Suito Homu: The Second Coming (Secondary Early Techstration) . I am posting a question to make sure I did all I could in it.
I hope to post the feedback for the demo of the remake of Ratty524's Slimy the Sahagin later tonight.
Also, I have been playing outlander145's Suito Homu: The Second Coming (Secondary Early Techstration) . I am posting a question to make sure I did all I could in it.
Oh GTFO.
SorceressKyrsty,
I have played your 2.2 demo twice already which took me about 30 minutes each. Keeping in mind, that I haven't really have a chance to read the comments (sorry if I repeat something has already mentioned) or your blog for this game and I have only played a couple of hours of FF VII when it came out for PS (I have never played FF VIII, FF IX nor any RE), here is my feedback, mostly observations and comments as I played along, regarding the demo:
For those playing the demo: WARNING, CONTAINS SPOILERS!
- Did you actually implement the choice of music in this demo? I supposedly choose FF VII for the first playthrough and FF VII for the second one. I didn't feel the difference, but maybe it's just me, probably being familiar with some FF VII music and having heard many FF rips on many RPGs, that all others probably not resonate with me as related to that series of games.
- It would be nice if you if you could put a little arrow below the dialog when you want the player to press enter to move the text forward
- The speed of the text showing up for the dialog at the beginning of the game appears and changes to quickly. I suggest you either have the player press enter to go from one part of the dialog to the next or slow it down, so that players who might be slow readers might actually have a chance to read it.
- What was your intention was to include the screenshot (a 3D says Game Online) at the middle of the initial scene? It seemed to me a bit out of place.
- After the first fight and my party was left by itself, I checked on the bodies that mostly lay around. Searching the leftmost girl (or woman) and infantry (standing to the left of her), gave me unlimited Energy Drinks. I found some quirks depending which way I was facing when doing action. For the girl, if you did it from the right, her sprite morphed into one of the fallen infantry guys (with blue hair); from top, her sprite disappeared altogether;
from left, it actually stayed the same; from bottom, it morphed into something that had a grey pyramid base with a short white stick connected to some round hollow golden circle that has a smaller golden circle in it, right on top. If you did it with the standing infantry guy, he turned to face you (he stayed in place if you did it from below, obviously!).
- In testing the menu, you had no Config options.
- Also, it would be nice to have a tutorial right after the first fight regarding Materia and Magic. Having access to Magic is very useful (although, probably not necessary) to beat the boss at the end of the demo.
- I did notice the nice detail of using of multiple shadows that change as you are moving with relation to light sources, which is probably the first time I have seen it in a RM game.
- It would be nice if you had some arrows pointing where exit points to the next screen are. First and second screen, can you imagine I couldn't quite remember where they were? That was because they were not in the expected places.
- In the second screen, I could get as many Iron Bangles from a box as well as the nearby wall which has 01 written on it.
- I found it strange under Equip option that you had to move over from Weapon, down a couple of lines with no information whatsoever to reach the Arm. line to equip the Iron Bangle. Will you enable these lines to equip something in future demos?
- I found enemies a bit slow since you can get a couple of turns with Zane and one with the other characters, before they it is their turn to attack. Same thing with the boss.
- I found if you used the cellphone to rearrange your party members' order, in battle the sprites are in the right order, but the status box keeps the characters in the original order. This could be somewhat confusing for players.
- I didn't understand why and what it meant that after a character took his turn his time bar would start red to later become yellow, although sometimes it remained red.
- In the third screen, there are a couple of barrels to the right, one in front of another. I found that you can actually walk into the one in the front.
- In the part of the inverted "T" in which you can walk towards Biggs to talk to him, there a couple of graphical artifacts at some points that block part of the face of the sprite of your party leader as well as Biggs: there is the black wire that goes from when you enter the screen to just before the intersection, restarts at the intersect past Biggs; this also happens when there is a gray horizontal tube of the railing. How Biggs looks shows clearly the problem. It is an issue of putting these elements in the background or making sure that the sprites are in the foreground.
- I found the boss the animation of the laser attack more reminiscent of a thunderstorm. I found that except for casting Bolt which did damage comparable to Kumo's melee attack, all other Magic attacks (I tried did not more damage than any regular attack of the other characters. I just did the melee attacks for them unless needing to heal or defend, because there was a chance of getting a critical hit.
- I probably had about 3 min to spare at the end.
- It is good that you mention the demo has ended and that you bothered to put that ending credits with screenshots. I can tell you it's awkward when the demo just ends and you get taken to the title menu.
- I am happy to say that I found no game-breaking bugs in the demo. Also, a couple of health bars I found didn't have the issue mentioned earlier with the Energy Drink and Iron Bangle.
- This whole demo kind of reminded me of the mission at the beginning of FF VII.
I have played your 2.2 demo twice already which took me about 30 minutes each. Keeping in mind, that I haven't really have a chance to read the comments (sorry if I repeat something has already mentioned) or your blog for this game and I have only played a couple of hours of FF VII when it came out for PS (I have never played FF VIII, FF IX nor any RE), here is my feedback, mostly observations and comments as I played along, regarding the demo:
For those playing the demo: WARNING, CONTAINS SPOILERS!
- Did you actually implement the choice of music in this demo? I supposedly choose FF VII for the first playthrough and FF VII for the second one. I didn't feel the difference, but maybe it's just me, probably being familiar with some FF VII music and having heard many FF rips on many RPGs, that all others probably not resonate with me as related to that series of games.
- It would be nice if you if you could put a little arrow below the dialog when you want the player to press enter to move the text forward
- The speed of the text showing up for the dialog at the beginning of the game appears and changes to quickly. I suggest you either have the player press enter to go from one part of the dialog to the next or slow it down, so that players who might be slow readers might actually have a chance to read it.
- What was your intention was to include the screenshot (a 3D says Game Online) at the middle of the initial scene? It seemed to me a bit out of place.
- After the first fight and my party was left by itself, I checked on the bodies that mostly lay around. Searching the leftmost girl (or woman) and infantry (standing to the left of her), gave me unlimited Energy Drinks. I found some quirks depending which way I was facing when doing action. For the girl, if you did it from the right, her sprite morphed into one of the fallen infantry guys (with blue hair); from top, her sprite disappeared altogether;
from left, it actually stayed the same; from bottom, it morphed into something that had a grey pyramid base with a short white stick connected to some round hollow golden circle that has a smaller golden circle in it, right on top. If you did it with the standing infantry guy, he turned to face you (he stayed in place if you did it from below, obviously!).
- In testing the menu, you had no Config options.
- Also, it would be nice to have a tutorial right after the first fight regarding Materia and Magic. Having access to Magic is very useful (although, probably not necessary) to beat the boss at the end of the demo.
- I did notice the nice detail of using of multiple shadows that change as you are moving with relation to light sources, which is probably the first time I have seen it in a RM game.
- It would be nice if you had some arrows pointing where exit points to the next screen are. First and second screen, can you imagine I couldn't quite remember where they were? That was because they were not in the expected places.
- In the second screen, I could get as many Iron Bangles from a box as well as the nearby wall which has 01 written on it.
- I found it strange under Equip option that you had to move over from Weapon, down a couple of lines with no information whatsoever to reach the Arm. line to equip the Iron Bangle. Will you enable these lines to equip something in future demos?
- I found enemies a bit slow since you can get a couple of turns with Zane and one with the other characters, before they it is their turn to attack. Same thing with the boss.
- I found if you used the cellphone to rearrange your party members' order, in battle the sprites are in the right order, but the status box keeps the characters in the original order. This could be somewhat confusing for players.
- I didn't understand why and what it meant that after a character took his turn his time bar would start red to later become yellow, although sometimes it remained red.
- In the third screen, there are a couple of barrels to the right, one in front of another. I found that you can actually walk into the one in the front.
- In the part of the inverted "T" in which you can walk towards Biggs to talk to him, there a couple of graphical artifacts at some points that block part of the face of the sprite of your party leader as well as Biggs: there is the black wire that goes from when you enter the screen to just before the intersection, restarts at the intersect past Biggs; this also happens when there is a gray horizontal tube of the railing. How Biggs looks shows clearly the problem. It is an issue of putting these elements in the background or making sure that the sprites are in the foreground.
- I found the boss the animation of the laser attack more reminiscent of a thunderstorm. I found that except for casting Bolt which did damage comparable to Kumo's melee attack, all other Magic attacks (I tried did not more damage than any regular attack of the other characters. I just did the melee attacks for them unless needing to heal or defend, because there was a chance of getting a critical hit.
- I probably had about 3 min to spare at the end.
- It is good that you mention the demo has ended and that you bothered to put that ending credits with screenshots. I can tell you it's awkward when the demo just ends and you get taken to the title menu.
- I am happy to say that I found no game-breaking bugs in the demo. Also, a couple of health bars I found didn't have the issue mentioned earlier with the Energy Drink and Iron Bangle.
- This whole demo kind of reminded me of the mission at the beginning of FF VII.
Take Down and Pig of Benevolence Demos
Thanks for replying to the questions I posted. In particular, the last one was very enlightening. By the way, I did notice you have also a couple of TQFD games as well. Good luck getting these projects along!
edchuy's Progress in Giving Feeback/Reviews of ALL RS X Releases
Just posted the feedback for Take Down and Pig of Benevolence demos in Dudesoft's discussion section of this gamepage.
I did a second playthrough of SorceressKyrsty's Cosplay Crisis Demo 2.2 and should post my feedback in the corresponding blog tomorrow.
I did a second playthrough of SorceressKyrsty's Cosplay Crisis Demo 2.2 and should post my feedback in the corresponding blog tomorrow.
Take Down and Pig of Benevolence Demos
Dudesoft,
I have played your demos and your extra bonus twice. Keeping in mind I probably didn't have the right RTP resources for RM2k3 (although I tracked down any missing ones in my computer from other RM games to be able to play through), here is my feedback, mostly observations and comments, regarding each game:
For those playing the demos: WARNING, CONTAINS SPOILERS!
Take Down:
- I needed to add General1 to General5 CharSets files since that were missing
- Is the hero at the beginning supposed to be Donkey Kong Jr.?
- It was not my first time hearing the Cheers theme song in a RPG
- The hero just went through the door (nevermind what the fairy told him)
- I could walk almost anywhere in screen with Toad Boss and Slayman
- the sprites for your City Watch I have never seen before
- when asking CC "Who am I?" I got an "Event script referenced a hero that does not exist." message before the game crashed
- I didn't get what the deal with musicians was
- the musician mentioning the flute is playing what looks like a banjo
- I thought what you did with the lazy hero was funny
PoB
- Is HM wearing a toga?
- Did you draw the outside and foyer of suite church yourself?
- I found the choice of bright yellow for the church floor very interesting.
- MJ having green skin must be the most color he's had in about 3 decades.
- I found the dialog you wrote for MJ hysterical (can the dead not RIP).
- The Throne Background file was missing for the MJ fight.
- I found MJ leaving doing a little well known dance fitting.
- No, I have never seen HM nor Z & C.
Bonus
- The house Backdrop, animals CharSet and General2 FaceSet files were missing.
- Lion talks like Pooh when he's confused (I bet it was intentional!).
- Megaman.exe ... Adventures (kind of like Don's and Bill and Ted's).
- My fight looked nothing like the one image you posted (no Lion and Donkey Kong sprites, very different background).
- The thing with the phone brings back memories for me.
- In the fights with the Smelly Cat and the random encounter, the enemies had no sprites.
- I could walk into the darkened walls in the room with the Smelly Cat.
- I found 2003breath file missing when venom.exe is used in battle.
- I couldn't place the guy announcing the random attack.
- Did you really animate that scene at the end ...
- So I guess the frog didn't turn into a prince, after all ...
General (Common to All):
- Much of the music I found familiar.
- You got good facesets of the artists doing cameos in your game.
- What's the deal with all these TD games you have made?
- You probably need to include all the resources, for people who play your game to have the experience (graphical, audio, etc.) you expect them to even if the download is just slightly larger. In the first playthrough, once I found a missing file, I decide to try one of my RM2k3 RTPs, but ran into another one, so I tried another RTP. I still kept finding missing files. That's when I decide to search for them in other games. Apparently, keeping those RTP files messed things up because once I came to the Megaman.exe screen after playing TD first, most of the graphics where messed up, except the sprites of the characters. In the second playthrough, started the game as you posted it and added the missing files as I found them. Guess what? I didn't have that issue just mentioned.
I have played your demos and your extra bonus twice. Keeping in mind I probably didn't have the right RTP resources for RM2k3 (although I tracked down any missing ones in my computer from other RM games to be able to play through), here is my feedback, mostly observations and comments, regarding each game:
For those playing the demos: WARNING, CONTAINS SPOILERS!
Take Down:
- I needed to add General1 to General5 CharSets files since that were missing
- Is the hero at the beginning supposed to be Donkey Kong Jr.?
- It was not my first time hearing the Cheers theme song in a RPG
- The hero just went through the door (nevermind what the fairy told him)
- I could walk almost anywhere in screen with Toad Boss and Slayman
- the sprites for your City Watch I have never seen before
- when asking CC "Who am I?" I got an "Event script referenced a hero that does not exist." message before the game crashed
- I didn't get what the deal with musicians was
- the musician mentioning the flute is playing what looks like a banjo
- I thought what you did with the lazy hero was funny
PoB
- Is HM wearing a toga?
- Did you draw the outside and foyer of suite church yourself?
- I found the choice of bright yellow for the church floor very interesting.
- MJ having green skin must be the most color he's had in about 3 decades.
- I found the dialog you wrote for MJ hysterical (can the dead not RIP).
- The Throne Background file was missing for the MJ fight.
- I found MJ leaving doing a little well known dance fitting.
- No, I have never seen HM nor Z & C.
Bonus
- The house Backdrop, animals CharSet and General2 FaceSet files were missing.
- Lion talks like Pooh when he's confused (I bet it was intentional!).
- Megaman.exe ... Adventures (kind of like Don's and Bill and Ted's).
- My fight looked nothing like the one image you posted (no Lion and Donkey Kong sprites, very different background).
- The thing with the phone brings back memories for me.
- In the fights with the Smelly Cat and the random encounter, the enemies had no sprites.
- I could walk into the darkened walls in the room with the Smelly Cat.
- I found 2003breath file missing when venom.exe is used in battle.
- I couldn't place the guy announcing the random attack.
- Did you really animate that scene at the end ...
- So I guess the frog didn't turn into a prince, after all ...
General (Common to All):
- Much of the music I found familiar.
- You got good facesets of the artists doing cameos in your game.
- What's the deal with all these TD games you have made?
- You probably need to include all the resources, for people who play your game to have the experience (graphical, audio, etc.) you expect them to even if the download is just slightly larger. In the first playthrough, once I found a missing file, I decide to try one of my RM2k3 RTPs, but ran into another one, so I tried another RTP. I still kept finding missing files. That's when I decide to search for them in other games. Apparently, keeping those RTP files messed things up because once I came to the Megaman.exe screen after playing TD first, most of the graphics where messed up, except the sprites of the characters. In the second playthrough, started the game as you posted it and added the missing files as I found them. Guess what? I didn't have that issue just mentioned.














