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Beyond the Labyrinth
I found a really annoying bug:
If you close (not quit to title screen) the game and try continuing from a saved game, you'll get the following message:
Script "New Caterpillar" line 159: NoMethod Error occurred.
undefined method '' for nil:NilClass
and the game crashes.
I've been able to get around that by starting a new game, going through the process in the guild HQ, quitting to Title screen and finally continuing my saved game from there. Although that sometimes brings another issue: sometimes the lead character will appear by him/herself in the church or the other members will not be behind as they should but offset by a few steps. Once you leave the church the caterpillar line appears as it should ... perhaps you need to look into this.
I'll give you more feedback once I've played it a bit more ...
If you close (not quit to title screen) the game and try continuing from a saved game, you'll get the following message:
Script "New Caterpillar" line 159: NoMethod Error occurred.
undefined method '' for nil:NilClass
and the game crashes.
I've been able to get around that by starting a new game, going through the process in the guild HQ, quitting to Title screen and finally continuing my saved game from there. Although that sometimes brings another issue: sometimes the lead character will appear by him/herself in the church or the other members will not be behind as they should but offset by a few steps. Once you leave the church the caterpillar line appears as it should ... perhaps you need to look into this.
I'll give you more feedback once I've played it a bit more ...
Kingdom of Estiqua
Kingdom of Estiqua
I found a really annoying bug:
If you close (not quit to title screen) the game and try continuing from a saved game, you'll get the following message:
Script "New Caterpillar" line 159: NoMethod Error occurred.
undefined method '' for nil:NilClass
and the game crashes.
I've been able to get around that by starting a new game, going through the process in the guild HQ, quitting to Title screen and finally continuing my saved game from there. Although that sometimes brings another issue: sometimes the lead character will appear by him/herself in the church or the other members will not be behind as they should but offset by a few steps. Once you leave the church the line appears as it should ... perhaps you need to look into this.
I'll give you more feedback once I've played it a bit more ...
If you close (not quit to title screen) the game and try continuing from a saved game, you'll get the following message:
Script "New Caterpillar" line 159: NoMethod Error occurred.
undefined method '' for nil:NilClass
and the game crashes.
I've been able to get around that by starting a new game, going through the process in the guild HQ, quitting to Title screen and finally continuing my saved game from there. Although that sometimes brings another issue: sometimes the lead character will appear by him/herself in the church or the other members will not be behind as they should but offset by a few steps. Once you leave the church the line appears as it should ... perhaps you need to look into this.
I'll give you more feedback once I've played it a bit more ...
Considering new features
I think you ought to go ahead and do it. People would then have the option of using it or not to their advantage this feature. Since the autosave would be just before the battle with no changes, I don't think it would make it any easier to beat the boss, IMHO, since you would be fighting it under the same conditions as before, without the hassle of getting to the fight.
Alvorada do Mal
Alvorada do Mal
calunio, I'll give your demo a try ... hopefully, Spanish will help me understand some of the text. Otherwise, it will time to use Babelfish!
Dragon Fantasy: Origins
Ephiam,
I tried your demo and I agree with Mary 4D ... except the one I used more than 20 years ago had a monochrome screen. If your idea was to go very retro, you have accomplished it! Hard to believe you used RPG2k to make this one.
Regarding what I saw, I agree that the movement is a little bit too soft, so that it was easy to step accidentally over tiles causing damage without careful control. Your party customization and possibility of choosing, not only gear but also spells, definitely allows a lot of replay value. What I like about this particular DF is that fights are random, so that you can get a sense of whether your current level is adequate compared to that of the monsters and don't just necessarily battle the same monster groups ad nauseum.
What could be a little bit helpful would be item and spell descriptions, since some of them, just by name don't make sense to me ...
It is so far glitch free and doesn't have the spelling and grammar issues some others have. Audio is in line with the retro feel you are trying to set.
I hope this bit of feedback helps and look forward to your completed game or next demo!
I tried your demo and I agree with Mary 4D ... except the one I used more than 20 years ago had a monochrome screen. If your idea was to go very retro, you have accomplished it! Hard to believe you used RPG2k to make this one.
Regarding what I saw, I agree that the movement is a little bit too soft, so that it was easy to step accidentally over tiles causing damage without careful control. Your party customization and possibility of choosing, not only gear but also spells, definitely allows a lot of replay value. What I like about this particular DF is that fights are random, so that you can get a sense of whether your current level is adequate compared to that of the monsters and don't just necessarily battle the same monster groups ad nauseum.
What could be a little bit helpful would be item and spell descriptions, since some of them, just by name don't make sense to me ...
It is so far glitch free and doesn't have the spelling and grammar issues some others have. Audio is in line with the retro feel you are trying to set.
I hope this bit of feedback helps and look forward to your completed game or next demo!
Chaotic Heroes: The Dreaded King
MetroV,
I also downloaded and finished your demo. Overall, I found it to be interesting due to the good cutscenes with not too fast auto-scrolling dialogue (that is an issue with other games that annoys me!). Also, the music, was for the most part not part of the RTP, although sometimes you would cut it out suddenly during dialogue. Considering it was made with VX, it definitely shows some promise. I look forward to the next demo.
To follow-up on Ratty524's comments:
1. As with many other games, I also found quirky spelling (dieing = 'dying') and grammar (should of = 'should have') issues. While minor compared to some unreadable messes, you should be careful to check or have somebody check it for you, to make sure this doesn't overshadow your game.
2. I didn't find problems with having enough relief, since I only needed to use an apple to heal one of my characters at lv. 1. Once I saw that you were healed upon leveling up and that the stat increases helped you to receive less and give damage considerably, I didn't even bother to heal anymore. When I found the better weapons and armor, this made it even easier. In essence, I found the opposite of what Ratty found. I didn't find any of the enemies except for the ancient chest mimic particularly challenging, since they didn't inflict any status ailments and critical hits. I also got poisoned by the boss and was annoyed at not having an antidote or skill to neutralize the poison. I was still able to win the fight by healing the affected character when my HP got low.
Regarding the skills, for now, aren't very useful. Probably the most useful one is Pilfer, which if it only stole the loot and didn't do any damage, would be still good enough. The only other one that could be useful in the boss fight would be the one that can cause Stun. The one causing the enemy to be Slow is not helpful at all, since your characters are already faster than the enemies in the turn-based battles. The element based skills don't seem to cause any more damage than regular attacks. Perhaps you will have enemies with element weaknesses and strengths to make these skills valuable.
3) I found the same errors which appeared once you leave the tavern and had to do something with keys. Luckily, even though they appeared, it was not game breaking as I have found in other games.
4) Getting to the switches by avoiding the guards wasn't that hard. At first, I thought that if you were even in their line of sight, you would be toast. Thankfully, even though they did catch a glimpse of me, since I was far away enough to get caught. I did have a close call. Perhaps you should have a save point close to where each switch is, since this is where you are most likely to get caught.
Also, thanks for making the boulders mini-game one in which you receive damage rather than one that you have to get through cleanly (otherwise you would be sent right back to the beginning!).
I hope you find this feedback useful. Keep up the good work!
When you do expect to release a new demo?
I also downloaded and finished your demo. Overall, I found it to be interesting due to the good cutscenes with not too fast auto-scrolling dialogue (that is an issue with other games that annoys me!). Also, the music, was for the most part not part of the RTP, although sometimes you would cut it out suddenly during dialogue. Considering it was made with VX, it definitely shows some promise. I look forward to the next demo.
To follow-up on Ratty524's comments:
1. As with many other games, I also found quirky spelling (dieing = 'dying') and grammar (should of = 'should have') issues. While minor compared to some unreadable messes, you should be careful to check or have somebody check it for you, to make sure this doesn't overshadow your game.
2. I didn't find problems with having enough relief, since I only needed to use an apple to heal one of my characters at lv. 1. Once I saw that you were healed upon leveling up and that the stat increases helped you to receive less and give damage considerably, I didn't even bother to heal anymore. When I found the better weapons and armor, this made it even easier. In essence, I found the opposite of what Ratty found. I didn't find any of the enemies except for the ancient chest mimic particularly challenging, since they didn't inflict any status ailments and critical hits. I also got poisoned by the boss and was annoyed at not having an antidote or skill to neutralize the poison. I was still able to win the fight by healing the affected character when my HP got low.
Regarding the skills, for now, aren't very useful. Probably the most useful one is Pilfer, which if it only stole the loot and didn't do any damage, would be still good enough. The only other one that could be useful in the boss fight would be the one that can cause Stun. The one causing the enemy to be Slow is not helpful at all, since your characters are already faster than the enemies in the turn-based battles. The element based skills don't seem to cause any more damage than regular attacks. Perhaps you will have enemies with element weaknesses and strengths to make these skills valuable.
3) I found the same errors which appeared once you leave the tavern and had to do something with keys. Luckily, even though they appeared, it was not game breaking as I have found in other games.
4) Getting to the switches by avoiding the guards wasn't that hard. At first, I thought that if you were even in their line of sight, you would be toast. Thankfully, even though they did catch a glimpse of me, since I was far away enough to get caught. I did have a close call. Perhaps you should have a save point close to where each switch is, since this is where you are most likely to get caught.
Also, thanks for making the boulders mini-game one in which you receive damage rather than one that you have to get through cleanly (otherwise you would be sent right back to the beginning!).
I hope you find this feedback useful. Keep up the good work!
When you do expect to release a new demo?
Tears of Reality complete demo
SGJ,
I'll go ahead and PM the review in the next couple of the days in the meantime ... you need to ask the administrators of the website what to do to put the tab, since I just play the games people like you post on the site. And don't worry, you're not the only one having trouble putting all this info since other gamesites seem to have a similar issue.
I'll go ahead and PM the review in the next couple of the days in the meantime ... you need to ask the administrators of the website what to do to put the tab, since I just play the games people like you post on the site. And don't worry, you're not the only one having trouble putting all this info since other gamesites seem to have a similar issue.
Tears of Reality complete demo
SGJ,
I downloaded and played your demo yesterday and let me tell you, it's by far the most promising RPG VX demo I have played (I m actually looking forward to the next chapters or completed version!), and, surpasses most complete ones. I would gladly post a review, but there is no tab for it in this game page. Please let me know if you would like me to PM it to you instead so you can have some feedback.
I downloaded and played your demo yesterday and let me tell you, it's by far the most promising RPG VX demo I have played (I m actually looking forward to the next chapters or completed version!), and, surpasses most complete ones. I would gladly post a review, but there is no tab for it in this game page. Please let me know if you would like me to PM it to you instead so you can have some feedback.














