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Final Fantasy Essence

Enjoying the game thus far, though the scripts are dissapointingly sloppy. Among other things I've noticed is some lag in the menus and battle, the location bar (e.g. "Armor Shop") appears on top of the main menu, and phoenix downs dont work. I had Keira go down in a fight and I used a phoenix down, and now she has full HP and can take hits, but she is still "Dead" in the menu and can't act at all and I can't seem to get rid of it.

Final Fantasy Essence

Yep, same. Extraction error. Too bad

Revelation Chronicles: Edel Sky

author=Vionneta
First of all, all words "I've made up" are derived from real words. An example would be "kanotoian". This word is derived from the word "Kantianism", a philosophy that revolves around duty rather than emotion and judgment. You'll see why the "kanotoian" race are named after that word later on in the game.


Ah, interesting. I'd never heard that word before. It still makes it really hard to remember all the words, but I guess it's considerably less annoying this way, since there is a reason for it.

author=Vionneta
Lastly, you're judging way too much based on the beginning. As if you already what's the meaning behind everything. Sure "power" is what he needed, but what kind of power? Consider that thought. Anyway, seems the only real problem was the text, I'll keep that in mind and take off the pauses for future releases. Sound fair?


Well, it's not like I quit playing. But frankly, people do judge games on the beginning part. This is just a basic fact of game design - you have to get your player drawn in (and not annoyed) very fast. Also, I understood that the power reference was about something specific. I was mostly just pointing out that that piece of dialog was repetitive, clunky, and circular.

I'm looking forward to see the changes on the next release! The story seems good, so I'm sure a few script changes will make a big difference.

Revelation Chronicles: Edel Sky

Thought I would give this a try.

So I'm still pretty early in the demo, but I gotta say, the text speed is PAINFULLY slow. Like, excruciatingly so. The text seems also... dense? Lots of big words and big concept being thrown about with no real background (is there any reason why ever word you made up is 15 syllables long and completely unpronouncable? It makes it really hard to remember what is what and who is who because all the words look like gibberish to me), and it's really shallow at the same time.

I'm too weak to beat the guy in the intro... because I need power? Seems sorta self-explanatory. Definitely not worth two text boxes's worth of super slow text.

The graphics are nice, and the battles seem like they could be interesting (still too early to tell) but I gotta say, the text speed is killing me. I'll keep playing and see how it all falls out, though. I'll let you know

Edit: To be fair, I'm not entirely sure that it's the actual speed of the text, at least some of it looks like standard speed. It's all the damn pauses and the fact that I can't play this in the editor and "shift" my way through the text.

The Mists of Maderaan

One day soon, man, one day. There's actually enough for a demo right now (I have 5-6 hours of gameplay fully polished, and maps and most events done for another 2-3), but I really want a meaty release that is really representative of the finished product - more of a Part 1 release than a demo. This is my last summer of freedom before joining corporate america, so I'm really pushing hard to get things done. It means several hours of work a week, but I'm finally getting places with this project.

Forever's End

author=NicoB
author=Deckiller
Your game is basically a tribute to the last SNES/PSX era, much like Hero's Realm was a tribute to the NES/early SNES era. I think you should bill it as such; it might give you less flak from people who bitch and moan about cliches. It also makes it seem more honest.
It's not intended to be a tribute, but the game starts off cliche, there's no doubt about that. It gets better though.


I think Deckiller means it's a tribute in the sense that it shares the same design sensibilities - and I would agree. And that's why I really enjoyed it. While tribute might not be the right word, I really do think that you might want to bill the game as inspired by the snes/psx era or something like and make it clear that that's what you're shooting for. I think a lot of the people who just aren't into that design style will either adjust their mindset before trying it, or avoid the game entirely because they know they'll never like it. It'll reduce your audience a bit, but it'll mostly just be removing the people who shouldn't be playing it because it's not what they're looking for.

Everlasting Journey

Finished the thing last night. I have pretty much the same complaints as Craze.

Game is pretty. It's pretty entertaining(though rarely laugh out loud funny) plot-wise, and is generally fun.
It's very good, BUT:

Too many battles. Encounter rate is way too high. I got lost in the last dungeon and accidentally grinded to a ridiculous level because I could never escape from anything. The people I took inside are way higher than the others.

Battles are boring. Even by Lv. 35 or so, most characters have a handful of abilities, and most serve no purpose. Most characters are horribly dull in battle. They're all the same. Healing magic is pointless (Mortions are so cheap, you really don't need anything else), debuffs are useless because the caster has too little mp, buffs are useless because they don't last long enough. Outside those handful of spells, everybody gets Element 1 and Element 2, and you always just cast the better one at all times. If not, then you attack. There's minimal strategy. This is made even worse because the battle system is SOOOO slow. You have to change some of the Agl numbers to make the game faster. At all times, I felt like all my characters could have had twice to triple the agility that they did have.

Might do a review at some point, but we'll see. Until then, I'd say this game is def. a 3.5, maybe a 4/5, but it could so easily be even better with some tweaks to the battle system

Alter A.I.L.A. Genesis

post=209844
Multi-hit abilities + G.U.A.R.D.I.A.N = win. 1100 per hit, regardless of anything - even works on bosses when "invincible." And yea, Erin + vice, or so many other combinations of modes and AP or EX boosters allow her to heal every other round, which is pretty overpowered. I tried using pulsar and an ex boost gear on Erin, giving her 4 ex every turn she used an ability on the hopes that she could heal EVERY turn instead of every other, but unfortunately it adds the ex before it takes ex away for the ability, so it caps out at 5 and then four is taken away, bringing her ex down to 1, and then the one from the ex boost gives her 2 ex instead of four. So that still didn't allow a heal EVERY turn. But that did allow for second aid every other turn.


Yeah, there's a lot of handy combinations like this. Indy + G.U.A.R.D.I.A.N + Chaos makes her pretty incredibly overpowered. She can use Vampire every other turn and deals 5500 every time she does, and recovers 550 HP for every use of Vampire or Drain. I still have her at a pretty low level, but once she has a decent level, she'll be hard to take down.

Alter A.I.L.A. Genesis

Ah, I see. I can't seem to see any colors in there. It all looks the same to me. No wonder I didn't get it. Probably something that should be changed. I'm sure I'm not the only one who has trouble seeing the difference there.

Alter A.I.L.A. Genesis

I only have the one puzzle left in Underwater Facility 2 and I seem to be stuck. How do you solve the one where you're in a room with 9 teleporters that just make buzzing sounds? I can't seem to do anything except just leave.
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