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A Stolen Love and the Forgotten Promise
This was a fun game, and the romance between the main character and Ezra was very well done, healthier than what you usually see in fantasy fiction I think. Thank you for making it!
I did encounter a couple of bugs: playing as a woman with Ezra as a man, there were times when people used the wrong pronouns. In particular, the main character's dad says, referring to Ezra, "...I thought I could invite him over, have a meal, cook her some proper hunter's food, you know?" I think there were a few other instances like that, but I only made a specific note of that one.
Also, after finishing the game, I replayed the final battle, and at one point the game hung during one of the boss' attacks. After about a minute I just closed the window and relaunched the game, and it didn't happen again. It's quite likely just my computer being kinda crappy, but I thought I'd mention it.
I did encounter a couple of bugs: playing as a woman with Ezra as a man, there were times when people used the wrong pronouns. In particular, the main character's dad says, referring to Ezra, "...I thought I could invite him over, have a meal, cook her some proper hunter's food, you know?" I think there were a few other instances like that, but I only made a specific note of that one.
Also, after finishing the game, I replayed the final battle, and at one point the game hung during one of the boss' attacks. After about a minute I just closed the window and relaunched the game, and it didn't happen again. It's quite likely just my computer being kinda crappy, but I thought I'd mention it.
2022 Misao nomination monthly data
OK, thanks for the info. Thinking about it some more, it kinda makes sense - a lot of people probably wouldn't be interested in incomplete games, so the award is meant for games that were finished but still didn't get much attention, I guess. I noticed that Best Short Game also doesn't appear for games not marked as complete, and again, kinda makes sense since a short game could be longer once it's finished. But yeah, that's just speculation.
2022 Misao nomination monthly data
What determines whether a game is eligible for an award? To be specific, why does the checkbox for Sleeping Beetle Ninja appear for The Alley, which has 395 downloads, but not Sophia & Shire, which has 33? Also, Soma Union has a working Nominate button despite coming out last year and already winning awards?
Soma Union
I played through this last week. The first couple of chapters weren't quite grabbing me, but I'm glad I stuck with it. The story picked up a lot around the end of chapter 2, and that was also when the enemies really started baring their teeth. I never actually got a game over, but every boss from that point on, and even some of the random monsters, were tough enough to make for tense and fun fights and make me use a variety of skills and strategies. Dungeon design was generally very good throughout, and of course the art and music were really cool, too. Overall, it was an excellent game!
I hate white mages
If you decide not to use a white mage and heal with items instead, you still need a party member to use those items. Who's it going to be? Usually the one who does the least damage, who then effectively becomes the white mage. Items do give you a little more flexibility; a black mage can use items when you're fighting enemies that are immune to magic, or a thief can do it once they're done stealing. The tradeoff is that you're consuming those items and thus, ultimately, money.
By putting a white mage in the party, you're committing a character to the healer role full time, and in exchange, you get a renewable resource, MP, tied to that character that doesn't cost money (except for the price of sleeping at an inn between dungeons, but you'd probably do that anyway). For the white mage to be worth the opportunity cost of not bringing another damage dealer, they need to be saving you money in that way, which means they have to have enough MP to get through a dungeon without needing ethers, or at least not so many ethers that you end up spending more than you would have on healing potions if you were relying on those instead.
This is assuming you have a use for extra money, though. In most RPGs, all it takes is a little grinding to buy all the best equipment in each new town and maintain a healthy supply of items as well. In some games, you can do that even if you don't grind at all. In those games, where the economic advantage the white mage offers on paper ends up not mattering, what good are they?
The answer is that items and magic don't have to be equal in healing capability, and probably shouldn't be. If nothing else, magic should have an edge late in the game, unless you do something like putting a shop with the best weapons in the game right in front of the final boss so the player has a use for the money the enemies in the final dungeon dropped. Even in a game where healing only with items is viable, I think it's better if they work differently. Like, maybe items are faster, making them better for emergency healing, but magic is the only way to heal multiple party members at once. I think a lot of games go too far to make healing magic too good too soon (the buyable healing items in most of the classic Final Fantasy and Dragon Quest games become obsolete pretty quickly), but even if that isn't always the best thing for game balance, it's cool, you know? Magic is magic. It's supposed to be awesome and let you do things that non-magic users just can't do.
I like the idea of a thief who heals their allies by sacrificing their own HP and heals themselves by stealing HP from enemies. They'd be like the Robin Hood of HP.
By putting a white mage in the party, you're committing a character to the healer role full time, and in exchange, you get a renewable resource, MP, tied to that character that doesn't cost money (except for the price of sleeping at an inn between dungeons, but you'd probably do that anyway). For the white mage to be worth the opportunity cost of not bringing another damage dealer, they need to be saving you money in that way, which means they have to have enough MP to get through a dungeon without needing ethers, or at least not so many ethers that you end up spending more than you would have on healing potions if you were relying on those instead.
This is assuming you have a use for extra money, though. In most RPGs, all it takes is a little grinding to buy all the best equipment in each new town and maintain a healthy supply of items as well. In some games, you can do that even if you don't grind at all. In those games, where the economic advantage the white mage offers on paper ends up not mattering, what good are they?
The answer is that items and magic don't have to be equal in healing capability, and probably shouldn't be. If nothing else, magic should have an edge late in the game, unless you do something like putting a shop with the best weapons in the game right in front of the final boss so the player has a use for the money the enemies in the final dungeon dropped. Even in a game where healing only with items is viable, I think it's better if they work differently. Like, maybe items are faster, making them better for emergency healing, but magic is the only way to heal multiple party members at once. I think a lot of games go too far to make healing magic too good too soon (the buyable healing items in most of the classic Final Fantasy and Dragon Quest games become obsolete pretty quickly), but even if that isn't always the best thing for game balance, it's cool, you know? Magic is magic. It's supposed to be awesome and let you do things that non-magic users just can't do.
author=Red_Nova
What's the thief supposed to do? Steal their wounds?
...actually....
author=Marrend
Hrm. Lifedrain effects typically apply to the user of said effect, but, it might be interesting to play around with a lifedrain that effects outside that range.
I like the idea of a thief who heals their allies by sacrificing their own HP and heals themselves by stealing HP from enemies. They'd be like the Robin Hood of HP.
Sophia&Shire Review
I'll keep improving my English, I promise. If you have particular mentions to highlight, I'll gladly take them.
Sure, here are a few examples.
In the first scene, Sophia says, "Oh, Mitchel, are you starting to make dinner right now?" and he replies, "Why yes, why is that?" I think, "why do you ask?" would sound better than "why is that?"
From one of Shire's lines after Bragate questions everyone: "how was positioned the bottle, while kept?" would be better as "how was the bottle positioned?"
I can't seem to find it again, but someone, I think Bragate, used the word "disponible" at one point, which I wasn't familiar with and didn't see in the dictionaries I checked. Google translates it from French as "available".
I found myself wishing I could hold Shift to move faster and speed through dialogue I'd read beforeTo be honest, me too xD. But I couldn't find a reasonable way to implement text skipping, and I sort of failed to find a balance between moving comfortably enough, and making the car necessary.
I think I would have used the car as long as it was faster than walking, which it would be even if walking were twice as fast. I actually got lost during the part where you have to go to the police station on foot and ended up walking all over town before finding it, which both demonstrated that it was possible to go anywhere without the car and made me very grateful to have it.
Well, that's what I wanted to do at first, an actual jigsaw. Then I realized that it was a lot of small differentiated pictures for little gain, and it all turned to squares, even though I had gotten used to calling it "jigsaw", and well...
I was thinking about this some more and realized that, since a few clues appear in two spots on the board once you find them, they should ideally look the same in both places, which would make the jigsaw look even harder to pull off. You're absolutely right, it would be a lot of work for little gain. It wouldn't even have occurred to me if it weren't for that one line referring to it as a jigsaw.
Shire's pathfinding will make him block the door in certain roomsEspecially in that regard. I'll need a better mechanic next time.
...
oddly not Shire's when he follows her.
This, on the other hand, must be doable. I think I'll try eventually.
Having Shire follow you directly like a Dragon Quest party member would address both of these, but it wouldn't fit his character as well. If he became a bit more confident, then it could work. Maybe in a sequel?
Thanks as well for the valuable feedback, I can really use it. I'm hoping to do more with those two characters someday.
You're welcome, and I'll look forward to it if you do!
Ninth Day Memorial
Probably around 2 hours? I think I saw all the endings, but there are a few pieces in the art gallery that aren't unlocked. Specifically, "Left Out Of Dodgeball", "Independence Day", "Nobody Else To Cheer" & "The Origins".
Ninth Day Memorial
Yeah, getting RM2K games to work on a modern computer can be an adventure by itself.
I liked the game, though! An emotionally resonant story complemented by expressive art. Very nice.
I liked the game, though! An emotionally resonant story complemented by expressive art. Very nice.
Ninth Day Memorial
author=InfectionFiles
The text is pretty smooshed after getting the harmony dll and setting compatibly to windows7, it's been awhile for playing rm games for me and I got a new comp recently. Have you come across this problem?
I had the same issue with the text. I was able to sort-of-fix it by replacing the RPG_RT.exe for Ninth Day Memorial with the one from A Blurred Line; it changed the font to something legible, but not the font in NDM's screenshots and not the one ABL uses either.
Slay the Lizard of Lunenberg! (and other thankless sidequests)
This was fun! The quantity and quality of the dialogue here is impressive, especially considering the game was made for an event. Chelsea's a great character, and a lot of the supporting cast were memorable, too. My favorite of them was... Enrique. The fortuneteller and the crow were nice additions, too, as I definitely would've gotten stuck a couple of times without them.
If I have one complaint, it's that the minecart puzzle required too much backtracking. It wasn't really that bad, though.
If I have one complaint, it's that the minecart puzzle required too much backtracking. It wasn't really that bad, though.













