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nhubi
Liberté, égalité, fraternité
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It's only a matter of time until my surname is followed by the word 'syndrome'.

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Oooh, I feel just a little bit chuffed now. Also, you're using the English (as opposed to American) spelling of Armour. Personally I prefer it but that's because I was born in the UK and have lived about 2/3rds of my life in Commonwealth countries, spelling certain words without the 'u' just looks unfinished to me. However given other things you've written I'm making the assumption that the US spelling is your default.

Noel_Kreiss learning a new word is always a good thing! Now use it in a sentence :)

Current Goal, Battle GIFs

I just adore Sarie with her whacking stick! For a dead person she's pretty agile.

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Yeah I think I have to go with the growing consensus here, whilst I like the different feel of the names, I think they'd be confusing as you go on. They're not intuitive to an English-speaking base. If you used something like Latin perhaps you could get away with it simply because they'd be recognisable yet still different Vires for Might/power, Armatura for Armour, Magica - that one is self evident, Reluctor for Resist, Celer for Dexterity (though it's closer to speed, celerity) etc.

It's that or as Noel_Kreiss suggested, really obvious icons next to the names that enable you to work out just what they are, and I would suggest those icons not just appear on the status page, but also on the Equip page. So you can decide to sacrifice a bit of speed for better protection for your tank, but you want to keep magic and speed for your healer so he/she/it can keep you healthy before the bad guy lands another one of the those killer blasts.

First Light of Dawn

@LeviathanIce, it was on the first page of 'buzzing' games when I had a look at it, so that's the term on which I was basing my statement.

In regard to the sometimes atrocious spelling and grammar displayed on this site, I accept the fact that not everyone has language as their field of study or interest, not everyone has English as their primary language, and indeed there is a sizeable proportion of the members of this site who are still students. Everyone has their own area of skill, personally I've never felt the desire to create a game, but I would happily translate, or correct, one if asked. Though to borrow your phrase it does at times 'make me squinty'. There have even been games I simply gave up on because I could no longer stomach the brutal murder of a language I adore.

However the reason I pointed out the homophone errors on yours was simply because your English is good and obviously your first language, you appear to have put a great deal of effort into the game and dedicated yourself to its completion, and therefore are more likely to see what I said as a gentle hand rather than as a finger-pointing criticism. Please accept my apology if this was not the case.

Halmoore: A Hero's Story

author=TheRexman221
I never had any crashes when I played it.


That's good to know, but I did. Oddly some other games where people get crashes and errors I don't so it's sometimes a little hit and miss. Just thought the author should know.

Halmoore: A Hero's Story

Well I gave this a go, it's not my usual fighting style but I'm always willing to try something new, it got to be a bit of finger juggling once I got my first spell but even that was ok. My issue and the main reason I stopped playing were all the crashes. I think in the 45 or so minutes I gave this (up until the town is on fire) it crashed 6 or 7 times all with what looked like Sapphire action system errors, usually when I was about to go up against one of the fire throwing imps, but not always. It just drove me to distraction.

I realised I wrote 'main reason' up there so I probably should explain the others. I don't think this one is going to be one for me, the problems with the size of the character sprites and overshadowing doors/walls/objects, misaligned movements and the quite erratic story progression just make it less than fun. As far as I can see it appears to go - Get up, go to academy (which seems to involve getting equipment from teachers rather than actually going to class, studying or learning anything), go home, go straight to bed without supper, get up, go to academy, fall down a hole, fight free, go home, go to bed, get up. No after school activities, no hanging with his best friend, no practice for this foreshadowed tournament, nothing. For someone who likes punching people this kid has a very quiet life.

The most jarring for me though, is that his dad was murdered by a fiend a month before and he shrugs it off as it was a stubbed toe. I actually really liked the kill off the dad dynamic, usually when you get a character with complexities it's all deep in the past with old scars, this gave the opportunity for it to be fresh, for there to be growth, immediate and painful, to give rise to the man he's going to be. There is none of that, it's just like it didn't happen. I could even have run with it if the reason he punched the Clan member (and that's a mystery right there) in the mouth was because of unresolved anger issues relating to his father's murder, but he had a violent streak before, his character hasn't changed at all.

Anyway, I think it has some interesting gaming dynamics, and it's going to please quite a few here, really I just did this post to point out the Sapphire errors, but I seemed to have kept going. I hope you can fix those for the players who will enjoy your battle system and graphic style.

First Light of Dawn

I like some of these guys they look like fun, but if you don't mind you've got a couple of homophone errors in your descriptions.

For the Princess "Slightly rambunctious when the reigns are put on." It's reins, like you use on a horse as opposed to what one or both of her parents do.

For Krubel " Also a bit of a loaner," that would be loner, otherwise it's like he's a car you get given to you by your mechanic when your car is in the shop.

Anyway I'm going to give this one a go over the weekend and see what some of the buzz is about.

One Weapon VS Lots of Weapons & Encounters

I think the concept of one weapon/armour that upgrades over time is perfectly feasible. After all, 'normal' weapon progression is pretty much the same thing, it's just got different names for the upgrade. Katana=>Black Katana=>Silver Katana=>Diamond katana, whilst for you it's Steam Sword+Augment+Augment+Augment and so on. That isn't an issue at all.

Non-levelling however might get you in a bit more trouble, I think it eminently do-able but players (me included) like that sense of achievement we get with our little 'level up' message. Not to mention the whole skill/spell increase with level increase. You could work with it by having spells/skill as items only available in dungeons that you can't access until you've hunted somewhere else, so you can't get the mega-blasty-Armageddon-fireball before you get Fire I but that then makes those hunts kind of mandatory, at least the first time around.

However given the fact you've said that the hunting trials can be completed as many times as you like, there is no reason for you to remove the levelling up process. Yes there is no random 'out in the world' encounters to buff you up, but there are multiple run-throughs of the dungeons to do the same thing. In fact if you want it to not be the same each time, have a switch on the entrance to the trial that remembers how many times you've entered and boosts/changes the foes you will face so that it's always new (up to point, there has to be some push for the story to continue and for the player to move on).

fountain.jpg

Isn't that a pond, not a fountain?