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What makes a game rate 5 out of 5 stars?
If I could see no flaws with the game and found everything about it good such as the mapping, level design, gameplay, battling, story, characters, music and cutscenes all rated relatively high or 5/5, then I would give it a 5 straight.
Even with small flaws I would still give it a 5 as long as those flaws didn't affect the game professionally like the odd grammar mistake every few hours or 1 or 2 map glitches in the whole game that didn't ruin the whole experience. The way I see it is that every game even professional ones have their own flaws and some errors. You always find glitches in various games and I could name a few. For example you'll notice in Armoured Core 4 Answer, it lags at certain missions because so many events are running. If I was rating the game as an amateur game then that would instantly hit 5/5. I'd rate that game 4/5 for professionalism.
Even with small flaws I would still give it a 5 as long as those flaws didn't affect the game professionally like the odd grammar mistake every few hours or 1 or 2 map glitches in the whole game that didn't ruin the whole experience. The way I see it is that every game even professional ones have their own flaws and some errors. You always find glitches in various games and I could name a few. For example you'll notice in Armoured Core 4 Answer, it lags at certain missions because so many events are running. If I was rating the game as an amateur game then that would instantly hit 5/5. I'd rate that game 4/5 for professionalism.
Houses with not much in vs locked houses.
Nice sarcastic post there. The point of that comment is to say that it is pretty much impossible to make a perfect game whether you like it or not. I was simply adding my own thoughts and solutions but you don't have to take it in if you don't want to. I'm not forcing you to but I don't like pathetic sarcasm.
Houses with not much in vs locked houses.
Why not just let the player figure it out. Have some houses that are locked and some that aren't. The whole point of playing an rpg is to figure things out and explore whilst engaging with characters and npc's. After checking a house you'll know it's locked for the next time. I guess it can be annoying when trying to figure where to go but then again there are many annoying things about rpg's. Houses are good for engaging npc's who have good things to say that let you understand the setting and what's happening. You can find items and also engage in quests because you meet npc's who need something doing. I think it depends on what you want accessible in your game. If you want quests, have some quests only available by entering and speaking to npc's in houses. If you want the player to find things, then leave some houses unlocked so you can just loot a house. Also like someone already said before, it's realistic to assume that not every house in the city will be unlocked I guess. Sometimes an indication is good. Many of the houses in my own game have npc's in front of the door or something blocking access if I don't want the player assuming they can enter. And a few houses are locked that don't have this. I think you should just mix and match.
Difficulty
You're right and there are other ways to get round this such as making the same enemies get stronger or they use stronger skills. In my own game leveling up doesn't improve your stats dramatically. So by time you are level 50 your health is probably only 4x larger. It's more of the fact of what Items you have equipped that increases power. Therefore leveling up is good for learning new skills for more problem solving rather than becoming invincible against your opponents.
Visions & Voices Review
I've just been reading many reviews and I totally agree with this one. I found battles a real drag in this game and gave up early with no real sense of progression. People who don't like incredibly hard battling will definitely give up early too. It's good the game has a difficulty level but even easy was difficult for me. Maybe the developer should make a beginner difficulty to the game.
Working in teams: Yay or nay?
It depends if you want to take leadership or control. If you want to embrace your idea on everyone else so they can pull out for you then you'll be making your own perfect game made in a team. I think amateur developers should develop their own games too because being part of a team means the game will won't turn out completely the way you wanted it unless you are a team leader. You'll have to learn to adapt to other people's standards and expectations.
Celebrate RMN4 and Media submissions! Make a trailer!
Thanks Demi. Your game is also looking swell. I'm checking out the game page now. I have no clue. They prob just went out of fashion. There's way too many bands and musicians now it's hard to keep up. I like Evanescence but not all their tracks which is why I thought it would fit well with the teaser.
Celebrate RMN4 and Media submissions! Make a trailer!
This is a Teaser video showing some of the work in progress on The Magnus Light.
Click this link to hop to my Game Page. http://rpgmaker.net/games/3375/
Click this link to hop to my Game Page. http://rpgmaker.net/games/3375/













