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Black Galax: Revert
Another crash while fighting the bandits.
It said "RGSS3 has stopped working."
Then it was forced shut down.
I restarted the game. It didn't happen again, just like the last few times.
It said "RGSS3 has stopped working."
Then it was forced shut down.
I restarted the game. It didn't happen again, just like the last few times.
Black Galax: Revert
I think you got a battle crashing bug. It's in the forest. crashed twice.
When that white hair girl walked up and asked to do battle (very out of the blue), it crashed again. They were all on different maps.
When that white hair girl walked up and asked to do battle (very out of the blue), it crashed again. They were all on different maps.
Black Galax: Revert
author=once you get further into the game, let me know your thoughts on how I executed the plot. Even if it's bad XD
Well, I'm kind of stuck outside of Ravier's mansion, unable to find a key or some other ways to get in. Is there a way to turn off the data sound whenever someone speaks?
author=this game has substantially more dialogue and I can easily say you'll be spending at least 50% of your time reading dialogue.
What I mean is that, in RPGs, words are like poison at times, use them carefully. Do try to avoid a 20 min information dump in the beginning. You'll put your players to sleep. If it were a commercial game, you'll lose players in the first 5 minutes for sure. Paying customers are pickier and more demanding. But you're OK here since it's a free game. Don't worry. You won't be judged as harshly.
Try not to hop from scene to scene so frequently, though. It's not just confusing, it gets annoying, too. I understand you are trying to tell 3 or 4 sides of the story at the same time. Sometimes you just have to pick and choose what's more important, and find a better way to do it.
That's what I have so far, since I'm stuck.
I don't want to give viewers impressions that I don't like this game. I wouldn't bother with it if I didn't. Your game seems to have a nice story backbone(which is what a lot of games are lacking), and the mapping is nice, too. (Are those Lunarea's tilesets? They look nice.) If you aren't sure about the best ways to execute your plots. I'd say, pay attention to how others implement their ideas in their stories. Play GOOD games. It's worth paying for commercial games from time to time. If you don't have the money, at least play their DEMOs.
Black Galax: Revert
This game looks unique and interesting, but the opening scenes confuse the hell out of me.
First of all, there was a bit too much jumping in the beginning. It seems you are trying to tell players a few things. As everything flashes through so quickly, I don't know about other players, I actually got nothing. You have spent a couple precious minutes and obviously a lot of effort on the opening, it'll all be wasted if you don't get your ideas across. There are times, less is truly more.
Second, I know you try to maintain an element of mystery, but all those ????s in the entrance all are very confusing. It's hard to tell who's talking and where I should focus my attention on. I found my head filled with ???? as well.
I would recommend using a few face graphics to help clarify the events. That'll help grab player's attention, too.
And, unless you are using the basic turn based battle system, a brief battle training would help easing players into it. At least let players know what skills and items they have at their disposal before they get thrown into a battle.
Well, what do I know?
Just my two cents.
PS. Oh, it will help to cut down on the talking and narration, unless this is meant to be a visual novel. (I didn't get that far yet, sorry)
First of all, there was a bit too much jumping in the beginning. It seems you are trying to tell players a few things. As everything flashes through so quickly, I don't know about other players, I actually got nothing. You have spent a couple precious minutes and obviously a lot of effort on the opening, it'll all be wasted if you don't get your ideas across. There are times, less is truly more.
Second, I know you try to maintain an element of mystery, but all those ????s in the entrance all are very confusing. It's hard to tell who's talking and where I should focus my attention on. I found my head filled with ???? as well.
I would recommend using a few face graphics to help clarify the events. That'll help grab player's attention, too.
And, unless you are using the basic turn based battle system, a brief battle training would help easing players into it. At least let players know what skills and items they have at their disposal before they get thrown into a battle.
Well, what do I know?
Just my two cents.
PS. Oh, it will help to cut down on the talking and narration, unless this is meant to be a visual novel. (I didn't get that far yet, sorry)
Dragons' Descendants
Hm...lengthy fights.
You got bosses and enemies that heal to full almost every turn. Not cool.
The bird in the swamp, the single samurai, and the golden defender could use some adjustments. These are not difficult or complicated, but they keep healing, the fights were never-ending and quickly became irritating. It is also unreasonable for an enemy to heal AND buff AND attack all in one turn, especially when you have 4 or 5 enemies that can all potentially do that. There's got to be a better way to make your battles more challenging.
Other than the battles, I think the story has a lot of potential, and it has a nice flavor to it. Be sure to make it more complete. Love the character art. They are a bit too small. If I were you, I would make them bigger and lower their position. You can either shrink the dialogue box or cut them off from the waist to make room. It'll be much prettier visually.
You got bosses and enemies that heal to full almost every turn. Not cool.
The bird in the swamp, the single samurai, and the golden defender could use some adjustments. These are not difficult or complicated, but they keep healing, the fights were never-ending and quickly became irritating. It is also unreasonable for an enemy to heal AND buff AND attack all in one turn, especially when you have 4 or 5 enemies that can all potentially do that. There's got to be a better way to make your battles more challenging.
Other than the battles, I think the story has a lot of potential, and it has a nice flavor to it. Be sure to make it more complete. Love the character art. They are a bit too small. If I were you, I would make them bigger and lower their position. You can either shrink the dialogue box or cut them off from the waist to make room. It'll be much prettier visually.
Monster Hunt
author=midnightzelda
Thank you for putting in the time to try out my game. I'm curious though, did you find my game too hard or too easy, I've been having trouble gauging the difficulty for the average player.
The difficulty as it is now is fine, to me, at least. It could very from person to person, of course. It would help to have the choice of easy, normal, and difficult, naturally. I'd say it is in the range of normal, again, to me. Assuming this is your first game, it is much better balanced than a lot of first games I've played already. I wouldn't worry about it. On the other hand, the whole game is about dungeons and battles, it is easy to over level the characters, which I did, in the arena.
There's this place to the right of Katherine's place (if you pay 3000 you can do something in there. I never did anything in there because I never had 3000 to spare). If you enter, you can't get out. It's a glitch.
OK. I found the lab in town. But there's nothing inside.
Monster Hunt
I have reached the mine, but I can't seem to be able to find the entrance.
After talking to the fairy, I entered a room with chests and no monsters. There's also no doorways inside said room. Did you forget to put the entrance somewhere?
I enjoyed the battles, though I do feel there are too many monsters and they are too crowded. Maybe you don't want to put them too close to each other. Perhaps make the paths wider. The paths are just not wide enough for all the monsters and me. Forcing players to engage in battles totally undermines the purpose of having visible monsters. Monsters are pretty. Are they RTP?
Mapping looks nice, but the story is pretty weak. It needs a bit more work. Music sounds so noisy, but it could be just me.
Love the battle animation. Is that MV RTP too? Or did you draw them? Cute.
Overall, it's a fun game. Good work.
ps. The title screen lags big time for some reason.
After talking to the fairy, I entered a room with chests and no monsters. There's also no doorways inside said room. Did you forget to put the entrance somewhere?
I enjoyed the battles, though I do feel there are too many monsters and they are too crowded. Maybe you don't want to put them too close to each other. Perhaps make the paths wider. The paths are just not wide enough for all the monsters and me. Forcing players to engage in battles totally undermines the purpose of having visible monsters. Monsters are pretty. Are they RTP?
Mapping looks nice, but the story is pretty weak. It needs a bit more work. Music sounds so noisy, but it could be just me.
Love the battle animation. Is that MV RTP too? Or did you draw them? Cute.
Overall, it's a fun game. Good work.
ps. The title screen lags big time for some reason.
Lumina
Very lost as to what to do in her home town.
She is supposed to go find someone after she talked to her Dad. All the houses are not accessible. There was no indication where or which direction to find said person (this seems to be a general problem). Is this the end of DEMO? It feels like I couldn't do anything anymore.
The relationships between the main character and Bell and her two old friends at home are really vague and confusing. It would be nice to have more details if these characters are going to be important.
She is supposed to go find someone after she talked to her Dad. All the houses are not accessible. There was no indication where or which direction to find said person (this seems to be a general problem). Is this the end of DEMO? It feels like I couldn't do anything anymore.
The relationships between the main character and Bell and her two old friends at home are really vague and confusing. It would be nice to have more details if these characters are going to be important.
Lumina
It's a really lovely game. Maps are nice, too.
Here's a few suggestions that, hopefully, you might find useful.
As others have mentioned, you need to correct a lot of writing errors. The story is the major part of an RPG, not battles. Improving your English will make it easier for players to get into your story. Speaking of which, it does seem your story is going somewhere interesting. During the first hour or two, though, I had no clue what I was doing and why I had to go to the other City. Perhaps you would want to strengthen that part and give your journey a more meaningful purpose. It might also be better to avoid repeated backtracking when you design your maps. It's an issue with having a "house". It feels like once one owns a house, he is always obligated to return to it. You can, however, always give the "quick jump" option.
Just a few things that irks me. Hope they can help. It's solid work. Got a nice beginning. Keep up with good work.
Oh, yeah. I never saw the rat in the basement. ...???
And the 30 Lys flower quest can not be completed, right?
Here's a few suggestions that, hopefully, you might find useful.
As others have mentioned, you need to correct a lot of writing errors. The story is the major part of an RPG, not battles. Improving your English will make it easier for players to get into your story. Speaking of which, it does seem your story is going somewhere interesting. During the first hour or two, though, I had no clue what I was doing and why I had to go to the other City. Perhaps you would want to strengthen that part and give your journey a more meaningful purpose. It might also be better to avoid repeated backtracking when you design your maps. It's an issue with having a "house". It feels like once one owns a house, he is always obligated to return to it. You can, however, always give the "quick jump" option.
Just a few things that irks me. Hope they can help. It's solid work. Got a nice beginning. Keep up with good work.
Oh, yeah. I never saw the rat in the basement. ...???
And the 30 Lys flower quest can not be completed, right?
Dream Drift
Bug report:
1. There's a start up problem. I bypassed it by selecting start up characters and reset start up position to
his room. But it has to be fixed.
2. In the seaside village, after talking to the bar tender, event 27 did not get turn on for some reason, I couldn't find the switch on the wall in the cave. There is no switch icon on the wall.
3. Elven forest: the red door that leads to a small area with a blue switch to the right and purple to the left should be a YELLOW door. Not red.
4. Before heading toward the outpost, the thief character is in both the flower girl's house and the inn. They walk funny.
5. The forest loving girl and the animal loving guy both regained their memories. Why didn't they get sent back? Disappearing has been involuntary up to this point. This is inconsistent.
6. The animal loving guy disappeared upon leaving for the outpost. Could be that I missed an event. It's just odd that he never came back on the team without saying a word.
Only half way through the game. Needs some tweaking. Otherwise, it's fun. Good job!
1. There's a start up problem. I bypassed it by selecting start up characters and reset start up position to
his room. But it has to be fixed.
2. In the seaside village, after talking to the bar tender, event 27 did not get turn on for some reason, I couldn't find the switch on the wall in the cave. There is no switch icon on the wall.
3. Elven forest: the red door that leads to a small area with a blue switch to the right and purple to the left should be a YELLOW door. Not red.
4. Before heading toward the outpost, the thief character is in both the flower girl's house and the inn. They walk funny.
5. The forest loving girl and the animal loving guy both regained their memories. Why didn't they get sent back? Disappearing has been involuntary up to this point. This is inconsistent.
6. The animal loving guy disappeared upon leaving for the outpost. Could be that I missed an event. It's just odd that he never came back on the team without saying a word.
Only half way through the game. Needs some tweaking. Otherwise, it's fun. Good job!