SIXFOOTBLUE'S PROFILE

Hi, I'm Blue. I like pixel art, drawing, voice acting, and messing with game design, despite knowing very little about coding. Maybe someday I'll release something.

Hope we get along!



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Surreality: Fabrication Of Time

I'm wondering where part one is.

It's a pretty interesting concept. I would say that in the changing rooms, the graphic style is different in each, but oh well. If anything that can add to the feeling of change.

1.png

And yet the sword is still stuck in the pedestal! Like magic!

The Heart of a Dragon (Dragon Wars)

EDIT

Okay, I can give a better opinion on what you have so far now that I've played through it.

I guess my main point is that the game really lacks direction and relies on the player's intuition. When I started the game, it just tossed me out on a snowy world map in the middle of some kind of symbol. I went to the first town and this random kid pops out from behind the bushes saying his dad wants to see me. This is sort of the point where the player would ask "Why do I care?" The main character still hasn't been properly introduced. We know nothing of him or the kid's father. In the town, I was unable to buy anything. There was no interaction possible with the shop NPC's. Also, the tome of immunity you get casts a poison spell on the enemy. That makes no sense, and you never explained what role tomes have.

In the sewers, bluntly put, the stage was pretty bad. I figured out halfway through that the map runs on a loop, but for the first 5 minutes or so, it was really, really disorientating. The sewer structure is really unrealistic (Not to mention, what the heck's a sewer doing in the middle of a snow field?) Random battles were way too frequent and just got annoying. At times, I only took two steps before meeting enemies again. There wasn't anything very interesting about them, and little variety. I ended up just running from most of them. Also, why are there switches that trigger explosives in a sewer? <_>

The first boss chamber doesn't make much sense. You go from a sewer to a royal dragon cave surrounded by water. At first I noticed, the battle is completely skippable. You can just walk right out of there without facing him. The battle background is really unfitting (It's a grass field) and when I beat him, all I get is "You need more forces" and then he joins my party. Again, we have no idea who this character is or what significance he has to the story. Also, he has the exact same face and battle graphic as Drake. Drake is blue, Zane is green. Why would you make Zane blue all of a sudden? He was blue in the boss battle too. Once I'm out of there and head back to town, I'm told the bridge to the next region was finished. Again, the question "Why do I care" arises. You need to give the player a need to know these things and give reasons why they're important.

On this next region, I got to the battle tree. It was a nice element, but honestly, all your enemies were different coloured slimes? There's still little variety, and the tower posed no challenge at all. I just kept mashing the Z key on the attack option. (I had no healing items either since I couldn't buy any.) Once I got to the top and cleared it, I got a key and some uber slime. Now I'm assuming the key was for the door on the first floor. It doesn't work. I couldn't get out, and as a result, couldn't play any further.

I don't mean to slam this game, but honestly, you have a TON of work to do. It's an interesting idea, but the gameplay lacks direction, and overall I have no idea what's going on in the game or why it's important. You should also fix your mapping too. (MAINLY THE SEWER.)

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author=Versalia
personapersonapersonapersonapersona

SOCIALLINKSOCIALLINKSOCIALLINKSOCIALLINK

SOOOOCIAAAAL LIIIIINKS!

(Yay, someone got it ^^)

VelvetROM.png

"HelloooOoooOoOOoooo...." *Pokes with long nose.*

:D

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Fool masks masks and more masks!

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The trees look kind of flat to me. Maybe try rounding off the bottom area where the trunk starts to show and add in some shading that follows the light source.

Fantasy Gear

I'll be honest, your story is cliché, flat and two dimensional. There's little to no appeal at all.