SYNBI'S PROFILE

Search

Filter

Grey Skies

I appreciate the feedback! Right now I'm working on some improvements here and there. I'm figuring out how to make certain objects like zone transition arrows and speech bubbles stand out better, by having them in-color while the rest of the scenery being grey as it is. Added way more clarity to some item interactions and hopefully made the puzzles a bit more sensible. An uphill battle at this point.

Dialogue has been worked on heavily, I noticed there were a lot of inconsistent formatting and obsolete message box variants I had overlooked and forgotten to rewrite. I think I've fixed the grammar for the most part now, allowing of course for the main character still a chance to express herself with her strange (and not grammatically flawless) way of speech whenever it seemed appropriately exotic, funny or weird enough.

I've replayed Canvas too and making some progress, probably half way through. That's also something that gives off great impressions so far!

Grey Skies

Hey thanks for trying it out!

I haven't figured out a good intuitive way to introduce the player to combining items and the UI needs some work too. Pressing "X" only opens your inventory, you can't actually use your items there just view them (I'll be changing this as it's not very useful).

This game is a little different from most adventure games done in RPG Maker where items are automatically used as long as you have them in your inventory. Here you often have to press "A" to use any item you have on the object in front of you. If there's nothing to use the item at, you'll be asked if you want to combine any two items together.

Some items don't have any use yet and are there just to annoy you! But hopefully this will help you -- this demo isn't very long but I agree some item interactions are somewhat out of place and pretty difficult (but not outside bounds of logic, I was trying not to make it like those obtuse Discworld adventure games).

Border

Just played through the short Alpha 3 demo, took about 30 minutes. I was drawn in by your no-nonsense disclaimer at the top of this page, and I'm glad I stayed to play it through! Though I didn't explore the town that was mentioned because, silly me, wanting to take a cruise on the airship first meant I had to get completely LOST as expected and couldn't find my way back there. Here's a mini review:

The bleak aesthetics really stood out. Custom and modified graphics are also well integrated everywhere. It's interesting how much you're able to make just modifying contrasts on default RTP sometimes!

Music is fitting though with this sample of tracks in the demo it left a rather generic impression on my ears. (I find pianos better served with a deeper/more old classical sound than you/your composer's tastes in bright pianos and tonal writing might allow, but that's just me. Keep composing as you will!) Winners of the soundtrack for me are "Core underground bg" "Duel" and especially "Core mk3 v2".

I found the writing to be confusing, and this could be due to several things. First of all, the way the action is presented makes no effort to explain itself or any of the characters, terms or factions at play here. There's lots of spelling mistakes all over, mostly in map object texts. Dialogue isn't particularly engaging, but it might feel different if I had any idea what was going on :)

Oh and gameplay... mapping is fine but layouts were confusing at some parts. Skills and abilities obviously WIP but the guard/life system feels like a solid fun foundation for an engaging battle system. I've not much to add but to wait impatiently for what comes next in development for Border!

Stationary

I actually liked the story and the experimental nature of it all, but that haphazard mapping held it back some. You could open the menu but it didn't display any text at least for me.

Anyway, curious also about the Wolf engine, it feels proficient and the game runs well. I had to take a look how it looks, and it does feel like RM but new at the same time. Sort of grade above 2k but hair below VX, and there's a nice RTP tiles & chars included that would also look great on RM projects, why not. Trying to make sense of japanese is one thing, but if only most of the menus and descriptions didn't just display ??? marks all over the place...

Return of the Lost

Based on screenshots I like the consistent presence of lightning effects, and the mapping and dialogue look equally promising. This game's looking like a good back-to-the-roots RPG in the making amidst this recent sea of various adventure horror games (nothing wrong with those, just saying)...

Keep it up and GL, hope to see a playable version when it's its time.

Royce's Chimera

"...an unusual equipment system", can you elaborate on that?

Little Briar Rose

It might be over the top and even too busy visually (just impressions without having played the game yet), but damn that graphical style is amazingly done. Gorgeous and imaginative.

Canvas

It's almost criminal that a game this interesting has gotten so little attention or comments. That being said, I'm already stuck... in the second room, the one with the 4 switches. I'm sure I'm missing something obvious, but the door won't seem to open even though I seem to have got all the switches pressed.

Blue - moved the rock over it. Red - pushed rock on top of it. Green - just walked over it. Yellow - seems to activate when I stay on it. The puzzle may be more devious than it seems. What am I missing?


There's also a bug in that if you drop a bomb on a switch, it appears behind the switch graphic. Anyway, promising game but my ineptitude is keeping me from progressing further for now :)

Pages: first 123 next last