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Preference on Dungeon Length
It also makes sense to approach this question with the game's overall pacing in mind. If you have two long dungeons with not much other gameplay/time separating them, the player will probably get overwhelmed in some way during the second one. (Can happen to professionals too -- Chrono Trigger had two complex long dungeons shortly after one another and the latter ended up feeling more of a bleh)
...But if those said two long dungeons have a longer stretch of other gameplay stuff separating them, the dungeons should feel more approachable, even if they're both long and challenging dungeons by themselves. What I'm trying to come at: If there are places a long dungeon length feels like an issue, sacrificing some of the cool stuff inside your dungeons to trim their length might not always be needed, if you can balance the pacing of the game a bit better around that area, for example.
...But if those said two long dungeons have a longer stretch of other gameplay stuff separating them, the dungeons should feel more approachable, even if they're both long and challenging dungeons by themselves. What I'm trying to come at: If there are places a long dungeon length feels like an issue, sacrificing some of the cool stuff inside your dungeons to trim their length might not always be needed, if you can balance the pacing of the game a bit better around that area, for example.
Hidden.png
Yes, the boxes look out of place. It looks like some of them are on top of the roof, but.. they ain't?
Conquest_System_0.png
I'm longing for the day to see someone make a battle system/simulation like Caesar 2 had back in its day. Chaotic and clunky it truly was, but fun, and this looks like fun too.
CharacterMenu.png
Very concise, not bloated with useless information and even uncommon element names like yours have recognizable colors to tell them apart with a glance. How a well-designed menu screen should look like, indeed.
MainMenu.png
Map1.png
Novel design, but different graphical styles clashing badly. It's interesting to be able to see how you changed the look of the map around, and the newer version does win the game over this one.
MundburgVersion3c.png
Very well done. Great improvement from 1st version screenshot. Roads are different and give it a more lived-in feeling than most common tileset roads fail to have, and here excellently mapped only reinforce that goodness. Maybe just the long diagonal part to the right (first right turn above the town gates below that little hut) could use some more twist and shape to it, it's awkwardly same-y for a long stretch like that.
Subtle shading on top of the walls and castle terraces, nice, gives off the feel of a thin layer of snow with footprints left by patrolling guards. Definetely looks more like a place people live in than most common RM castle cities.
Hmm, from a logical standpoint it makes little sense to build a castle against a steep cliff like that, you'll be fighting a losing battle as your enemies are able to rain death down on you above the walls from up there (if the mountain is anywhere near climbable from the other side).
+Points for those people being smart enough to build their city inside castle walls, so much safer there from the oft-occuring BANDIT INVASION PLOT DEVICE SCENARIOS, hostile wildlife and whatnot.
Subtle shading on top of the walls and castle terraces, nice, gives off the feel of a thin layer of snow with footprints left by patrolling guards. Definetely looks more like a place people live in than most common RM castle cities.
Hmm, from a logical standpoint it makes little sense to build a castle against a steep cliff like that, you'll be fighting a losing battle as your enemies are able to rain death down on you above the walls from up there (if the mountain is anywhere near climbable from the other side).
+Points for those people being smart enough to build their city inside castle walls, so much safer there from the oft-occuring BANDIT INVASION PLOT DEVICE SCENARIOS, hostile wildlife and whatnot.
BattleSystem3.png
There's distracting grey text in the background of that skill description, but you probably already noticed that. Icons in the works? Paralyse vs Paralyze, it's another of those NA vs UK minor spelling things, but you also have Vitalize in there. Better maybe stick with one region's spelling rules for consistency.
FieldSkills0.png
Golden Sun is strong in this one. There's a lot of interesting gameplay possibilities you can have with a diverse set of skills like this.
Battle3.png
The slight clipping on the edges of some letter/numbers might be a Rpg Maker issue, not a problem with the actual font. I've noticed the same with a few different fonts myself, maybe it's due to the size used?
Layout looks good. As the names don't take much room, what about moving HP values left a little and also including the maximum MP after a /?
Layout looks good. As the names don't take much room, what about moving HP values left a little and also including the maximum MP after a /?













