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A Long Journey on the Seas Review

author=Fflo
Thanks for your review.
I wasn't surprised at all when you spoke about language mistakes. I'm native from France. Even if I have a nice level in English, game texts have mistakes.


That's why it's nice to have a proofreader, to double-check and confirm things or make necessary edits. :p I'll still say I'm at least relatively impressed with your English as a standalone.

author=theaspiefox
-The map of the mine you go into is pretty well-made. I like it a lot and felt as though it actually was a mine of sorts. Though, it looks abandoned; I'd have assumed the town would be using it for something? Keep it in some good shape? I dunno.

author=Fflo
I have to tell you Something: the mine was made with example maps ! With little changes, the déjà-vu aspect disappeared.


Hm, well, relying on the examples isn't inherently bad, but you do want to get up and make some original stuff, too. What you had wasn't really bad in itself, it's great for a starting point; now you just gotta learn to expand on that and better your maps. :D

author=theaspiefox
-Speaking of maps: The World Map is pretty nicely-made. I like how it's a grid-esque map and has "Random Event" spaces (the one that exists doesn't work when you first go over it, by the way). It reminds me a lot of Mario Party.

author=Fflo
Yet, the first random Event works. (Merman battle / Cold status inflicted available).


I went over it again after starting a new game and again it didn't work the first time; it did work, however, when I went back over it a second time-- to which I received the "everyone in the party became sick" RE, or whatever it is (I don't remember verbatim).

A Long Journey on the Seas

So, I have taken to playing this demo, and I don't exactly have much good to say on it.

The Bad:
-Right off the bat, the English (translation?) is an eyesore. In the first two or three bits of texts in the prologue I spotted several errors that near-immediately took me out of the feeling of wanting to hunt down the treasure and be part of the adventure. The dialogue doesn't suit much better, either. I would highly recommend finding someone who speaks fluent, and proper, English and have them do a revision on what I assume to be translation. Even if it isn't, a little revision will go a long way.

-The plot is... nonexistent? Doesn't make much sense? The prime example I can think of off the top of my head is when you can actually start moving around as the character. The prologue states that the father, Hugh, convinced you (the son) to go on this adventure, yet the dialogue has him questioning the son as whether or not he's sure he "plan(s) on leaving today". Like, what? That's a contradiction. What even is the reason behind Hugh convincing his son to seek the treasure? Why does the son not question it?

Additionally, the first thing you're greeted with at the Sunset Eagle Island is the mayor, who asks you (a total stranger) to retrieve an emblem from a dark-clothed woman in a mine... Who does that? You say nothing to the guy, and he immediately asks the first person that comes to port to do a rather dangerous mission? Also, contradictory to the title, you don't spend very long at sea. Lol. All I've gotten from the plot, as a whole, is that I'm off to find some treasure, my girlfriend came alone because "Why not?" (quoting to the main character), and we're helping a total stranger get back a pendant that has unknown purpose and value as a mere favor.

-The lack of abilities/spells is annoying, frankly. There isn't much more to say on that. If you aren't intent on having abilities/spells, however, that's fine... just take that out of the menu, like you should with the 'save' option.

-Atmospherically, there is no music anywhere aside from whenever you enter battle (to which I do give credit: The music selection is well-done). I also noted that the noise of the ocean outside could be heard as clearly as if you were standing right next to it. That isn't good and needs changed. It's also, I think, out of place to have the villain spout a single line of dialogue, albeit before battle, while literally everybody else remains silent. I'd recommend making up your mind on whether or not you're going to have everyone have a voice or not. It's really out of place to have just a few people with a voice.

The Good:
-Like I mentioned already, the music choice is nice for where music exists (only in battle).

-The map of the mine you go into is pretty well-made. I like it a lot and felt as though it actually was a mine of sorts. Though, it looks abandoned; I'd have assumed the town would be using it for something? Keep it in some good shape? I dunno.

-Speaking of maps: The World Map is pretty nicely-made. I like how it's a grid-esque map and has "Random Event" spaces (the one that exists doesn't work when you first go over it, by the way). It reminds me a lot of Mario Party.

Verdict:
As it stands right now, I wouldn't play this demo again, nor have much anicipation for the full release. I give this a 2/5 rating.

Bound Away Demo

author=Colelyoe2
Was Cole at zero HP? That might be why you got the game over screen, because river leaving your party would leave you with just a dead guy. I'll be sure to fix that but for now, use a stimulant to revive Cole, they sell them at the shop after you beat the boss. If it is not that then I don't really have a clue what the problem is.


Cole may have been dead... I didn't think about that. Hmm... Ah! Yes, he was, because River saved the battle in a victory with the Stone/Rock attack. Lol (she was down to like 10hp, too, so I was riding on her for the make-or-break attack of that battle to decide victory or defeat for me). I'll have to try that one again, then. Lol.

Either way, yeah, definitely add some sort of healing thing after boss battles to prevent the instances like the one I had (and I don't have the money to buy revivals post-battle since I used it all on potions and magic water. Looks like I'll have to backtrack and grind in a few more levels, eh? Lol.)

Bound Away Demo

author=Colelyoe2
P.S.S. are you able to get the the next area, or did you just stop?

I'm not sure what "next area" you mean? Once I defeated the Boss, I was directed to go back to the Shrine, River said a couple things, then the "Game Over" screen came up, which led me to assume that was the end of the demo.


Also, if you need help with spelling/grammar/punctuation, I can offer help in that regard.

Bound Away Demo

Alllllrighty. I just finished playing through this demo, and I'm ready to give a review (about a half hour after re-playing and re-analyzing).

First and foremost, there are quite a few spelling errors/typos/mis-uses of punctuation (and/or a lack of punctuation) (obviously, this excludes the Orcs).

The world itself seems good enough, though it is a bit compact. At least for the demo, I'd say if there's an area that is inaccessible that would be otherwise in, say, the completed project, then put some rubble there or something. I found myself hitting a ton of open dead-ends when I wanted to explore. I think there was also a bit of misleading/misinterpretation with the story? The intro story/plot mentions that Cole's new "journey" into the world he's not been to happened during a walk through the woods/forest? But that's when you save the girl and go on about the main quest of beating the Orcs? I think, from that, I was expecting to be somehow transported to this "new world" during a stroll through the woods of whatever world it is Cole's native to? *shrug*

There also is use of emoticons/smileys in dialogue, and, at least if you want to give a real presentation of a serious game, stay away from those. There do exist the little speech/emotion bubbles, y'know.

One thing that kind of bugged me, just as a personal pet peeve, is a lot of characters not having names. So, basically this consists of almost everyone that wasn't the little girl you save, yourself, Bob, or River. At least for me, each character should have at least a name. :p

Combat is good; there's quite a few skills to be had (I only made the characters to level 11-- though I'm sure there's more skills as the levels increase. The dungeon for the Orcs seemed a bit small and crowded. In relation to that, I also was a bit surprised at the fast respawn time Orc enemies had (and I can't help but be curious why they're all, but the boss, named "Bob's Acquaintence").

I also, just out of my own curiosity, took a look through the system files and noticed you had a few extra characters: "Alex", "Zage", "Meltana", and "Navillus". I didn't see them in Quiver town or anything; have they not been implemented in the game yet?

The demo is okay thus far. I give it a 6/10, considering it's a WIP (and apparently an early one at that). There's a good half hour or so of gameplay involved. Needs quite a bit of work, but it's still good.

Also, as a side-question, what's Cole's huge aversion to tea? Lol.
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