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Lunar Wish: Orbs of Fate

Done with the game... And whew, it was a hell of a ride.

Figures that this game got featured. I never expected the game to be this good actually :D. A review is coming later.

Astatine Adventures

162 MBs and still episodes to come!?

Err... The future ones are expansions, right? Not episode portions?

Ghost Shards: Stonesinger

I'm done with the (old) demo. I won't address issues addressed in the latest update, but gotta tell my mind.

- The portraits look jagged compared to SNES/GBA games :P The art is good, however, but sad with the jags. Feels a little awkward with sprites using RMXP color palettes.
- The voice acting quality can be compared to western action cartoon shows (I mean, good. Do you know how dubbed animes commonly have unjustifiable quality at times?). But is it just me, or the volume of each voices differ at times?
- Why the game resists to move when I press 2 directional buttons at a time (up and left, for example)?
- The combat is barely playable with controller!!! I know it's a PC game, but please, mind players which prefer controllers? :( Particularly because the HUD orientation is mapped for keyboard... When I'm playing seriously, I use my trusty ol' Playstation 2 controller.
- Is it just me or the framerate got dropped? I don't think 40 FPS is this laggy.
- The combat bears an ambitious concept. Seems that it got its inspiration from Star Ocean games, mixed with Tales of elements (due to technical limitations? The freely mappable skill slots :P. Star Ocean games depends on range). Can be said that the combat is Star Ocean's meets Tales of's. But the presentation itself is still lacking. The normal attacks lack oomph of power. The normal attacks' animations don't do justice for their actual hitbox. The result screen isn't there. The battle area feels locked. And movement speed in combat feels slow too (alas, the battle pace too). Unable to change between characters should have some explanation, but there's still so much to do overall. Or is there something more about the combat?
- I loved that the rising slash do justice for me. It knocks back my prey! :D That kind of satisfication is uncommon in RM games :P
- I see that the AIs do pretty well... Better than me. Now I feel weak :(
- Defensive maneuvers are still lacking. Is it just not done yet? I noticed that I can't escape from battle yet as well.
- The combat strategy doesn't seem to be minded much yet, as far in the demo. I only spammed my attacks.
- The encounter AI maybe too unforgiving. There's no delay from the last fight, but I got bullied by another one.
- Now that I noticed it, Kyran's portraits bear brighter colors than the girls'. Feels contrast, IMO.
- Of all things, or maybe I haven't read it yet before I start playing the demo, why can't I access the menu screen!? You can forget this one, since I played the older version...
- I see the skills available to use in combat are shown in the HUD. But I prefer it to be smaller or better, entirely gone. Looks like it is related with the problem of unable to access the menu.
- The characters deserve some notice. They flesh themselves good enough. Their victory poses do justice too, the little sister, particularly :D.
- The soundtrack... To be honest, unmemorable. That's all :(.

Really, I'm getting interested with this one. But with the current presentation, I do think it's not the best of it yet. We're waiting here ;)

Cruna Aktrid

The old bug. Pardon :p
I'm positive it has been fixed as the game have renewed maps. For now, please bear with it. There's still some jamus and biscuits, right?

Searching for Mother

I do like the "true fullscreen". It doesn't stretch the game like the normal fullscreening with widescreen resolution PCs. But really, giving the players notice how to window the game is important too.

Searching for Mother

@phlim2
She just has a bad temper whenever someone calls her cute. However, her quote will be changed by the next demo. That was just a placeholder. xD
A bad temper whenever someone calls her cute... Poor little girl :( Looks like the reason for it will be revealed as we play... right? ;)

At the moment, the new artist for the game (not the same artist who did the artwork in the demo) has an artist's block, but will hopefully be working on it soon.
That feel. I know that feel...
Art blocks :(

You mean the tutorial? If so, thanks. I thought a lot of people might have trouble getting the idea of the battle system.
Er, I mean, the usual battles. It shows the commands that will be used in the turn, right? The icons in their balloons in the HUD.

Yes, I noticed that the battles ARE plentiful. I shall remedy this immediately!
On top of that, I've been looking for some assistance with making monsters more balanced and worth fighting.
The forest sludge (green slime) usually causes poison upon attack, but other than that yeah, the enemies do lack a lot of status-inducing attacks at the moment.
I agree that the forest's boss does lack a lot of skills, and just requires a load of basic attacks to defeat it.
A battle should be more than status-inducing strategies, I think. It doesn't matter how much the enemy can or how awesome-looking the battle system is, mechanics-wise or presentation-wise. What's important is to make the combat fun. One of the keys for it is to make the enemies memorable for what they do. A mere status-inflicting normal attacks isn't enough to do justice :( For an example, a boss will do a charge attack that will do 400% damage than usual. By that warning, the party still can prepare to defend themselves.

I feel so too, but the entire RPG Maker series' airship system just looks plain to me, so I felt I should improve it with the Mode7 thing.

The main reason that I call it a little unnecessary is because how you move in the map on foot. Still feel squarish, which doesn't support the feel that Mode 7 gives. It will do the best with pixel movement and 360 degrees 3D movement with Mode 7 rotation :P (*shot)

I didn't mention the soundtracks since it's not bad, but not that notable to mention about :P No offense. Forgot to mention. The Extra menu is very welcome :D Preferable if the music player locks the music when they haven't been played yet in the game. You know, for some people, hearing the theme can be a spoiler :P

And for the battle sprites, please be mindful to your spriters when your team has some? I sprite my own with my team and... Hell. It DOES worth it, but still a hell :(. Mine focuses on expression and animation so my project sacrificed the color details. You have to think further for considering how it will be, while considering the spriters' power. The art style is not merely about how it will look like, but how it will be made.

And good luck. I gotta know why Miho gets antsy when someone calls her cute ;)

Cruna Aktrid

The 1 hit kill is intentional. The attack you mentioned can be evaded or guarded (well, if you merely guard it, it will guarantee a guard break), especially since he does a warning first.

Searching for Mother

Well, tried to the end. And well? My biggest concerns are the illustrations' consistency and combat quality, although they should have some explanation.

- Is it just me or there's a notable difference of artstyle? Michiro (green-haired kid) looks chubbier than Miho (the silver haired lady). The difference is also notable at how their portraits are colored, given that Miho's portrait got more color details. The contrast is shown even more if you want to compare between the status screen and the portraits while talking. The status menu ones are only using base colors without any shadings. It's not about the quality, it's about the consistency.
- I don't think counting the milliseconds is anything necessary. It's more like giving the players a feel to rush. I don't think this game needs to give feel to rush at all times, either.
- Thankfully, option to turn of voices is available. The voice acting isn't that bad. But at times, the intonation doesn't that fit (to my imagination).
- The 8 direction movement is legit, but somehow, why did I see that Michiro can step the roofs while walking diagonally?
- Seems that Miho's voice a little too squeaky to me?
- Miho's quote... "Don't ever call me cute again, or I'll gouge your eyes out." What has happened in her life!? What kind of little girl that will say something as sadistic as that!? Which girl who will hate to be praised "cute"!? She must've been through a hell lot of problems too heavy for her age... Or... Is (s)he a boy!? (*runsawaybeforegetshot)
- Is there any reason to not be able to run in the (giraffe) forest, at the starting point?
- The Extra folder, isn't it confidential? Are you sure to let us access them?
- I sympathize Yuiichi there. While he's not a womanizer that will get a woman he'll like (bishoujo games staple), he doesn't have any portraits. It's unusual for a non-main character playable character. Wait, his portraits and such aren't completed yet, I see, since he already has his own portrait (colorless) in the menu scene. He looks far younger than I expected from his voice and sprite.
- The number fonts in battle feels squeezed, making them not that comfortable to read.
- A little strange that the battles lack any voice-overs while the dialogues bear some. The usual is the opposite.
- Sorry for much comment of anatomy... I can't stand it :P It's only about Michiro. Is she wearing a kind of skin-colored pantyhose? If not, why her belly button and (sorry) mound of venus (cleft between navel and thighs) aren't visible in her status menu portrait?
- Why can highlight the spoils if you don't need to do anything?
- Reminder of used commands in battle HUD is a pretty nice touch.
- The big tree seems to have a contrasting style between other tiles and characters.
- Battles are redundant, the usual illness. Maybe you haven't paid attention to combat yet? So redundant that I prompted to escape without any particular reason but stay away from boredom. The only variation I found was only an attack that inflicts paralysis. The bosses' strategy aren't that worth yet, either. More than that, characters (Yuiichi and Michiro) have to be hit often to activate their techniques... And as I battle, I understand your need for spriters more. Seems that the normal charsets don't do enough justice for a fully depicted (illustrations and such) characters.
- The Mode 7 is pretty cool, although I think it's a little unnecessary.
- The Journal with different writers (and even responding the earlier journals) is a very nice touch.
- The characters' personalities are fleshed sufficiently, I think.

That's all. You really need more time to polish the combat :(. Sorry if there's something wrong from what I said.

Sacred Earth: Memory

author=Skie Fortress
Uhhhhh...Characters get healed after every battle. This is weird. And I have processes in place that handle party removal and replacement, there really should not be game overs at all outside of getting everyone KO'd in battle. I'm honestly at a loss for what you're doing and what's happening there.

Then I have no choice but beat the boss with Gunnar alive then, in case it will happen again :(

Sacred Earth: Memory

That's odd. I did download the latest. Oh well, I've stopped playing and I'd rather wait for another release :P. Or attempt to restart again when I have the mood.

EDIT: Wait a minute... Now I got the logic a little. I wanna ask, after the first dungeon part, did Gunnar have to be alone in the party? If that's what will happen, then you can get the picture... Since Gunnar was KO'ed, the game prompted game over since he was the only member and being dead! Or was the party got healed after the dungeon?