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Sacred Earth: Memory

- Actually the demo goes on for much longer than the first dungeon. What did you get a game over in? After the first boss, you should be continuing events.

The game over occurs after the party came back to town, finding researchers through out the town. Then some talks with Allie, then after some confirm buttons, it shows game over. I don't even understand... Oh, on the side note, Gunnar got knocked out in the first dungeon's boss, where they got the extra chunk of ore, not the I.D.E. one.

Sacred Earth: Memory

Weird... Just weird... My anti virus program detected the same trojan virus again. I'm certain that it was from speedy or whatsoever. Is there anyway to deal with this molebox problem or something else?

EDIT: I decided to take risk to make the game as an exception by my anti virus. I do hope for other releases to not use molebox, to avoid more confusion. I did search about this molebox thing and it has a reputation to be falsely detected to contain viruses. Okay, time to play~

EDIT2: Now I've done playing, I hardly patient for waiting this game to be completed! I still need to tell my thoughts though.
- The way to navigate the overworld map is particularly unique. But I do prefer one button press to navigate one point to another though. Convenience's sake :P
- Orbal weapon? Quartz? No offense but, does the game hold some heavy references from Legend of Heroes series? I only played Trails in the Sky episode 1, so... This is the first Sacred Earth game that I played too.
- It feels empty for a status screen without any portrait when there's a room available for it. Just personal opinion though.
- Graphics are astounding, of course. With an exceptional art style like this!
- Ar Tonelico 1's Battle Theme. It brings good old times :) But, lacking a loop?
- Counting by turns (times activating commands), remaining Life, etc... So the basic is to do things as efficiently as possible. Really, common problems that accompanies games with unique, great battles are just, the basics sometimes are hard to grasp at start. Yep, the learning curve is pretty steep. The chain thing is to be read first, too, albeit being unique!
- With the exploration bound with the nodes there, it gives room to imagination for players :P
- I see Brave Clear contributes greatly to the end score. But still, the scoring system is pretty unforgiving. Gunnar's out, but get a C Rank with Brave Clear?
- Other problem. I'm certain that I cleared a battle unschathed, only took 2 turns, but the 100% LF Brave Clear isn't achieved, and got a D Rank? No joke, so unforgiving. So I decided to just forget those ranks and fight along.
- But with so much ether left from focusing, the rank is B... So the total turns took is not important or what?
- And it ends with a Game Over, after clearing the first dungeon. I think the demo ends there.
Sums up, I found the learning curve is pretty steep, with so much mechanics explained mostly on http://rpgmaker.net/games/5094/Mechanics/ . It's a minor problem to hinder me, though. I wish that I've wasted my time on earlier Sacred Earth games long time ago :(

Sacred Earth: Memory

Just reconfirming. Why did my anti virus program detect the file that it has a trojan?

First Light of Dawn

Oof, the size! I need an explanation for that gigantic load! I hope you really put necessary files instead of what you don't need yet there.

Eclipse Saga

Hmm, I found the game does worth to mention. But obviously, there're some things that are lacking / too much in this game. I'll write it by points for easier reading. These are feedbacks, not a review, afterall.

- I see that you put a pretty effort for the intro, especially prompting skipping when the player press something, where usually, people prefer ask first between watching or not. But, there's something hilarious: http://i.imgur.com/MntiZCZ.jpg :P
- You do need to pay attention on what the players can do though. I refer to http://i.imgur.com/MCQplRi.jpg . There, I placed Nick to be the first of the formation. Hence, there's 2 Nicks :P
- Seems that I prefer to have an option to turn off battle voices. I found the voices used doesn't fit my imagination. Worse, I found them very noisy to me, whining every time.
- I felt the battles slow due the need of charging AT. It needs a faster pace. The pace feels faster with the third character joining though. It's turn based, what's the point to wait between acts with nothing?
- Revival for enemies on first battle? Isn't it too overboard for a strategy? It's a first step to get with the basics, then you give the players that much of a challenge? At least it's not ridiculously hard.
- No information about current cooldown duration and skill "ammos", even no info about enemies' turn. Kinda hard to keep track upon a fight without knowing those with ease.
- No guard? Seriously? Wait seems to be near to pointless too, since it costs turn the same as other commands. The game does make Wait have some point, but can it be better? The risk sounds too much to just wait. I prefer if Wait costs less AT to be able to act again.
- Warmup effect isn't straightforward; I thought it resets the cooldowns instantly! I'll take it back, it barely has any use, till it does give a visible use.
- Good touch to know that status effect skills actually works. Good to know that it works for bosses too.
- I think the battle concept is about combo of skills. Pretty good, but it gets awry without proper information about current required cooldown periods and remaining skill ammos.
- The maps are gorgeous, with detailed and varied landscapes.
- Interesting item naming. Pleyn...
- Did I notice drastic boost of stats upon level up? The Max HP got doubled in instance?
- Good thing that escape rate is very high, until the second dungeon...
- I prefer Wait as a separate command than a skill though. It's available for all characters, why bother categorizing them?
- I don't get it. Why recovery items are more expensive than equipments?!
- BGMs are loopless, disrupting the feel.
- I love those tricky paths to the loots.
- The battles are taking long not only because of the pace, but abundant HP for enemies too. I began to feel it as a chore since it takes very long for a fight.
- It's good to see the enemies have their own tactics. But again, they need a great deal of hits to beat. It takes too long for a random fight.
- The progression feels linear... Or maybe because it's just the beginning?

It's good to see people to take more attention to the battles :) But don't forget to polish them! Let me know this game's progress, 'kay?


P.S: I'm interested with [東方名曲]innocent mind (Vo.まい) / little white snow... Care to share from which album did you get this? :D You know, Touhou remix album... Yeah, I peeked the game's Audio files :D

EDIT: Now that I mentioned it, the game DOES have many much vocal songs inside (even an UN Owen was Her remix!)! Do you really use them or not in the game? Don't put them when you don't need them, please :(. I didn't hear[東方名曲]innocent mind (Vo.まい) being played as long as I play the game.

Reaper

I found the game pretty enjoyable that I really want to write a proper review. ... Can I? I fear that giving a proper review in the proper place will break the contest rules :(

The Orchid's Dream (Demo 1.0)

@wendeoo:
The princess not attacked part and etc is actually what I praise though. I know, the guards aren't attacking the princess, that's the attention of detail of this game. I like how you pay attention on such details. And really, about the fleeing, at least can I get invincible for 1 seconds? As I run sideways, I still get bullied...
Now I knew the meant tileset, now I can continue :)

EDIT:
Ah, I've reached the end of the demo. I hate those scorpions. They ruthlessly blocks my path, always >:( I can say that I like the plot and Jubei's personality. But the gameplay could be crafted better. Maybe faster pace of animations will make button mashing less tedious? The writing for the dialogues could be improved more too. If only each of the characters had distinct style of speech. Grammar is to be considered as well. Anyway, the demo presents well :)