ALTEREGO'S PROFILE
"It's hard to find the balance when you are in love.
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
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An RM Venture
Yay! Congrats to all the participants! But specially to the winners! You guys did a great job! ...Huh. "Swan Song" is about a veteran hero on his last adventure, and "Last Quest" is about a newbie starting off on his first journey. How poetic! xD
Anyway, I'm happy I got myself a couple of purty, shiny badges to take care of, and cherish-- (*hisss* my precious! >w<) *Ahem!* But maybe if I had polished the gameplay of my game, I could have gotten the War badge too. And if only I were any good with them fancy "werds", maybe I could even write some reviews to get the Discipline badge, but... *sigh* Maybe in another life. -_-
Anyway, I'm happy I got myself a couple of purty, shiny badges to take care of, and cherish-- (*hisss* my precious! >w<) *Ahem!* But maybe if I had polished the gameplay of my game, I could have gotten the War badge too. And if only I were any good with them fancy "werds", maybe I could even write some reviews to get the Discipline badge, but... *sigh* Maybe in another life. -_-
Armored Review
Funny thing that about the sunglasses. That went totally over my head too... And here I was thinking the darkness was a bug. =P
Ralph (Ad)Venture
Just got done playing this. For what it was, it was a pretty enjoyable game, and breath of fresh air from some of the more "serious" entries. The writing and the mapping were average, but an area in which the game probably stands out is in the music department. Some of the tracks were, well, different-- At least I am not familiar with upbeat, vocal pieces in my RPGs, so I enjoyed that.
Some of the gameplay choices were also very adequate for a game of this scope: Healing after battles, replenish-able potions, etc. But my only gripe is that the point of these mechanics is almost defeated by the fact that battles are unnecessary in this game. When you don't get any kind of benefit from battles (Exp, items, money, etc.) nor can you escape from them, they become a waste of time, and thus, is best to avoid them. On the bright-side, trying to avoid battles is kind of a mini-game on its own, so, it's not a total loss.
One little thing that caught my attention was that apparently, there's only one acceptable way to solve the "Wolf, chicken, corn" riddle, but as far as I know there two possible orders in which it could be solved, so, you may want to look into that.
Some of the gameplay choices were also very adequate for a game of this scope: Healing after battles, replenish-able potions, etc. But my only gripe is that the point of these mechanics is almost defeated by the fact that battles are unnecessary in this game. When you don't get any kind of benefit from battles (Exp, items, money, etc.) nor can you escape from them, they become a waste of time, and thus, is best to avoid them. On the bright-side, trying to avoid battles is kind of a mini-game on its own, so, it's not a total loss.
One little thing that caught my attention was that apparently, there's only one acceptable way to solve the "Wolf, chicken, corn" riddle, but as far as I know there two possible orders in which it could be solved, so, you may want to look into that.
Infinite Loop
Man, this game gave me a headache -_-; ...Normally, I would encourage this type of gameplay. You know, keeping things fresh, changing the game dynamics to keep players interested, etc. BUT only given that there's enough time to let the regular gameplay grow a little stale and as long as there's a decent difficulty curve to ease the player into it.
However, I felt these things were not present here. This game just throws things at you mercilessly: Now find this, find that! Now hack at the bad guy! Now get out of the maze! Now solve riddles! Now doge bullets! Would you like a tutorial on this? Would you like a tutorial on that? Etc. I mean, it's too much to take in for a game of this scope, and the fact that you have a countdown doesn't help.
Talking about that, my first impression was: "Oh, a 10 minutes time limit? That probably means the game is like 8 minutes long with 2 extra minutes to spare. Cool!" But, oh boy, I was wrong. Maybe this is more my fault, but I'm kind of neurotic about a game keeping a time limit on me, as I'll often re-play various sections of it in order to beat my previous time or hoping for better rewards, etc. So, in the long run, a game that would normally take 30-60 minutes to beat, will soon double, triple, or more, that amount of time... But I think even a player without my gaming habits will be redoing parts of this game several times, as the game makes it very easy for the player to fail.
My first issue would be that it's very easy to get cornered in the ABS sections. The mapping on the first battle (the city) is way more chaotic that it needs to be. How can I walk over a bench, but not over a pool of blood of jump over a small fissure on the ground? This hampers the navigation of the map, and like I said, makes it possible to get cornered. Once you're cornered, the bad guy will just spam you to death and BAM! You have to try again from your last save. This is less of an issue in the second ABS battle, but getting cornered is still very detrimental. I would suggest you to device a way in which getting cornered is just not possible at all.
My second issue would be that the game is rather unbalanced. In theory, Isabelle can get killed in just two turns, or in any single turn against more than one enemy, since I noticed all enemies had an attack that could take more or less 50% of her maxHP. And if you get unlucky, well, that's it. And it's not cost-effective to heal her every turn because that can take a dive on your resources, so, you have to take your chances. And if we add to this that any regular battle takes several turns to end, well... And don't even get me started on the bosses. As a general rule of thumb, if you can describe something as "overpowered" refrain yourself from including it in the game, unless you give the player a similar advantage. Because keeping up with the bosses and hacking away at their HP is a chore.
At the end, I sank nearly three hours on this game and only to get the bad ending xD such is my luck... If there was a clue hidden somewhere, something I had to do to get the real ending, I totally missed it. And I don't feel like starting all over again, if that's what it takes. xP
Regarding the other aspects of the game, they were good. The story was a bit cliche-y, but the actual writing was good; the mapping was good; the music was good. But I guess I didn't enjoy these things nearly as much as I could have because of the gameplay... sorry.
However, I felt these things were not present here. This game just throws things at you mercilessly: Now find this, find that! Now hack at the bad guy! Now get out of the maze! Now solve riddles! Now doge bullets! Would you like a tutorial on this? Would you like a tutorial on that? Etc. I mean, it's too much to take in for a game of this scope, and the fact that you have a countdown doesn't help.
Talking about that, my first impression was: "Oh, a 10 minutes time limit? That probably means the game is like 8 minutes long with 2 extra minutes to spare. Cool!" But, oh boy, I was wrong. Maybe this is more my fault, but I'm kind of neurotic about a game keeping a time limit on me, as I'll often re-play various sections of it in order to beat my previous time or hoping for better rewards, etc. So, in the long run, a game that would normally take 30-60 minutes to beat, will soon double, triple, or more, that amount of time... But I think even a player without my gaming habits will be redoing parts of this game several times, as the game makes it very easy for the player to fail.
My first issue would be that it's very easy to get cornered in the ABS sections. The mapping on the first battle (the city) is way more chaotic that it needs to be. How can I walk over a bench, but not over a pool of blood of jump over a small fissure on the ground? This hampers the navigation of the map, and like I said, makes it possible to get cornered. Once you're cornered, the bad guy will just spam you to death and BAM! You have to try again from your last save. This is less of an issue in the second ABS battle, but getting cornered is still very detrimental. I would suggest you to device a way in which getting cornered is just not possible at all.
My second issue would be that the game is rather unbalanced. In theory, Isabelle can get killed in just two turns, or in any single turn against more than one enemy, since I noticed all enemies had an attack that could take more or less 50% of her maxHP. And if you get unlucky, well, that's it. And it's not cost-effective to heal her every turn because that can take a dive on your resources, so, you have to take your chances. And if we add to this that any regular battle takes several turns to end, well... And don't even get me started on the bosses. As a general rule of thumb, if you can describe something as "overpowered" refrain yourself from including it in the game, unless you give the player a similar advantage. Because keeping up with the bosses and hacking away at their HP is a chore.
At the end, I sank nearly three hours on this game and only to get the bad ending xD such is my luck... If there was a clue hidden somewhere, something I had to do to get the real ending, I totally missed it. And I don't feel like starting all over again, if that's what it takes. xP
Regarding the other aspects of the game, they were good. The story was a bit cliche-y, but the actual writing was good; the mapping was good; the music was good. But I guess I didn't enjoy these things nearly as much as I could have because of the gameplay... sorry.
Gem Hunters: Xenogenous Predicament
Well, I seems the "oops" was on my part. I donwloaded the games the very first day and I didn't bother to check for updates after that. Anyway, I redowloaded the game just now and I could beat it this time; there are no more game-breaking bugs. Still, sometimes when your turn comes up, the skills menu appears displayed for some reason. You may want to look into that.
All in all, not bad for a game made in 24 hours. =P
All in all, not bad for a game made in 24 hours. =P
Ragnarok Began Yesterday!
I'm still waiting for comet Ison to kill us all. What happened? ...Well, to give loony people some credit: they're a great source of fiction! =)
An RM Venture
150 words per game? Some games don't merit that many words, imo. For example, I played Rhyme's game yesterday and I really liked it, so all I could think of saying was practically: "I like everything about your game". ...I guess, I could strain things out a bit by talking about the format or the mechanics, but, quite frankly, I don't feel like counting my words when giving feedback.
Oh, well. Probably not the right challenge for me anyway~
Oh, well. Probably not the right challenge for me anyway~
Heroes Unite!
Amazingly immersive writing? Check! Sparkly battle system? Check! Cool chibi graphics and fitting music? Check and check!
Insane-final-boss-that-nukes-you-into-oblivion-in-a-single-turn? Double check!! ...I hate you, Rhyme. Here, have my tears: Y_Y
Insane-final-boss-that-nukes-you-into-oblivion-in-a-single-turn? Double check!! ...I hate you, Rhyme. Here, have my tears: Y_Y
Gem Hunters: Xenogenous Predicament
The gem system and the "procedurely generated overworlds" system are both good ideas. The latter reminds me of the ".hack" series. My only worry is that randomly generated worlds may not translate too well to rpg maker. Vast, open areas are often considered bad mapping... Maybe if you made the different worlds to actually be "overworlds", you know, as in: "worldmaps"?. That little trick may make it easier on the players to assimilate the lack of detail. Dunno, but I'm sure you'll figure something out.
Anyway, I couldn't finish the game because I got several errors while playing, but you probably know about that already... Here they are:
When trying to buy a gem at the store:
Script 'interpret 7' line 272: NameError occurred
uninitialized constant interpreter::Game_gem
When trying to use a skill with no gem:
Script 'Scene_Battle 3' line 80: NoMethodError ocurred
undefined method 'useable?' for nil:NilClass
During the battle against the last boss:
Script 'Scene_Battle 3' line 232: NoMethodError ocurred
undefined method 'active=' for nil:NilClass
Anyway, I couldn't finish the game because I got several errors while playing, but you probably know about that already... Here they are:
When trying to buy a gem at the store:
Script 'interpret 7' line 272: NameError occurred
uninitialized constant interpreter::Game_gem
When trying to use a skill with no gem:
Script 'Scene_Battle 3' line 80: NoMethodError ocurred
undefined method 'useable?' for nil:NilClass
During the battle against the last boss:
Script 'Scene_Battle 3' line 232: NoMethodError ocurred
undefined method 'active=' for nil:NilClass














