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Project Criticism Partnership - Signups end April 10th!

Username: Miles Castea
Link to your topic: viewtopic.php?p=714428
Criticism Strengths: Gameplay, Sound & Music
Focus: Art (mapping & spriting*), Story (currently no plot, non-linear gameplay...but non-linear gameplay isn't necessarily a bad thing right?), and does RGSS scripting count?

*I want to be able to learn how to create good looking, clean sprites, so I can have one more skill that makes me less dependent on others.
 
Wow four already! I like where this is going. Frankly I see this little event as prolly the best way to get you amateur developers to start networking and learning together.
 
Good plan i hope to join this ofcourse, thanks for the PM
Username: LegSicon
Link to your topic :http://www.arpgmaker.com/threads/69267Criticism
Strengths: Gameplay, Story, Music/Voiceovers
Focus: BattleSystem, Story, Character Bios and mapping

thanks for this oppertunity
 
YOUR PARTNERS HAVE BEEN ASSIGNED :O

(ctrl + c, ctrl + v :smile: )

In total, nine people signed up for this month's PCP,. I had to rework things a bit, so there's three groups of two and one group of three that will be doing a circle-type thing. Either way, everyone's going to be giving and receiving critiques. I've PMed you guys your partners and the links to their projects.

So now it's time to swap some critiques! Remember, you have until February 28th, so take your time and make your critiques detailed, specific and with some practical advice, After all, you want to receive good critiques, don't you?

Remember the guidelines:
Dadevster":24nbyxq3 said:
PCP Membership rules:
Exchange of feedback must be equivalent. Both members of the partnership must give each other the same amount of critical posts and content
Members must refrain from these kinds of spammy posting behaviors while fulfilling their Partnership agreement.
Members must give thoughtful and constructive criticism that aids development. If you aren't sure what that means please look at the example posts listed in this post.
Major breaches any of these will jeopardize your chances in taking part in future partnerships.

With that being said, you can use this topic to ask any questions you might have regarding PCP. Go hog wild, guys! Looking forward to seeing 'dem critiques!
 
SIGNUPS FOR MARCH HAVE BEGUN!!

The signups for March are now open! You can start signing up anytime now. As the topic title says, they'll end on March 10th, so you have 8 days to sign up. If you've signed up before, you'll have to repost your information again.

One thing I've noticed is that it seems many of you are only leaving one critique. If you want to reap the benefits of PCP as much as you can, then it's recommended you leave at the very least 3 critiques. Feel free to break the up into different posts! But leave more critiques! :box:

We had 9 people sign up last month. Let's try and make it at least 10! ;D

Also a big thanks to everyone who participated last month. Thanks for keeping the critique-train rollin'!
 
Once again I've grabbed some of the better and more detailed critiques out there that were left in February. Feel free to think of these as good examples and emulate them.

Nolund":26ukqvef said:
Had a fair bit to read here, but I got through it :p

I'll separate my thoughts on the aspects you asked for in two separate headings:

Story

What I like about this project is that while the story is not necessarily new and creative, the entire thing comes together so nicely that it doesn't have to be unique. The fact that you have a story that isn't so thick with cliche that you can smell it from 3 threads away shows you've put time into this. I also think that it's something that could actually happen in the setting provided (economic crisis and some powerhouses trying to get ahead in the world, which one could technically argue is happening in the world today).

Gameplay

Well, this is where most of my criticism is going to come into play. Some of it could potentially be part of Story, but I figured it would work in either heading.

Something I really like about this project is that you have set a goal, and I personally feel that you've achieved it. And that's replay value. By having three different factions, one can play through this game a number of times and not really have to worry about having the same game three different ways. At least, that is the impression I have gathered based on your first post (different goals lead to different destinations).

As said before, something you're going to have to put extra care into is balance. I have no experience with GuBiD's TBS so I don't know how it works, but I definitely agree that it will likely need to be tweaked in order to obtain that "RTS" feel you want to implement. You definitely have your work cut out for you with the number of different game scenarios and units.

Something I thought of while reading this (and I am not sure if you have thought about this as well) is the carry over of units, and how they will grow. You stated you wanted an RPG feel, so it leads to me the question: will units that have taken part in battles grow in strength or rank? For example, say you name your units, and have an Assault pilot named Frank, if he stays with you through a number of battles, will he become "Corporal Frank" and gain bonuses? Or are units solely upgraded through R&D?

Something else I thought of is, is there a set path to this game? Or is this non-linear. Do missions HAVE to be won, or are there certain situations where a defeat does not lead to "Game Over", as is the case in war. What comes to mind first is Star Fox 64, where you could lose some missions, and be put in a different path. Ultimately you go to the same ending, but you aren't forced to win every battle to get there (because let's face it, who can win EVERY battle in war?)

Now, you're like me, where we tend to bite off more than we can chew (I have a number of stories set in motion for potential games, some started, some not, and most are way too ambitious), but something you might consider is a "Scenario" aspect rather than the storyline, as you find in most RTS games. Basically allow the player to have a Quick Play option. Not sure how hard that would be to add in, as I've never done anything close to this project before, just another thought that came to mind.

Also, a question on how "Heroes" will work. Are they typical units? Or will they be special mechs, not limited to the class types you mentioned in the first post (as in, is Hero 1 a Ballistic, or is he a separate class, with his own unique strengths and abilities?)

And since I'm on the topic of classes, how do Lieutenants work? Like, are they the same gear simply with different abilities, or are they all different classes (which means they'd look different, and "Lieutenant" is just a name). Or, am I wrong on both of them, and they are simply upgrades to units you already own? Like, a Lieutenant UAV.

Anyway, I think you have a great project here. Had a lot to read, so it's only natural that there's a lot to say :p
Skyler":26ukqvef said:
Hey there :) Here's my first PCP critique for your project.

Story
The story isn't 100% original, but that doesn't mean it's a bad thing. Most RPGs these days use a recycled backstory anyways. I do like the fact that there is one land left that isn't engulfed in war. However, you're verrrrrrrrry vague on what happened to cause the war, and who exactly the sides that are involved are. I think you should go into more detail on that front. Also, the fact that your starting plot device begins with the main character on a mountaintop really seems iffy to me. Other than that, I really like your ideas and side quests. The FAQ near the bottom is also quite helpful.

Gameplay
I can't exactly comment on the gameplay because you haven't decided what RM engine to use.

Characters
Some of the characters seem like they were crafted by a cookie cutter. You're very vague on the main characters, which are usually the most important in the game. A little more background information would probably help out. The antagonists seem very flat, and also have that cookie-cutter feel like I've seen it a hundred times before. The non-player characters are the most interesting to me, and I'm not sure if you even intended on it being that way or not.

That's all the critiquing I can do for now :) I await your reply so I can further pick apart your project. Thanks a mill.
Dustin":26ukqvef said:
Well I'm personally a fan of non-linear games and especially being able to train your character whatever way you want, so I really like that aspect of it. The random allies joining sounds pretty cool too, like FF Tactics I guess. Um, I'm not sure of the whole world of Sonic thing, but I've never played any Sonic games, maybe it'll work.

Yes, you definitely need to add some sort of a basic story, even if it's something as simple as your character is told to explore and find out more about the world around him/her.

I think the title screen could use some work. I really don't like the simple white banner with that papyrus font in the middle. The white just stands out too much and the font doesn't fit with the rest of the graphics. Also everything could use some smoother edges.

And for the battle screens I don't think there should be a tree in the middle of the battle field, perhaps trees around and the battle takes place in a clearing.

I have a few questions, though; is this RMXP? and what does ZP stand for?

Keep it up!
No ID":26ukqvef said:
After reading everything from the initial post, I think it would be best if I start off by complimenting your presentation and writing ability. Part one, is very detailed, to the point where I assume that you intended to write this as a book. The story seems very well thought out. Now although you have a nice balance of characters, I believe that as a whole, their characteristics are a little to cliched. However, since this feels like it will turn out to be a traditional fantasy rpg, (apologies if I'm mistaken), this may not matter at all. It's just that it's 2010 and it would be refreshing to see a new spin on commonly used characteristics for a hero and his/her party members.

As for game play, I'm getting the impression that the story is going to be a somewhat linear one that will take up a lot of time to explain, leaving little time for actual game play. But this is just speculation of what could potentially happen, since there is no actual game to play. This is just the vibe I am getting, but I hope I am wrong, because this is a game I would like to play but if there isn't a good blend of story and game play, (and it's just press space bar to see the next text like a visual book), then I will get turned off very quickly since I get bored easily. (A.D.D. :box:)

I chose side view battle system in your poll, simply because I honestly hate the default battle system, because a picture is not as personalized as an actual sprite.
Any other battle system is fine but I just dislike the default.

Overall, I like the way this game is shaping up and I love the fact that you are assembling a team to get an original feel. (i.e. no rtp, wish we were all as lucky).
This project is promising but it also looks like it's a ways away from completion, so I do hope you maintain your commitment and focus, as I would love to play this someday.

Good luck, NO ID.
 

No ID

Sponsor

OMGOMGOMGOMGOMGOMG I'm first! lol.

Username: No Id
Link to your topic: viewtopic.php?f=78&t=66438
Criticism Strengths: Story, game play, music
Focus: Story, Mapping
 
Username: danyo34
Link: here
Criticism Strengths: dialogue, story, characters, and to some extent, mapping
Focus: story and characters, which are everything I have so far

By the way, don't assign me to zchin131, since I'm actually part of his team, as a critic.
 

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