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Quintessence: The Blighted Venom

Quintessence - The Blighted Venom

<3 the way the piano comes in.
Will you be doing Drift and Peregrine in this font?
I know that drift also has a singer so it may be harder, but Peregrine would sound fantastic! :D
 
I love the change from ocarina to music box to piano, but I think whatever is playing at the same time as the ocarina is distracting. I'd have the ocarina playing by itself at the beginning like in WIP1, and also I would take out the extra note the ocarina makes that isn't part of the melody (the part where it makes an extra high note that's much higher than the others).
 
About the new song. Three words. A MAZ ING! Ok, well that's really one word, but still. It's awesome. I really do love it. The more the music developes, the more real the game feels. Especially with the more realistic sounding music. Keep up the A MAZ ING work! XD
 
WIP3 - Just... Amazing. :)
The echo... uhm, I used the wrong word. God, I went to music-school for 7 years and I don't know how to call it lol. Well, atleast not in English.
You know, the big uh... coin like thingies in asia, haha. You hit it with a... stick thing. (omg lol). Anyway the loud hit with it that's on the background, that's what I meant. It sounds better now though. Before it was a little clumsy or so, sounded a bit strange.

Oh and, don't call me wesley. xP (I was zealex before, tho I wanted to change it. But not into this! D: Haha)
 
I just finished chapter VIII.
It took me 13 hours as I spent a lot of time sight seeing and grinding.
Now my comments:

It was extremelly good, so much so the few bad points don't matter a damn.

I Liked:
The mapping, although crowded it was very pretty, if it wasn't pretty I may not have started playing it yet so it was the prettiness that got me started.
The music was extraordinary, easily the best in game music I have heard, it just suited so perfectly that you had to concentrate to hear it as it just added to the mood without you noticing, but when you did concentrate you realized how good it was.
The lighting was excellent, that too set the mood perfectly.
The blured closeup superimposed on the scene was well done, it doesn't matter you used it a lot, its kind of like the trade mark of the game.
The battle system was good, although it caught me off guard as I was expecting a turn based system like other RPG maker games.
The comedy moments were good, a welcome change.
The evade the guards bit was excellent, never seen anything like it before (a free tip: if you make it past a few guards to a safe spot where you can't be detected, save the game so you can resume from there BUT leave one save spot free early on in case you make a wrong turn).
The haunted house bit too was excellent, almost worthy of a seperate game, you would have to make it longer though, I love the way it ended, again unexpected.

I Liked Less:
Been said many times already, starting chapters, brilliant story but the interaction was poor (no it wasn't 'cos there wasn't any). It needs more user input to get the player involved earlier, I would have given up on the game early on except I heard how good the story was so I stuck at it.
Battle system I liked except the battle ground was often too crowded, too often I got cornered with no way out, even behind a tree where I couldn't see myself or the enemy, I just kept pressing 'Q' and hoped for the best. It needs a lot of empty space so you can make a run for it easier.
Some speech isn't correct, you need some one who's primary language is English to proof read, one example that stands out is reference to the 'Flower hair pins...give it back to him' should be plural give 'them' back (2 occurances of this).
I disliked gathereing all that crap early on an not using any of it.
During the battle when you would use some of the found crap you can't because its real time, maybe the ability to pause the battle so we can take medicine or use an offensive item.
I disliked all that grinding was just wasted as by the time I got to chapter 7 or 8, I was back to level 1, I suspect this will be addressed when all the chapters are done and they are all merged into one big game.
The only place in the game I didn't know what to do was in th ewinter carnival, I was stuck there for hours, I tried everything, haunted house, bought all the teddys, got the tiger hair, played each game at least once, bought and used many 'nuts' (he he, I liked that bit), wasted all my coins so I could bankrupt the coin giver, spoke to everybody many times, got everybodies fortune read. I had to come here and read the forum to discover what had to be done, seems the one game I sucked at so I didn't play much is the one I had to get a reasonable score in to advance the game, maybe a NPC could hint that you need a specific score to win a special prize or something that gives a similar hint.
I liked the mapping even with the red arrows showing the exit points but is it necessary to display them all the time, I feel they should be only turned on by a special keypress to show the way, is it even necessary to only exit a map at just one or two points, why not anywhere you can squeeze through th erocks and trees, (which could be used to restrict access to areas of th emap you don't want an exit point).
Not enough save points, you need to save the game almost immediatly after a difficult battle, not after a lengthy dialog following the battle, I'm sure most people would be getting rather anxious waiting for an opportunity to save, I know I was, I was finding myself rushing through the dialog just so I could save incase the power goes off or the computer spits the dummy or similar.
Related, not enough save places, 3 save places, thats a bit measly, during other RPG games I would use all 99 save places, sometimes more, just 3, I almost had a heart attack.

Now the bad bit is bigger than the good bit, I hope you don't take it the wrong way, I really liked this game, I feel it has the porential to be the greatest RPG maker game ever, hence the comment. As far as revamping the early chapters, I feel it would be best to finish the whole game first before going back as all too often I have seen excellent games abandonded at a late stage for whatever reason despite everybody creating an uproar, I would really hate that to happen to this game, so please don't take this critisism as a negative view of the game, it isn't, I just want it to be perfect.
Last comment: I feel you need to decide if its going to be a RPG game, an adventure game or an interactive novel, it seems to be all three at the moment (not that it matters to me, I still enjoyed it). Personally I would like to see it developed into a RPG fully, where leveling up, weapons etc play a bigger role, it would be the best ever, it wouldn't take much to split up the lengthy non-interactive bits with exploring, fighting, whatever, inbetween - it makes a lot of difference and it wouldn't matter if the game was 100 hours long or more.
 
Wow, thanks for the many feedbacks! Much appreciated.

Was it the WIP1 you were referring to by any chance, fox? I thought the WIP3 was somewhat close to the original version as far as atmosphere is concerned, but more dramatic and nostalgic. If not, I see what you mean, as the original has a simple and straight forward charm to it in comparison. Ah well, hopefully it's not too off.
---
Bradley: While I can do Drift as I have Laura's singing and accompaniment on different tracks, I probably won't (or at least not entirely) due to time constraint, as it's already fairly decent in sound quality compared to the other songs in the soundtrack. Might do something about Peregrine though.
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Kemuri: By whatever that plays at the same time as the ocarina, do you mean the little percussive-sounding thing at the beginning of notes? If so, that is actually within the instrument's sound itself, like a blow noise or something. I am trying to find an alternative instrument for the part that still sounds similar, but without the little attack at the start.

I didn't expect that many nays against the grace notes, heheh. I'll take the high and very noticeable one off, and see what I can do with the others.
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I think that's the gong you're talking about, zealex (ugh, didn't know it was you :p ). And ooh, that's cool that you went to music school. Did you play an instrument or?
---
Blare: Mm, I composed Drift in more of a pop song -ish style, where as this is orchestral. Her talented voice was probably why it flowed better, heheh.
---

Anne:

Thank you very much for the elaborate feedback! And gee, 13 hours? D: Now I feel guilty for not putting in enough exploration contents, heheh.

Great points, really helps me out when editing through the old contents and watch out for with the new ones. Some of the things, such as not being able to use the items gathered, are being fixed this time as I am introducing item use and escape feature in battles.

No worries with the revamp, I might've worded it a little too strong. By a little revamp, I just meant fixing and inserting contents in to the earlier chapters; pretty much just 1 and 2. As you noted, one of the major flaws at the moment is the lack of interactivity in the first and second chapters, and is quite a discouragement to continue for many. With some fix of the general mapping (less cluster but still keeping the details), dialogues, lighting and insertion of more interactive content, hopefully it would patch things up more to give the player more of a boost in the beginning.

I haven't responded to most of the points individually, but rest assured I read them all carefully and am thankful for them. Some are things that could've definitely use a boost, and some are big glitches (e.g. the resetting level back to 1 in C 7/8). I'll be fixing as many as I can before the next release. :smile:

I feel you need to decide if its going to be a RPG game, an adventure game or an interactive novel, it seems to be all three at the moment
That's very true. I've been a bit lost with that myself, and have been drifting from one to the other continuously. At first it was intended to be just a story with visual and audio aid, but I've been slowly drifting toward more interactive content due to the development environment (RPG). I think that in general, I still want a story oriented project. While there would be more interactive contents inserted, it would be somewhat different from say, Master of the Wind's puzzles. I suppose mainly in the way that I would try to mainly use it to give the player a feel of interactivity and participation, rather than actual puzzles that can be seen as little standalone games themselves. Mm, that may be a wrong description of things, but I guess what I'm trying to say is that things will always be linear.

Again, many thanks for the detailed feedback! Thank you for your time, and glad it was enjoyable overall.

~~~
[I have the new sound mp3 for Lunair's version of To Realize on piano, but this post is a bit too clustered already, so I'll put it up on the next post.]
 
Yeah, gong, that's it. Damn I feel embarrassed. :x
I played synth and drums. Although I never really had fun doing it. I don't know, was more of a burden to me. Guess it was because I didn't really like the school that much or maybe making music just isn't the thing for me. :p

Anyway, you can post now. :p
 
Ah well, at least now you know. I'd imagine theory/music history lessons would be tedious, though.


Here's the song, then. Note that there are a few things wrong with the song as a standalone song, but given the scenario it was played it, it is for the scene's atmosphere.

--------------------------------------------------------------------
Lunair's piano version of To Realize:
http://www.quintessence-tbv.com/To_Realize(LPiano)-Kan_Gao.mp3
--------------------------------------------------------------------

[Some of the faults of the song:
-Simplcity: Due to that it was played by a child.
-Pedal is pressed down the entire second half, causing a clustered effect: Intentional to the occasion of the scene it was played in.]
 
Me too, if that were to actually happen. :p "@Bradley" was actually at Bradley who happened to mention Drift as well, and your's was "@Blare" several replies down. Here it was:
Blare: Mm, I composed Drift in more of a pop song -ish style, where as this is orchestral. Her talented voice was probably why it flowed better, heheh.

[Post reserved for future edit of summary of updates so far.]
 
Reives Drift Is being recirded as i write this my friends are doing a bit of practice. It is more pop like. Using drum solo, guitar, violin and piano solos. Some are small. So I might be ably to get it to you after some editing. Maybe 2 weeks.
 
i like how you name each of your replies so that it looks like this is a different topic on the forum index thus snagging you more views

really clever!!! great job
 
Thank you, I learned it in Ivey League.

I also like how you html coded the old sig to reflect usernames to snag your link more attention; it was quite something to learn from.

Very clever, nice work.
 
Wow Reives, the new look of the battle system owns. No more plain text ;D
Good job, and good luck.
~Your phaily ex-prerelease tester, Larynni
 
Reives":3j7ok30r said:
Thank you, I learned it in Ivey League.

I also like how you html coded the old sig to reflect usernames to snag your link more attention; it was quite something to learn from.

Very clever, nice work.

thanks bro =)
 

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