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Oh, you released it already? I guess I've been too busy spriting today/yesterday... I'll check this out tomorrow.
(Btw, the image download link takes me to your main forum... or is that intentional?)
I played through the intro, chapter 1, some of 2, and 9. I really enjoyed it, the intro was very well done, and the battle system seems a lot cleaner now.
Oh and,
Ok, are we supposed to know who the people attacking Aeria are? Or is it supposed to be a mystery to us right now?
I wasn't sure if I forgot something or not.
I think you did a really good job on this, Reives But I think I say that all the time. Im running out of new things to say.
Well, I should go finish chapter 2 now!
edit: oh! I forgot to mention that the new music was absolutely amazing
As for the attackers; it can be figured out with an educated guess - hints are who Rayne said it was caused by, and what happened in Chapter 5.
Thanks for playing, glad you enjoyed it. c: I did feel that a simple cleaner UI for the battle system made a lot of mental difference; should've done so a long time ago.
I don't think anyone solved the first puzzle in Chapter 2 on Normal (Challenging) mode yet, give me a heads up if you could.
@Neverplayd:
Aye, it actually is intentional, as the post is on several forums, and since I still need to edit the release things, it's much much more efficient to be able to edit one post instead of multiples on the different forums. And thanks, looking forward to your feedback. c:
Ah, I see. Well, I'll try to give some more critical feedback this time around, so here I go:
1) Your intros are much longer than most games on this forum. Not really a bad thing, but to make it more replayable, you should have it possible to skip the music/non-playable intro (especially since you have all the credits in the playable intro anyhow).
2) Should give a reason why the character can't leave through the north and west pathways in the beginning of the intro (All you do for the north pathway is have to play turn backwards and you have no response in the west pathway). Just giving little reasons will help the player know that going north or south isn't the objective and also can help the player become more aware of what is going on.
3) You should have either Reives or Lunair give a hint about turning off the lights to solve the first puzzle. I would have had no clue of what to do if I hadn't checked out the forum for answers.
4) Some of the items (like the tea) didn't dissapear after I collected them (might be intentional).
5) Things like "you have eaten" and "kardian joins the party" sound too unnatural and unprofessional. You can instead give Reiver's reaction to the food, like "It was okay" or "Alright, I'm full" and have the screen flash. Also, why would you take note of Kardian joining the party when when another character joins you just show the arrow keys and allow them to assume the character joins. It is a little inconsistent.
6) Instead of moving Kaire's whole wheelchair when she faces different directions, you can just move her head most of the time. Looks a little odd that she turns her whole wheelchair to face people.
7) The flashbacks in Chpt. 2 are very long and with few breaks in between. I realize your still working on it, but a suggestion would be for Kardian to have to enter Lunair's name in an Enter Hero Name Box(since naturally most replaying members will know Lunair's name already, but new players will not), and if they enter it correctly, they can skip most of the flashbacks except the ones appropriate for the flow of the game. That will help increase replayability.
The intro is much better than before with a lot of interactivity and enough things to draw in people that are interested in gameplay alone. There could have been a few more battles in Chpt. 1, and Chpt. 2's cutscenes bored me so I decided to take a break for a while. Overall, a great improvement from before. Next on my list is chpt. 9, so I'll give some critique on that soon.
(Oh, and a possible idea would be to allow the players to be able to attack the monsters on the map pre-emptively. It has been something that has been bothering me about most battle systems with monsters on the map, that you only have the choice of avoiding or challenging it to a battle without any advantage. Probably too much of an ambitious idea, but it would be very nice if it was properly implemented)
@Neverplayd:
Ah, thanks a lot for the pointers; many valid points there. The first puzzle's orb factor seems to be missed by many, it was something I didn't expect as there are glimmering things on them. But incorporating them into the dialogues is a good idea, I'll probably do that now. The eaten messages and joining party messages are rather cheesy, hah, I was planning to remove them this time 'round, but forgot about it somehow. I don't think I will do away with the skipping things, though, everything just seems to be a part of it, and it just doesn't feel right for me. Chapter 2 is indeed still in need of much interactivity, which I will slowly insert as time goes on (I'm guessing you didn't get to the first puzzle, by the way?).
Much appreciated!
@La Muchacha:
Rename the save files to Save1 or Save2 or Save3 should work. c: But don't forget to get through the new intro and C1 first.
Edit:
Oh, @Neverplayd: My bad, I missed the last point about the battles. That's actually a good idea, and it did come across my mind a while back; my original plan was that you'd be able to shoot them on map for a chance to eliminate them before initiating battle. If they are not eliminated by the time they run to you, then the real battle occurs. So it's sort of a battle-in-battle thingy; would be a big hassle at the moment though, so I'm keeping the idea at bay for now. :smile:
Allright, I while I remember Quintessence from the start of the original chapter 1 (with Reivier walking up to a grave in the music video instead of the camp), I never quite gave any comment, so I took some notes and now, with my 20 pages of written down notes (actually, post-it sized notes), let me bore you with a very very long text ^^.
General Comments
You've said, once, that after MOTW, Memento Viviere and others, that perhaps Quintessence would join the high hall of fame of RMXP games, one day. Surely you know it by now, but it surely has on this day. Not only did you reach quality that you probably wanted, and most of us struggle for, but you now have created you very own path and style, and is progressing steadily on it. Many features you have is unique to your game and yours only, some obvious like the rather complicated CBS for something made with events, other less, as the simple yet effective mapping style you have (the ground is especially intresting - rarely is there a big area with the same tile). Make sure you don't detract from that path, and surely you will reach its end.
Allright, now...
What's up with the new game icon? I think you are trying to make an allusion to Lunair's eyes there, but it looks a little odd and inconsistent there, and people don't really know about it yet when they first extract the game. The actual problem lies on the left side of the "Q". It looks as if it is given a shattered, ripple effect by the green portion, as if that one part was encoded in the lowest JPG possible. Or is that the cause? It needs a (little) fix.
I'm going quite far with that but where has the original Quintessence pill on the title screen gone (the ring-like shade with a sphere on the middle)? It looked a little most artistic. Well, not really important since this one looks very good too.
From something made in RMXP, you puzzles flow very very smoothly, whichever it is, when we switch pieces and stuff like that. Probably must have then extensive testing eh? Good job with that.
The fact that some figures of speach are used rather often (Reivier's "...Ah", Kaire's "That...", others) is something I particulary appreciate. Just as some real people will use certain words more often (Duh, In fact, Maybe, Whatever...), it really helps give more personality to your characters. Be careful that they are the only ones who does use them, though, when possible.
I've noticed you changed a lot of tracks location depending on the scene. I'm probably biased, being used to the old uses (and having actually converted them into .MP3 for my...MP3), but be careful when you do so; the main thing that makes a good tune is not solely it's quality, but rather how well it fits into your game, blending with the scene. Probably many of them where composed with a specific scene in mind, so should you swap them, they won't do the job like before. A few examples in specific areas.
New Intro Comments
I dunno if that would apply to someone who doesn't know Quintessence and opens it for the first time, but everything new (Video-Agatha) is akward. Most of the game goes on a sad/grim tone, while the beginning is very epic, adventurous, somewhat carefree. It even has a...childish feeling? I don't mean amateur, but rather that it makes me think more of a classic RPG with knights and a world to save then the internal conflicts of Quintessence.
The new To Realize particularely striked me, it's not the calming tune from before, for sure. Although when you think about it, it's even more sad then the previous one...
As for all the new intro gameplay, there is a little too much. Maybe that hooks other people better, but not me. The problem is that we just solve puzzles around and all, but we don't know why. We just have 3 little sprites that are like "Yeah, a new dungeon to explore!". You need a little extra dialogue. Not much, just a little. We don't get why Lunair just says "Mongrel". If she was allready affected by the poison like in the original version (and chapter 9), then it would sound much more "Damn, we got to get this through with" then "Let's walk happily trough the maze!". I'm probably biased, but this is my current feeling about it.
Although the way you used the field during the golem battle is very nice, though. Just as in RL, battles should use the field as more then mere obstacles when possible.
Specific Areas
The new titlescreen tune kinda exploses in your ear at the beginning. It's a very nice work, much better quality then before, although it's not quite the intimate feel of the other one.
I think that even if the piano isn't done playing, the music should stop when the little boys comes in. Dunno, that scene kinda seem better silent.
The tiny credits were funny. Nice idea.
The golem's heads are distracting. Too funny.
The effect on Lunair's face, the "bumping" like a beating heart is very nice.
The isometric is not very smooth. Eshe stops for a split-second every diagonal step, a split-second too much. By the way, diagonal moves are better off a little slower (larger distance, of course)
Where is "Illusion"? It's timing with the earthquakes at the very beginning was very memorable, yet now I hear "Suspicion" (or something) during the puzzle (or somewhere around there). Dawn of Temple (or something) replaces it nicely though, just a different mood (can't really compare).
Where is "The Haunted"? It's timing with the Crystallization of Eshe (as Agatha casts the spell) was also very memorable. Also, when they go into over-sensitivity mode, the enemy used to say "I'm sorry sister" or something, and it set up the pacing quite well. It should be there again (although maybe..."I'm not sorry."?)
It's not the simple-evil-iwannaicetheworld antogonist (that did the job perfect) anymore, but it's allright, if it helps the rest of the story.
Where is Morra's comment "...Mortal"?
Didn't you use to use "A Distant Remorse", after the back-in-the-past? It fitted so well.
Mella, at the kitchen, when given a choice : I'll try my best...at what?
I'm suprised that the hunting part actually fits perfect. Usually these things don't flow, but this one does perfect. Great job
The Vikon thoughts about the animal's kids is classic, but always so effective.
After Reivier gets Serai, Kardian explains his doubts to Kaire. The atmosphere isn't nearly as good without "Suspicion". Or was it that tune, but I missed it?
After getting out of the tent to follow Serai, midway in Korbin, why do you make the screen tone a little lighter? It's a little too bright, for a night, even if it was full moon. It's a little too noticable.
Way too many mushrooms!
Chapter 2+ : Don't let the music repeat at the central (the fanfare thing) since it's not a tune made to be repeated anyway.
You may want to revamp the scene where Reivier finds Kaire (frostbitten) and Kardian in the snowstorm, the mapping is bland and empty. Or is it on puporse?
Wrong spelling? "You didn't even notice Serai's absense"
I've notice most people call him Reives. Does he ever get called Reivier? (Aeria's people don't know him and Lunair calls him Mongrel).
"You will encounter battles from now on" At the ruins. It's not the first battle anymore!
Do something about the invisible wall at the bottom of the ruins (screens cuts off). I usually don't fuss other these, but this one is way too large.
Did I just miss them or is there no item tiles the first time you fight the thief (wolf form)?
Is it me or Huey's hair (sprite) is...green, not blond?
It would be better if the Ocanaria fades in at the same time as the Piano fades out, chaining. Now there is a 2 second break - too much.
Chapter 5+ (Aeria) : It would be more impressive if there was more then THREE cooks bringing dinner as Rayne is to make his announcement on the merging. They could even carry a complete roasted animal.
People clapping and cheering would be great when Rayne makes his annoucement.
You can't zoom in in such as small object (the teacup). I originally though it was a kind of white cloud that made a allusion to Lunair's clouded mind or something. It's a simple object to vector anyway.
At the detecting game, make the Eye and Lunair's face appear after you prompt for saving. Because for a few seconds, they are just there, floating on a black background. Doesn't look good.
The mini-game not as intresting as it could be. Due to the randomness of letters, you very rarely need to change shape. Even when Reivier joins in.
At Alden's memorial ground, please, make those flowers passable. Bush flagged too. That includes the flower and tall grass autotile, which you forgot to bush flag.
At the central, the surrounding walls are only one-tile-wide and stop abruptly at the screen edges. Let them be wider with the automatic autotile-to-edge feature.
At the end of the rain scene, at the screen shifts right-wards, get rid of the green arrow that points to house entrance. Same for when Lunair turns into a hawk. Or any custscene, for that mather.
At the wedding, the mirror could reflect Heath (Reivier). It would also make a better "Do I look good?" feel for the scene.
After the wedding is interrupted, and you gain control, you get to pass trough a door-you-do-not-see (the ones on the vertical walls) that are shown by an arrow. Problem is, you got teleported into that map, you didn't actually enter it trough that door. So the arrow doesn't point the right way.
The guards with the halberds that protect the various doors are in group of two, not three like they should be.
If there isn't one, a library with further documentation on Aeria/Prion would be nice in one of those districts.
The end of chapter 6 (thus, end of Arc 2) would be good time for another short scene with Morra in her dark world. ...or not?
Chapter 7+ : When Lunair goes searching for Reivier, there are many forest maps, although one is bigger and could be considered the center. At the left, there are two or three teleports. They go to the right place, but on the next map, the bottom one doesn't teleport back to the rest place (forgot to change after a copy-paste?).
When you change into wolf form, you still see the Fire Powder and Vemon Gust Q&W keys at the lower-right (the face). But obviously, those keys do something else.
Also, in that area, there a little bit too many enemies. At least spread them out a little more.
When you hear the horses trough super-senses, you can still get engaged into battle in the middle of the little cutscene.
On the "Perigrine" scene, there are some modern camera style picture, that are what Reivier is thinking. They overlap above the black cinematic bars.
When Reivier and Lunair is watching the clouds, the background clouds could move too, slowly. Although that might be hard since it's painted allready...
Winter Carnival : it's annoying when a cameo pops-up when there is only 1/2 second left. One missed hit doesn't look much, but out of ~34 appearences, it takes off a considerable %. It want my 100% :pissed: :tongue:.
It would even be funnier (thus, making contract) if the false ghosts made "Boo" when speaking to them. With a face graphic with Vikon-Style big cute eyes.
In the cavern, the beds have a passibility problem. You should only be able to get on them from the sides, not from bottom.
I'd like more journal pages.
When you arrive at the port, is it not supposed to be winter?
When the Quintessence pill is stolen, Reivier's big-zoomed-face should be facing the other way.
Nice story with Vikon there. The bear was particularely an intresting drawing. As for the big, was a supposed to Cry or Laugh?
Good thing we actually Symphatized with Aeria a little, it makes the attack all the more intresting.
The burning Aeria should also have big big holes on the walls (when Rayne is watching the gate from a nearby cliff).
Didn't the red love pill...break inside Reives body? Or was it just an allusion at it dissolving and having it's effect, the later instances being purely symbolic?
Lunair's powder attack is hard to see on the snow.
It's easy to get stuck when landing with the Hawk Form. Make the system check passability first of whatnot.
The way the screen shakes at Lunair's Sickness scene is very movie-like, not RMXP-like. Well done.
Bug Related
This is probably not fixable, and not important either, but while I'm not focused on the game window (not the active process), pressing keys (such as A) will still affect the game (normally RMXP pauses when minimizing it). Found this out when replying on MSN to someone.
At the bottom of Kardian's house, the ambiance light repeats itself, forming 3 spots that are really out of place. It shouldn't tile.
On the first detection game, the second soldier, the one that enters the small alley, as a priority problem. He kinda walks on the roof (but his head is cut off).
Rayne says to Dirk "As for that of actual power, they hold utterly none" twice when Lunair spies on them.
Questions
Now, a few things out of curiosity, if you don't mind ^^...
How did you approach eventing the CBS? Did you just go and did things as needed or rather, created "modules" (common events) for every different task (skill, attack, jump...) and call for them trough a "central command center" (parallel process). Or something else?
How much time do you spend in average working on it?
How do you pronounce Reivier? Ree-veer, RI-reer, Rey-veer, Ree-vyer...? (Forgive my messed up half-french half-english brain)
Do you have everything planned down, or just the general idea and change things as you see fit?
Let me guess, Lunair asked for a hug in hope that she would indeed get killed so she wouldn't let Agatha get her? Hard to tell only from C9, but eh, felt like taking a guess.
Eh, I hope I didn't forget anything. I didn't really play the game to give that much comments, but these are things that happen when you have a pencil under your hand, eh. Again, great job :straightthumb:.
(By the way, you're over 10 hours of gameplay now. That's considering that I knew for most parts where to go and all. Congrats!)
...speaking of hours, I think it must have taken me 2 hours to write all this O_o.
How many more chapters will there be, though? It seemed to me near the end of Chapter 9 that there's still quite a bit more left o.o
I'm sure you've said how many chapters there will be, and I missed it -.-
EDIT:
also, the revamped Chapter 1 was EXCELLENT. You seriously need to add some of this great gameplay into the boring chapters. I know that chapter 2's boring-ness is almost inevitable but there are a few chapters that need some more gameplay. Off the top of my head I can think of the one with the fake wedding, in that town. Yeah I hated that chapter.
@Danny:
The pack of save files are at the main forum, under the Chpt. 9 Download Link.
@xephyr:
I think he said there were 11-15 Chapters.
Well, I was going to give my thoughts on Chpt. 9, but I think Zekallinos covered a good chunk of it. One odd thing to me was the fact that Aeria was burning and it was snowing at the same time(I guess that might happen if the fire was strong enough). The chapter ended a little weird for me. It might have been the lack of action and the shift in focus of the main goal. I'm too used to having the character's objectives achieved only at the end, so probably just my point of view. And I don't understand the effect of the pill yet, but I guess you'll explain later.
I've currently played through the first seven chapters, and I have to say, it's brilliant!
Even though the game doesn't have too much gameplay, the excellent story and the way it's being told is just making me never stop. The only reason I stopped at chapter eight was because I had to go out... That just about sums it up, doesn't it?
Excellent piece of work. Basically, since I was sucked into the game, I really didn't get to get into my criticism-mode, I just kept close attention to everything that was going on, forgetting everything around me.
I can't wait to continue as soon as I have the time. Oh, and I noticed that you based the story-telling style on Elfen Lied. Nice series, and you definitely don't fail at this.
Hey dude...I found a glitch in your game...or more like an eventing error/accident. In the chapter "Savior", when you are back at your home village and you are looking for Lunair, if you try to enter that very southern building it will go into one of your scenes...and it's all glitchy.
Hey guys, sorry for the little absence; a bombardment of college assignments and activities on the home forum have been distracting.
First of all, @Zeka: again, the detailed feedback and pointers is much, much appreciated, and has been of tremendous help. A few disagreements here and there, but many valid points and things that I missed. I've replied to the question part so far, and will give back some more general feedback in the near future. As for the speculation, I'll confirm it as it's not too much of an extrapolation, and doesn't have any cause statements. :smile:
Thanks for linking the save files, @Neverplayd. c: And aye, I did think the Aeria burning scene was a little awkward due to laziness - but it was more so due to a lack of snow (I did try to excuse it by stating at one point that winters are mostly mild within Aeria itself) than fire and snow existing at the same time. Most snowfall isn't strong enough to put out fire, so I think it's physically doable in the aspect.
By the way, @Danny, you did play through the new intro & chap 1 first, right? :P If you just jumped straight to Chapter 9, you would've skipped half of the new release.
@FireRaven:
Thanks for playing and the feedback, and always glad to see another E.L. fan. :thumb: Good to hear that it was able to keep ya in; hopefully you'd be able to give me a few pointers when you finish none the less, heheh.
@ITG:
Eya, thanks guy. And ahh, that's a big glitch; thanks a lot for the heads up! I'll try to get it fixed this weekend. By southern building, do you mean one of the village buildings on the south within the main village? Or Vikon's tent?
Okay, so I played through it all. At first, when I downloaded the new release with chapter 1, I didn't catch what exactly was revamped. Probably because it was quite some time ago that I played chapter 1 anyways.
Well, all in all, I can't say I found many flaws. There's a reason for this: I basically was too sucked up by the game to pay close attention to details. When I first enjoy a game, finding flaws is the last thing I will do, that's like ruining the experience. Maybe some day when I decide to play through it again I might look for some, but until then, fantastic work! You left off at such a great spot with chapter 9 that I just want 10 to fall into my hands right now!
@ITG:
HOLY GOD OF MERCY THAT IS AN ABSOLUTE ATROCITY
Thanks for the heads up again; that is a seriously disturbing glitch and I have no idea how I missed it. :x I uploaded a version that overwrote the link to fix it.
@FireRaven:
Ah'kay, thanks. By "chapter 1", do you just mean including the intro? The intro is pretty much massively changed from story to content, while chapter 1 is majorly revamped (deer game, battles, mushrooms, general improvements and the like), as the old story pivots still remain. :smile:
The production of the next chapter (and hopefully more editions to the earlier chapters) will start in the near future. Will be announced then.
@FireRaven:
Ah'kay, thanks. By "chapter 1", do you just mean including the intro? The intro is pretty much massively changed from story to content, while chapter 1 is majorly revamped (deer game, battles, mushrooms, general improvements and the like), as the old story pivots still remain. :smile: