Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Dead Content To Anywhere

Dead content awaiting restoration.
Volrath":3umqlbrc said:
Those fucking mushrooms are the anti-Christ.

Also, was that a game-ending bug you just fixed? If so, I'll need to redownload if I want to be able to finish it for the review. Assuming of course I can even get through this cave without getting my ass handed to me.

No, the entire pyramid itself is an (incomplete) sidequest. The bug I've fixed (but have yet to upload) keeps you from getting a tenant for the tesseract village. it's incomplete because in order to go deeper than the 3rd basement, you need the hookshot, which isn't in the demo.

As for the mushrooms, I'll tell you what I tell everyone else. Have a good supply of salves and antidotes, those mushrooms go down after 2-4 hits and the cave is quite short.
 
This game look awesome... and reading the comments of it I can pretty much guage that I'll enjoy playing it... btw... 221.3 megabyts? I'm sitting at starbucks downloading this and it is taking forever... lol... Not really a GAME critic... but maybe making the file smaller would be nice, :-p.
 
200+ mb really isn't that big of a game anymore,  ChronoStop.

You're just on a shoddy wifi connection so it's taking a long time to download.

@Doc: When I get home I'mma do all my HKCP rounds, exercise, then DL this game as soon as that's all done :3
 
Crystalgate":1f8v5pc7 said:
In that case, how do I leave the pyramid? The main character keeps saying that she shouldn't leave yet when I try to exit.

That's only if you're trying to go back to the Island. There's another exit to the pyramid. In the place where you talk to Bamihi or Madu with the red and blue chests, there's an exit south.

EDIT: Reuploading complete.
 
Thought you might appreciate knowing about this bug.

http://img391.imageshack.us/img391/5416/tabuglh6.jpg[/img]
I helped that guy defeat the soldier he was fighting, then went into the alchemist tower there. When I came out, he was in my way. Can't squeeze around him in either direction. Back to the save point I go...
 
Okay, I played [some of] it!!!

I did a play-by-play ... playthrough.

First thought, as the thing popped up: AGGH FOOONNNNNTTT. The graphic artist in me seethes at seeing such a wacky font right out of the starting gate. Wacky fonts are fine for logos or decorative text, but not sentences to be read. Luckily you switched to Garamond for the message text and I thank my lucky stars for that ;)

I chose Dawn, with a Dark Arkanes specialty. When I got to that screen, I couldn't help but wonder how this would affect my journey. Would my character selection affect a lot? What about my Arkanes selection? Was I unknowingly gimping myself?

These uncertainties are something you should address right there on the spot. The easiest way would be to show a little textual description pop up to the side, the second you highlight something. This way the player will feel like they're making a more informed decision. Only after you make your selections does it give you a tiny amount of info, but that's not really enough to satisfy. It's better AS you're selecting.

Anyway, the opener was like, the perfect length. Provided a smidgen of insight while remaining blissfully short.

The learning curve is steep to someone who doesn't use RMXP. So steep, it's super easy to miss the very first puzzle piece. I do use rmxp though, so I figured: why the hell not use the action button on the rope? There needs to be a visual indicator of an object having importance. Just saying "search everything!" doesn't work because not enough things provide responses. Maybe like a very very faint glow on the rope, or a little shimmer or something, to draw the eye. Because if I hadn't picked up the rope I probably would have banged my head on the desk trying to figure out the later puzzle.

Then, my curiosity got the best of me, and I unfortunately pressed cancel, and ...

http://pixelcocktail.com/hosted_items/s ... here01.png[/img]

Allow me to echo the words of my predecessors: AAAAAGGGGGGHHHHHHHHHHHHHHHH

The background isn't that bad. And the animations could be snazzy if everything else looked better. Also, things are organized well. Those are the only nice things I can say about the menu.

I could barely read anything, the fonts are awful (why not use Garamond?), and everything looks like photoshop puked up a premature baby and gave it leprosy somehow. Not trying to insult your skills, but PLEASE consult someone about cleaning that up. Try low contrast gradients or something instead of crazy wacky high contrast filters? A simple trip to Resource Analysis could have quickly set you on the right track.

Anyway, ignoring that.

I explored around some. The constant upleftupleftupleftupleftupleftupleftupleftupleft and downrightdownrightdownrightdownrightdownrightdownright was wearing on me pretty quick, but I come from the King's Quest days so I'm no stranger to numpad mashing. It helped after I remembered I have a gamepad, lol.

I went to a strange little house and explored around it, and found this:

http://pixelcocktail.com/hosted_items/s ... here02.png[/img]
Is this supposed to be something? Generally when you make a wackyweird thing like this you should have an event there or summin, but maybe I was interacting with it in not the right spot or something.

So I back tracked and found the ghosty, whee neat :3. It was at that time that I started really hurting for a simple dash system, because backtracking is really killer when you can only walk like a grandmother wading in a pool of molasses. It helped that the mapping was pretty solid in these areas. The passabilities were odd (you can't walk behind cliffs ... even a little???), but no big.

Weathering my character's apparent arthritis in her knees, I made it to the extremely cryptic scene which laid passage to the "dark world" (as I referred to it in my head). It's almost pretentiously cryptic here, but it's okay, all rpg's are cryptic in the beginning. I was SLIGHTLY underwhelmed when I found out she had amnesia (that seems to be a common ailment of rpg characters), but I'm not really one to knock people on cliches. Some cliches are cliches because they work. So alrighty :)

http://pixelcocktail.com/hosted_items/s ... here03.png[/img]
A very redeeming and witty line ;)

The little thing about the exploding wall was kinda cute, I liked that. So anyway, down in the cave I go.

I came upon my first little puzzles. They were very simple, as to be expected. Then when I got to the "shoot the arrow" thing, I accidentally skipped past the part where he explained how to do it and spent 5 minutes punching keys trying to figure out how to do it. Haha. It would be helpful to have a listing of keyboard shortcuts somewhere in-game, like on a scrap of paper in your inventory or something. Since "A" and "D" aren't really easily memorizable shortcuts for quick inventory and tools.

After I figured it out though, I was impressed with the little tool system for solving puzzles. One can only wonder how these bushes grew underground in a cave, but it's a world of magic, lol ;)

I also like how the cave looped together seamlessly. There wasn't any backtracking involved, and I was thankful for that while commanding Miss Slow Loris :3

It was about this time that I realized that I really liked the music :). It was also around this time that I realized what a pain in the ass it was to backtrack all the way to the statue room to get to a save point :(.

So anyway I make it to the city. But upon my arrival, I'm disheartened to find that the decent, pretty job of mapping in the early scenes flew straight out the window.

http://pixelcocktail.com/hosted_items/s ... here04.png[/img]http://pixelcocktail.com/hosted_items/shit/stuff/ToAnywhere05.png[/img]
There's WAAYYY too much empty space everywhere. And who would put a white picket fence just outside yet another, shabbier fence? What a waste of wood :(

The town design is really uninspired. There're random windows everywhere that just look like they're filling space, and the buildings are boring white bricks :/. The worst part though, was how the map was like 70 tiles across (or, it felt like it), and walking through it felt like a slow methodical trudge :(. That's due in part to the haphazard mapping. Actually it's probably more due to the mapping than the fact that there's no dash system. Getting from point A to point B looks boring, so it'll feel boring.

I got to the bar, and my instant thought was:

http://pixelcocktail.com/hosted_items/s ... here06.png[/img]
Lunair from Quintessence?

Evelyn, esp. from the sides and the back, looks nearly IDENTICAL to this very iconical rmxp character. I'd recommend maybe just changing her hair to a different color or something, because I couldn't get past that for some reason. I doubt everyone had that same recognition problem though, so it's all up to you.

Oh, and "medicine" was misspelled on one of the items in the 1st store. Can't remember which.

Ignoring that, I went to the next li'l dungeon. I'd spent my entire wad on 1 Elixir and a bunch of those Potion healing things, knowing how much I generally use them in rpgs. But the FIRST battle I get to, was 2 bats and a mushroom. I do pretty well at first, until suddenly they all attack me at once and:

http://pixelcocktail.com/hosted_items/s ... here07.png[/img]
CRAPCRAPCRAPCRAPCRAPCRAPCRAPCRAPCRAP!!!! Maybe I can heal real quick!!!! GO ATB BAR!!!! GO!!!!!!!!!!!!!!!!!!!!!!!!!!!~~~~~~~

http://pixelcocktail.com/hosted_items/s ... here08.png[/img]
DAMMIT!!!!

So I think, "Ok ... No worries, I'll just load."

Then I get to the load screen, and:

I'd have to do like 20 minutes worth of gameplay ALL OVER AGAIN since I didn't find any save points after the statue room, before I went into the cave.

So I'll come back to this later.

Hopefully you're able to derive some working notes from this little playthrough of mine :)

It mostly sounds like I'm pointing out negative things, but rest assured, everything between the negative points were good points I didn't feel like I had to touch on. This is one of the better things I've played in recent rmxp'ing memory, so go doctor!!!!

I love the openness and the decisions, and it's actually entertaining, which is sometimes hard to do in an rpg for me. Just things need to be fleshed out a little more and detailed a little better. :thumb:
 
Sounds like I should be making some things more obvious...



Venetia":3uzk6gga said:
First thought, as the thing popped up: AGGH FOOONNNNNTTT. The graphic artist in me seethes at seeing such a wacky font right out of the starting gate. Wacky fonts are fine for logos or decorative text, but not sentences to be read. Luckily you switched to Garamond for the message text and I thank my lucky stars for that ;)

Of course! Although sometimes when I'm playtesting and just put a start party position on a new map, I forget to change the font and reading the text is a bitch...

I chose Dawn, with a Dark Arkanes specialty.
A lot of people seem to be choosing Dark Arkanes for some reason...

When I got to that screen, I couldn't help but wonder how this would affect my journey. Would my character selection affect a lot? What about my Arkanes selection? Was I unknowingly gimping myself?
Yes. Shadow arkanes are very much a support class, with only 3 attack spells out of 16.
I'll eventually write a walkthrough for that. If I just start writing too much in the game, people will complain I'm cramming stuff down their throats.

These uncertainties are something you should address right there on the spot. The easiest way would be to show a little textual description pop up to the side, the second you highlight something.

Dunno how I could do that.

This way the player will feel like they're making a more informed decision. Only after you make your selections does it give you a tiny amount of info, but that's not really enough to satisfy. It's better AS you're selecting.

Anyway, the opener was like, the perfect length. Provided a smidgen of insight while remaining blissfully short.

The learning curve is steep to someone who doesn't use RMXP. So steep, it's super easy to miss the very first puzzle piece. I do use rmxp though, so I figured: why the hell not use the action button on the rope? There needs to be a visual indicator of an object having importance. Just saying "search everything!" doesn't work because not enough things provide responses. Maybe like a very very faint glow on the rope, or a little shimmer or something, to draw the eye. Because if I hadn't picked up the rope I probably would have banged my head on the desk trying to figure out the later puzzle.

I suppose you're right. Maybe have two difficulties, one with the flow, the other without.

Then, my curiosity got the best of me, and I unfortunately pressed cancel, and ...

http://pixelcocktail.com/hosted_items/s ... here01.png[/img]

Allow me to echo the words of my predecessors: AAAAAGGGGGGHHHHHHHHHHHHHHHH

The background isn't that bad. And the animations could be snazzy if everything else looked better. Also, things are organized well. Those are the only nice things I can say about the menu.

I could barely read anything, the fonts are awful (why not use Garamond?), and everything looks like photoshop puked up a premature baby and gave it leprosy somehow. Not trying to insult your skills, but PLEASE consult someone about cleaning that up. Try low contrast gradients or something instead of crazy wacky high contrast filters? A simple trip to Resource Analysis could have quickly set you on the right track.

Fine, I'll get working on it tomorrow :\

Anyway, ignoring that.

I explored around some. The constant upleftupleftupleftupleftupleftupleftupleftupleft and downrightdownrightdownrightdownrightdownrightdownright was wearing on me pretty quick, but I come from the King's Quest days so I'm no stranger to numpad mashing. It helped after I remembered I have a gamepad, lol.

I play with a gamepad too (ps2). Everyone needs a gamepad. Playing a game with a keyboard is maddening.

I went to a strange little house and explored around it, and found this:

http://pixelcocktail.com/hosted_items/s ... here02.png[/img]
Is this supposed to be something? Generally when you make a wackyweird thing like this you should have an event there or summin, but maybe I was interacting with it in not the right spot or something.

I SHOULD add an event there... For now, it's meant to be foreshadowing that the cabin eventually leads to the pyramid.

So I back tracked and found the ghosty, whee neat :3. It was at that time that I started really hurting for a simple dash system,
There is a dash system! just hold the action button!

because backtracking is really killer when you can only walk like a grandmother wading in a pool of molasses. It helped that the mapping was pretty solid in these areas. The passabilities were odd (you can't walk behind cliffs ... even a little???), but no big.
Unless there's a magical way I'm not aware of, that would require a lot of events, since you can step on the edge of the cliffs.

Weathering my character's apparent arthritis in her knees, I made it to the extremely cryptic scene which laid passage to the "dark world" (as I referred to it in my head). It's almost pretentiously cryptic here, but it's okay, all rpg's are cryptic in the beginning. I was SLIGHTLY underwhelmed when I found out she had amnesia (that seems to be a common ailment of rpg characters),
It's explained later, and the scene where it's explained is TOUCHING.

but I'm not really one to knock people on cliches. Some cliches are cliches because they work. So alrighty :)

http://pixelcocktail.com/hosted_items/s ... here03.png[/img]
A very redeeming and witty line ;)

The little thing about the exploding wall was kinda cute, I liked that. So anyway, down in the cave I go.

I came upon my first little puzzles. They were very simple, as to be expected. Then when I got to the "shoot the arrow" thing, I accidentally skipped past the part where he explained how to do it and spent 5 minutes punching keys trying to figure out how to do it. Haha. It would be helpful to have a listing of keyboard shortcuts somewhere in-game, like on a scrap of paper in your inventory or something.

Good idea.

Since "A" and "D" aren't really easily memorizable shortcuts for quick inventory and tools.

After I figured it out though, I was impressed with the little tool system for solving puzzles. One can only wonder how these bushes grew underground in a cave, but it's a world of magic, lol ;)
A wizard did it. Hell, how did those chests get in there?

I also like how the cave looped together seamlessly. There wasn't any backtracking involved, and I was thankful for that while commanding Miss Slow Loris :3

It was about this time that I realized that I really liked the music :). It was also around this time that I realized what a pain in the ass it was to backtrack all the way to the statue room to get to a save point :(.
It was a fairly short dungeon, didn't think anyone would require a second save point...

So anyway I make it to the city. But upon my arrival, I'm disheartened to find that the decent, pretty job of mapping in the early scenes flew straight out the window.

http://pixelcocktail.com/hosted_items/s ... here04.png[/img]http://pixelcocktail.com/hosted_items/shit/stuff/ToAnywhere05.png[/img]
There's WAAYYY too much empty space everywhere. And who would put a white picket fence just outside yet another, shabbier fence? What a waste of wood :(

The gray fence belongs to mister Armstrong from the green roofed house, the other fence is used to keep Miss' Abernaty's rabbits inside.

The town design is really uninspired. There're random windows everywhere that just look like they're filling space, and the buildings are boring white bricks :/.

I work with what I have. And not all the buildings are white brick. And they're not square.

The worst part though, was how the map was like 70 tiles across (or, it felt like it), and walking through it felt like a slow methodical trudge :(. That's due in part to the haphazard mapping. Actually it's probably more due to the mapping than the fact that there's no dash system. Getting from point A to point B looks boring, so it'll feel boring.
Any thoughts on making it less boring, then?

I got to the bar, and my instant thought was:

http://pixelcocktail.com/hosted_items/s ... here06.png[/img]
Lunair from Quintessence?

Evelyn, esp. from the sides and the back, looks nearly IDENTICAL to this very iconical rmxp character. I'd recommend maybe just changing her hair to a different color or something, because I couldn't get past that for some reason. I doubt everyone had that same recognition problem though, so it's all up to you.
I'll see what I can do

Oh, and "medicine" was misspelled on one of the items in the 1st store. Can't remember which.
Well, what do you know, it was misspelled.

Ignoring that, I went to the next li'l dungeon. I'd spent my entire wad on 1 Elixir and a bunch of those Potion healing things, knowing how much I generally use them in rpgs. But the FIRST battle I get to, was 2 bats and a mushroom. I do pretty well at first, until suddenly they all attack me at once and:

http://pixelcocktail.com/hosted_items/s ... here07.png[/img]
CRAPCRAPCRAPCRAPCRAPCRAPCRAPCRAPCRAP!!!! Maybe I can heal real quick!!!! GO ATB BAR!!!! GO!!!!!!!!!!!!!!!!!!!!!!!!!!!~~~~~~~

http://pixelcocktail.com/hosted_items/s ... here08.png[/img]
DAMMIT!!!!

So I think, "Ok ... No worries, I'll just load."

Then I get to the load screen, and:

I'd have to do like 20 minutes worth of gameplay ALL OVER AGAIN since I didn't find any save points after the statue room, before I went into the cave.

So I'll come back to this later.

I can't believe you didn't follow your RPG player instinct and RAIDED ALL THE CLOSETS OF THE HOMES IN CASTONBURY. It's the first thing to do in any game. Unless you have an old version, you should've been able to select "wait" instead of active for the battles at the beginning. I guess you were just unlucky that they all gang raped you together. Make sure you have a good armor from the local shop, since the magicians and Evelyn start with crap armor. And there was a savepoint in the inn, at the end of the corridor with the rooms. Needs to be more evident, I take it?
 
Contact a scripter. It's easy to do what you're talking about.

Or use an event to handle the choice selection. That's what I do because it requires no rgss knowledge and only a few pictures. Plus it's 100% changeable and customizable on the fly, without any rewriting.

You seem rather defensive about my mapping critiques I give you. Look, just post some screens in the mapping improvement thread and take some criticism. There's -A LOT- to improve about the city mapping. And I mean A LOT. The beginning looks pretty nice and I don't see why your attention to detail would just spin off into the universe so fast just because you walked into town.

There is a dash system!?!?!?! DAMMIT!!!!!!!
But the fact that I didn't know and didn't figure it out quickly is a note in itself. I'm not the most attentive player but I'm not the most oblivious one, either.

Also, I didn't go into any of the homes because the first thing I did was see that door to the north. And I'd already blown my wad on potions so there was no point in going back to the store. I didn't think the first dungeon would be such a jerk. Also I did have it on Wait mode. First dungeons should always be on the easier side so the player can get more accustomed to equipping and fighting. There were only two relatively easy fights before this, so it's not unreasonable for me to think that these fights wouldn't be simple as well. I'm not saying your game shouldn't be difficult but I'm seeing more than myself complaining about the insta-difficulty and that should say something to you.

I could have walked back into town after I'd fought a battle and realized I should search some more, but dying on the FIRST BATTLE kind of prohibits that.

Look these are all just notes I'm giving you to improve. If you don't want to make changes and improve then there's no point in anyone commenting at all. It's good you're changing a few little things and the menus, but there's a lot more footwork to be done on the learning/acclimation curve, and the mapping. I didn't mention a single thing about over-saturated sprites or anything on the pixelling side, so no reason to get defensive. I'm only mentioning things that can be fixed and fudged, not things that you'd have to train for months/years to fix (aside from maybe the menus, but even using straight solid colors would be better in this case).
 
Venetia":2bn4ky24 said:
Contact a scripter.
I still think it can be done with some not too difficult eventing, but w/e.
Also, you might want to put a savepoint at the main castle map. There was one a ways back, but most players (including me) don't want to walk up that long long long flight of stairs again.
 
I wasn't being defensive at all, Vennie. It wasn't a "Well, how would YOU do it, miss perfection?", it was "ok, I hear you. What can I do to make it less boring?".
 
I love what I'm seeing so far.
The mapping combined with the music makes a unique atmosphere and that's always a plus. Story just started to get interesting but I'm not impressed so far, I suppose it gets better as I move on.

But most of all I love the gameplay. I love the field items menu, the dungeon items, I love the menu / stats setup (even though the menu itself hurts my eyes a bit) and the battlesystem level up.

Dialogue is a few levels up from the usual rpg dialogue, which is always good. Especially npc dialogue.

Noticed a couple of graphic bugs like priorities on some of the trees but nothing major.
I also got some lag 1) on the end of the battle before the level up popped up and 2)on the inn before the screen fades out to sleep. Maybe it's my pc though.

Anyway, I have to study a bit now so more on the game later.

PS: My character is Lune with Air arkanes

PS 2: Rinoa is not Ultimecia
 
Doctor":29jtdeuq said:
I wasn't being defensive at all, Vennie. It wasn't a "Well, how would YOU do it, miss perfection?", it was "ok, I hear you. What can I do to make it less boring?".

Oh, ok. I was reading it wrong :)
 
this looks pretty much like every other rtp rmxp game out there.

tell me in five words or less: what makes this game special? why should i play it?

imo that's a really important thing for any designer to be able to do. if you wow me with this little question i'll give you a review to knock your socks off.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top