Dr. House* Grades Your Papers

Nuclear Mosquito

Now what are you going to do?
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Sure thing!  I've been trying to give more detailed feedback to people on the forum, anyway, so now that you're here I'd be glad to.  Most of the time I just post it in their game threads.  If you want to start a thread about your game, I'll put my feedback there, or we can just talk through PMs.  Up to you!

Edit: Yeah, sometimes these games are pretty terrible.  I've been playing through a bunch with a friend of mine, and sometimes we get games that end up being bad in a funny (see: Tree of Sun or Darkness of Hope - Save the Heart of Painful) or even endearing way (Deadly Beauties, for example, was a train wreck, but you could tell it was made by the sweetest little girl in history).  Sometimes we'll run into a real gem, like Trapped.  It's been a worthwhile experience so far.
I'm thinking that a thread on the forums might be a good idea as it gives other people the opportunity to give their opinion as well. Does your game have a thread, or will we discuss that through PMs?

Here is my game's thread: http://forums.rpgmakerweb.com/index.php?/topic/30057-a-deadly-understanding/
 

Housekeeping

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Yeah--my game's link is in my signature.
 

Ardaz

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I see your reviews are pretty harsh. I'm curious what you'd say about Panorama, if you get the chance!
 

Housekeeping

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@Ardaz:

As I said in the first post, I don't really take requests unless you want to do a review tradeoff with my own game (I'm using the term "review" pretty loosely--just a play through followed by your thoughts would be fine).  Otherwise, it's pretty random if I play your game or not; a friend and I are just grabbing anything that catches our eye.  I guess a Cinnamon request piques my curiosity, but, still, I'd like a little quid pro quo, Clarice, fthfthfthfthfth.

Slow day yesterday; my game-playing time was cut short by an emergency trip to the grocery store to buy hot dogs and some of those strawberry Helados Mexico bars.

I Need More (1/5):

This is another style-over-substance game.  It's a sidescroller in which you play a robot that has to constantly recharge with batteries.  The robot is only characterized by his never-ending battery lust, and the ending reveals a theme for the game that you probably figured out in the first area, anyway.  I won't mention what that is, here, but I will say that one of my least favorite plot devices is when you tell me something that's already obvious (e.g. if you have a moral like "stealing is wrong").  The central theme of this game could have been explored with more thought and nuance and still be interesting, but, unless you're very young, you'll probably find it asinine.  The game controls pretty terribly, too; get ready to get stuck on platforms constantly.  Oh, and whatever you do, don't play on full screen; for whatever reason, your energy bar will deplete much faster, which makes the game impossible.  As a concept, this game could have worked as a puzzle platformer in which the player has to determine the best possible route, or it could have worked as a madcap action platformer if the player's energy bar depleted whether or not they're moving, but, instead, the poor controls and more-than-sufficient energy supplies make this game pretty boring, and the ham-fisted story keeps it forgettable.

Miopia (2.5/5):

This is an "eat things to get bigger" game in which you play a germ or amoeba or SOMETHING that goes around and eats other such squiggly things.  I say "eats" but you really just run into them and absorb them.  The goal is to get as big as possible, and I'm pretty sure your size increases infinitely, though I might have just died too early.  You've probably played one of those "you're a fish who must eat smaller fish" games, which basically describes this. The "bigger fish" in this instance don't actually pose a threat, though, so you're free to squiggle around like a deflated basketball that has somehow maintained its bounciness.  Movement is purposefully unwieldy, which is fine, but you can get stuck in small spaces if you get too large, so make sure to try to avoid that.  There are a few hazards: spiky things, bitey things, and even a dreaded spiky bitey thing that will wear down your small health pool.  There's an upgrade system, too, but, considering that the upgrades other than speed aren't particularly great and the game seems to continue indefinitely, you're better off ignoring the hard-to-get upgrade points as you'll find all you need, eventually, anyway, and there's no way to restore your lost health.  The upgrade system was a neat addition to the genre, but, like I said, most upgrades aren't super useful, and while this game does a decent job of showing a sense of scope, this game doesn't have nearly the same charm or depth as Katamari Damacy, and when you inevitably die by getting bounced into too many spiky bitey things, the gameplay is so slow and it takes so long to get back to where you lost that you'll probably put this one down.  You might enjoy this as a one-shot time killer, though.

The Farming One (3.5/5):

This is a Harvest Moon game that's been distilled down to the basics so that it can be completed under an hour; crops grow in seconds, you can build your relationship with NPCs by giving them three gifts in rapid succession, and harvesting anything automatically gives you money.  I think the execution of this game is about as good as you can get given the idea; everything functions right, and the developers made sure to vary the gameplay as much as possible, though, at the end of the day, you're still just pressing spacebar on things to get more money and then buying things so you can press spacebar on more things.  I feel like I should give this a higher score since I can't really think of a way to improve the gameplay, but, I think at a certain point, I have to admit that I just don't really LOVE this kind of game--it's like country music for me.  I've seen some flash games recently, too, that have similar mechanics, so maybe I'm just burnt out with the whole "make money to make more money" gameplay.  I have small complaints--the portrait art is amateur, but it's expressive (and it didn't bug me in any way, honestly), too much of the music was rtp (but it fit), and the dialogue was meant to be charming, and it was at times, but it wasn't quite there yet.  The catgirl, for instance, can go straight to hell.  That said, these were small complaints, and this is a game that was very well executed and is worth giving a try, especially if you're already a fan of Harvest Moon.
 

Ardaz

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@Ardaz:

As I said in the first post, I don't really take requests unless you want to do a review tradeoff with my own game (I'm using the term "review" pretty loosely--just a play through followed by your thoughts would be fine).  Otherwise, it's pretty random if I play your game or not; a friend and I are just grabbing anything that catches our eye.  I guess a Cinnamon request piques my curiosity, but, still, I'd like a little quid pro quo, Clarice, fthfthfthfthfth.
Sure, that's fair! I'll try to get to yours too!
 
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Housekeeping

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Hey, more games.  In addition to these, I also tried Bleak and Boss Fighter, which both looked kind of promising, but I couldn't get them to work for whatever reason.

Fhenerur (0.5/5):

This is another by-the-books RPG with way too many random encounters and a story that's been drained of all its pathos despite having subject matter that should invoke it.  You'll spend the first ten or fifteen minutes exploring the way-more-than-necessary towns before you begin your quest for revenge.  You only have one character in your party, and his only abilities are physical attacks, so battles are necessarily simplistic.  You also might want to stock up on antidotes, as there are a couple of mobs that poison and you have no reliable means to heal it.  I made it to the end of the game, which requires going through an overly long dungeon, only to be told that I didn't do a side quest somewhere and had to backtrack and complete it first, which was enough for me to put it down.  On the plus side, the dialogue is unintentionally hilarious.  What sound does a dog make?  If you said "bup," you're probably the developer of this game.

Random (0/5):

Random operates on the bizarre premise that your face has been stolen and you have to run through a cave and steal the facial features off of people that you run into.  Battles consist of a little combo system with no limits on player turns, so you can hit enemies as often as it takes to burn through the animation for each attack.  What this generally means, though, is that you'll probably just trade hits with the enemy--maybe occasionally you'll get a second hit in.  The gimmick is weird rather than engaging, and the difficulty ramps up significantly from the first floor to the second, so this ended up being a grind-a-thon that I didn't want to participate in.

Regalia Alpha (2/5):

This was a sidescroller in which you play the only player character in an MMO that can still move, as everyone else has been glitched into place.  The ground situation has an annoying side effect of having dialogue delivered as if it were typed messages in a general chat in an MMO, meaning the dialogue is banal and irritating.  This was an action game, though, so I can forgive any issues with the story if the gameplay is awesome.  There are some interesting ideas at play here; you begin with several abilities with a range of utility, but you lose them over the course of the game.  However, these abilities weren't fully utilized.  The ice ability, for instance, fires up and down on its third hit, but you never run into any enemies that this would be useful on, so it ends up being an ineffectual melee hit.  The character also stops moving when they attack, so combat feels very rigid; I think this might have been an attempt to more closely feel like an MMO, but MMO combat tends to be awful, and without other players, small-term goals, or long-term progression, an MMO doesn't work.  There's also a major lack of enemy variety--you'll essentially fight two enemy types; they have variants, but that doesn't change how you engage them.  There's also a boss, who has to be beaten in a way the game hasn't taught you up until that point, which felt bizarre; why set up mechanics when you don't test them with a final challenge?  The graphics were gorgeous, though, and the actual movement felt fluid and fun.  The gameplay, though, was too rigid to be enjoyable; expect hit-trading instead of dodging.

Spirit Realm (0/5):

This is an action/platformer that has a number of glaring issues.  The game is set in a world that's suspended in mid-air; falling means starting back at the beginning, and your sword has the unusual mechanic of making you charge forward, meaning that while you're getting used to the game, you can expect to fall off a lot.  There are a few interesting ideas, such as the bow and arrow that fires a projectile and lets you walk on the platform that trails behind it.  Gameplay's still pretty clunky, though.  I cheesed my way past the first two bosses and got stuck on the third; there's no reliable way to heal, and reloading the game doesn't recover life, so I got to that boss with just a sliver of health, and the combat's too clunky to really want to master.  Sound effects and art are pretty garish, but I have a feeling that the developer is pretty young, so it's neat to see him making his own assets.  The music was, according to the developer, recorded from his mom playing a keyboard, and it shows; you can hear the crappy preset drum track and the recording is too quiet and a little watery.  The narrative is a collect-the-elements plot line, and dialogue is delivered in a slow, choppy way that will aggravate.

The Postman (2.5/5):

The Postman is a detective game, and I use the term "game" loosely.  It begins with an oddball premise about how there are a number of gods in the universe that dictate various things, including the banal, and you happen to play the god of missing letters, so your original goal is to just find a letter and return it to its rightful owner.  From there, though, the game turns into a basic murder/mystery.  After you get past the ground situation, the narrative doesn't surprise or offer much intrigue; it's a plot that you've seen before.  The characters, though, feel genuine, and the dialogue is pretty engaging--mainly because the main character has an outside perspective on humanity.  The gameplay, though, is virtually nonexistent; the player talks to several NPCs and is given subjects to talk about, which will slowly reveal more subjects.  Since this is part of the detective genre, this style of dialogue was fine, but the game basically ended up playing itself; I wasn't even able to guess the murderer or determine their motives or methods--the game did that for me.  So, as a game it felt like the player was removed from it, and as a movie, the plot did little to break out of the well-trodden detective genre.  The game does look great, though, and the dialogue might make this a worthwhile game to try if you can forgive its problems.

The One That Got Away (0/5):

The premise of this game attracted me to it; apparently, the developer came across a dead (or maybe dying) man and wasn't able to help, which made him feel terrible, so he made a game about coping with the resulting mental trauma.  I guess this is an art game, so there could have been something that was deeper than what I experienced, but, whenever I run into that question, it makes me wonder if I'm stupid or if the developer just didn't clearly convey something--and I tend to think I'm not stupid.  Basically, gameplay consists of making a triangle run into other triangles.  Once you run into all the triangles, you'll here a recorded message of the developer talking about his experience.  The gameplay really felt separate from the narrative and wasn't engaging, and, though I'm sure this was a cathartic experience for the developer, why he entered this game into a contest is a mystery. 
 

Housekeeping

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Haha, yeah, I should probably actually DEFINE what my scale means.  Scores can be a bit reductive; I grade college English essays for a living, so I know that most people think the score's more important than the feedback, but it's really the opposite.  A 2.5 can mean lots of things.  In the case of your game, the experience was just so short that you didn't have time to fully explore the mechanics, so what was there was average.  It wasn't bad, and a couple of puzzles made me think a bit--you shouldn't feel ashamed of your game at all, especially since I think you already sort of knew its weaknesses.

I guess, basically, a 5 is a game that completely blows me a way (Oneshot was the closest I've come to this), a 4 is a good game that has some flaws but it's otherwise worth playing (Sunken Spire or Trapped are good examples), a 3 is either an average game that's at least well-designed (The Farming One) or a cool game with a number of flaws (Tess), a 2 is an average game that may be a bit unpolished (like yours) or a highly polished bad game (Raven's Den), a 1 is a highly flawed average game (Les Visiteurs Dans L'Espace) or a decent crappy game (Save the Heart of Painful), and a zero is straight-up terrible (Voices Focused still probably holds the title for me).  If your game has half a point thrown in, it means that fixing a few flaws or adding some polish could have bumped the game up a point.  Really, though, what I write is the important thing to look at; the scores are just shorthand since there's so many freaking reviews.
 

kartersaint

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Now that way of scoring seems fair enough.

Would love to see what you think of the game my friend and I made called Goblin Noir.

http://contest.rpgmakerweb.com/game/view/id/699#.U82A3_ldWSr

It takes an average hour and a half to play through.
As I said in the first post, I don't really take requests unless you want to do a review tradeoff with my own game (I'm using the term "review" pretty loosely--just a play through followed by your thoughts would be fine).  Otherwise, it's pretty random if I play your game or not; a friend and I are just grabbing anything that catches our eye.  I guess a Cinnamon request piques my curiosity, but, still, I'd like a little quid pro quo, Clarice, fthfthfthfthfth.
I think you need to do something, Drunken Elf. 
 

C-C-C-Cashmere (old)

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So basically, I'm going to play Oneshot, Sunken Spire, Trapped and Unraveled now.

Oh, and The Heart Pumps Clay obviously. (But seriously, I'm playing it, albeit slowly. Expect a short review soon.)
 

Simon D. Aelsi

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I see your reviews are pretty harsh.
Not so much harsh, as it is expecting an awful lot from (mostly first-time devs) people making a game start to finish in ONLY 30 days... =/
 

Housekeeping

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Haha, thanks for policing the thread, Karter.

@Cashmere: those are all worth playing for sure. 

@Iron Croc: well, there are first time developers, and there's people like Cinnamon who are producing professional quality games.  If I were to scale back my standards to fit the first time developers, then I'd be dishing out 5's left and right and the scale would have little meaning for the mid to high quality games.  Besides, I feel like RPG Maker gets a lot of flak for producing low quality games; I'd love to be able to hold us up to the same standard that we hold for any other game.
 

Simon D. Aelsi

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Very true. I like the logic behind your reviews.   :D
 
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Ms Littlefish

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Yes, I'm now feeling quite flattered by my 2.5 and I'm one of the first timers. That, and I thought your review was bang on and on the same page as everyone else's.
 

Housekeeping

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@Ms Littlefish: I try to be blunt with my criticisms and compliments, but it's pretty easy to focus on the criticisms as a developer (that's how I tend to respond to criticisms to my own work as well).  While your game had its flaws, compare it to a lot of other first time games and you can see a lot of what you did right: fitting and unique music, expressive and original monster graphics, jokes that were actually funny, and the ease and simplicity of the battles were a smart design decision for the whimsical nature of your game.

Anaudia (1/5):

Anaudia is probably best thought of as a visual novel, but, even then, player options are very limited.  The game is mostly dialogue with a few binary decisions that affect the flow of the game and determine your ending (there are three).  It's also quite short, so you can breeze through this and get every ending pretty quickly, though I personally didn't find the endings very satisfying.  You play as a psychologist working in an insane asylum, and the game begins with a quote from Philip K. Dick, so you know that sanity is going to be questioned here, and it is.  The problem, though, is that when that does come into play, it almost feels like a non sequitur.  Too, the dialogue often feels a bit fraudulent; I don't buy that the protagonist has an advanced degree, for example.  The decisions don't naturally lead up to the ending, but that might be because I happened upon the true (third) ending first.  My friend's description of the first ending sounded like it gives you a hint to get the true ending, so there might have been meta reasoning behind the schizophrenia that I didn't catch since I went straight to the true ending; either way, I don't think this would have been very satisfying.

Dark Angle (1/5):

This was a space shooter sort of in the vein of Asteroids only with more straightforward movement, a limited upgrade system, and squares and triangles that represent enemy ships.  The gameplay was incredibly easy for the first several minutes, and then you'll be swarmed by red squares, which will probably catch you by surprise since the pace is so slow prior to that.  After dying there, I tried to upgrade my ship, but I found the interface to be a little clunky and I wasn't able to return to the game from the upgrade screen.  I was probably missing something simple, but the thought of playing through those first several minutes again was distasteful enough not to continue any further, and the upgrade system is limited to rate of fire, move speed, and number of bombs you can accrue (or maybe it was the speed at which you regenerate them).  The gameplay actually felt a bit worse than Asteroids since it takes so long for it to get interesting, and, even then, it's pretty by-the-books.

GT Mythra: The Beginning of the Sword (1.5/5):

In this rpg, the player and their party are miners (there's also a ballerina for some reason) who have to delve into a monster-glutted mine in order to get lots of money, I guess--the story and characters were on the back burner.  The gameplay is pretty standard, too: expect lots of random encounters.  The balancing feels fine for the most part, though, and there's a roguelike element of randomized ores that appear throughout the dungeon that you can mine.  This replaces treasures, which kind of sucks since the loot pool is narrowed, but it's also kind of cool since you can replay levels and still get shiny prizes.  There are pretty huge gaps between save points and bosses, though, which will kill the game for some class combinations.  Luckily, I had a lancer in my party, and status effects work on bosses, so once I had an instant death ability, the game posed no challenge--including the last boss (I'm guessing this was an oversight).  The ending reveals that this is a prologue to a larger series, but it's also kind of absurd in a way that I probably shouldn't reveal--it reminded me a bit of Trolls 2.
 

Ultim

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Nice reviews !
 

Spoonweaver

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I was a bit disappointed when I saw you gave my game Troll Over a 1.5

Than I saw the general average of the scores you're handing out and I felt better.

But yeah, thanks for the feedback and generally the feedback on all these games. This is a great service you're doing.

Oh and it was intentional.
 

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