Do you think this chapter one is ready to be a complete game?


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ImmortalDreams

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Thank you for the feedback Palladinthug. I really appreciate it. :)

I've gotten a complaint about the healing skill via the menu before, but I'm not sure how to fix that. I'll look into it.

I'll see what I can do about your nice mapping and interface suggestions. There are a few things I'd like to mention, though. There is an important plot reason that they can't stay at the inn in Lornly. Also, the gravestones are not on the Gypsy's house, but in her yard. She is a very odd person with a secret past. Because of that not yet revealed past, she has a lot of money to spend on things like gravestones.
 

Bonkers

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Thank you for the feedback Palladinthug. I really appreciate it. :)

I've gotten a complaint about the healing skill via the menu before, but I'm not sure how to fix that. I'll look into it.

I'll see what I can do about your nice mapping and interface suggestions. There are a few things I'd like to mention, though. There is an important plot reason that they can't stay at the inn in Lornly. Also, the gravestones are not on the Gypsy's house, but in her yard. She is a very odd person with a secret past. Because of that not yet revealed past, she has a lot of money to spend on things like gravestones.
Understood.  I have just sent you my complete review for your approval, and I think I can help you fix your problem with the heal skill.  I mentioned it in the message I sent you.  It seems like you have something attached to it under the skill itself like a common event.  I did the same when I had bound skills to items like staffs for my own game.

Can you screen shot the skill itself in the database?  I may be able to help you more if I see what is attached.
 

Dalph

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Sorry for the late reply (I'm a bit busy).

Played it untill you have to donate food to the orphans, it was good, I enjoyed it, the storyline may be a bit clichè but it works well and it's well narrated.

Some good ideas here and there, like the abandoned orphanage in the city, the secret temple (is that a kind of optional dungeon?), I especially enjoyed the exploration and the atmosphere in the forest, it was good and very appropriate. The mapping is fine, not excellent but it works.

And yeah, you should do something about that heal skill, like palladinthug suggests, because it's annoying to heal myself in the menu.

All in all this seems a solid game, it has potential, will play the rest soon as I've some spare time.
 
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Bonkers

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I have received permission to post my review to this thread.

Alright, I am going to give my impression first in terms of the story and flow of the game. Then I will mention
what I felt of the mechanics and how immersion was halted or broken. I want to be fair, and give all elements of the story a 
chance.

Fae Rebirth was a title that struck me from it's description that I knew I had to try. What I found inside surprised me, but
it felt very vague and unfinished with the characters feeling around the limited path they are given.

The game itself feels like a visual novel that took on battle aspects, and exploration for the sake of wanting to be an RPG. I want to stress why I felt this after my play through was complete:

The first thing that strikes me as odd is the use of sparkling graphics to show interaction, for door, items, or simple
transitions. Where they are lacking is the most confusing as parts and areas can be interacted with/without them
and make me question just what I should and shouldn't be touching.

The surprise battles in the game are grossly unfair and obvious when you are suppose to lose. Only your story continues outside 
of battle after having been killed to show everyone is fine, and you handing death to the people who assault you. While the main 
character does a fine job of handing out this power, poor Kel is quickly overshadowed. While he has the ability to heal, he only 
transforms into cuter version of himself. He has no power backing up his heritage and is just as lost in Elyn's amnesia.
I'm not against a character having secrets or being unable to remember their past, but when the internal monologue points to them ultimately refusing to admit what they know to others it shows me she isn't trust worthy. She also bullies Kel and tells him what they are going to do whenever the plot hands the information. 

To talk of it's good points we have a world with a very strong pull into racially biased magical heritage. There was clearly an 
ancient war where the magic creatures lost (how I don't know, Elyn has destroyed absolutely everyone in her path) and has lead to 
MCs being outcasts chased by humans unwilling to accept them into society.  Kel's brother is our first casualty of the game, and the driving force and motivation of the male supports character. I really like that he has a clear purpose and a mission to complete. Elyn on the other hand acts like a tag along, then steals the show. 

We know very little about her, even after the visit to the capital city, the secret castle, and the mines encounter. We basically 
have a blank slate of a very powerful being with no motive that refuses to reveal themselves unless necessary. This leads to 
Elyn's character becoming diminished when she tries to justify her motivation for wanting to continue on with Kel.

I would have liked more explination with the vampires, as to how the characters actually came to the conclusion the remains
in the coffins were vampires. Since the conversations and letter with Areas (and the red eyes after transformations) I suspect 
Elyn is one of these vampires missing from the coffins. 

I do not understand the whole blood seals in the throne room, but that at least I can attributive to creative puzzle integration 
which boosts the plot and story in my mind. It also hints their heritage is very important, if not necessary for Kel's mission.
The castle itself was a good element, and added to the forest experience. The only gripe I have is that Bo never seems to complain how long it takes you to catch up to him after finding it or asking where you have been. Bo is a strange man.

Allowing me to upgrade equipment in the demo only to be given impossible battles or situations with no heal/Inn stays makes me a little frustrated. I also used potions before the "Earth Spirit" encounter (slaughter) and made me feel like I had wasted them.

Most of the demo I just felt like I was desperately searching for a rest spot I could restore before reaching the castle city. I 
had little to no items left and near 0 mp on Kel. It made game play that much more aggravating. I was hoping for a restore point 
in that vampire/secret castle but was left wanting.

After completing the demo I felt enough of the story had been introduced to encourage me to play further, but at a price.
I am skeptical of any boss battle after that Ogre I will actually have a difference or chance to complete. There have been
two pivotal moments where the game has pulled the rug from underneath me simply to have Elyn treat it like there was no challenge.

To me as an avid RPG gamer that feels unfair happening once and leaves an impact that I remember. Happening twice I start to 
loose hope I'll be getting much of anywhere and stop using items altogether for fear of wasting them outside of grinding.
I enjoyed the subquest for the orphan children, and the lead into Elyn's previous adoption. Though if the Inn knew she was of 
immortal heritage I don't see why they would keep her safe. It's clearly shown they have no reservations about killing MCs in this world with little thought. 
 

There feels like there could be some more fleshing out to do with communicating to the player just how bad the situation was for 
Elyn as a child, and I hope to see more of that in the future of the game's development.

Another thing I hope to see is integration of healing/restore points. This is something the game needs at certain points rather than cramming a bunch of items in chests and high drops on forced encounters during the exploration aspect.

Some mechanical issues:

*Play with a controller is not recommended, as an analog controller will easily fault battle commands by pressing right
and pass a character's turn in the battle menu. Using the keyboard alone is fine, though I prefer controller
play for RPGs.

*Heal spell will drop menu after one use, and if you need to use it multiple times out of battle you will drop back to the map.
This frustrated me, as normally with games by default you can keep healing until a character is back to full without
dropping out of the menu with spells. I can only suspect a Common Event is linked to the skill which is causing the
drop out or a variable counting in the background. Neither of which is made aware to the player.

*Transitions sometimes happen without warning or little sparkles to signal interaction.

*Treasure, skill learning, or plot related messages of any kind take up the entirety of the screen. This spoils immersion for 
me personally. It stops the game and sort of puts this message in my face saying "Hey! This happened!" I don't feel I need it 
for regular leveling up skills and the like of items found.

*Tile set errors and observations were attached to the accompanying thread.
 

My review is the result of two separate playthroughs made on two different rigs.

Thank you for the opportunity to play your demo and see your project in development. I hope this information has been helpful to future players and

returning fans.
 
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ImmortalDreams

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Sorry I took so long to post in this thread. I've been very busy, plus I've been waiting on someone I know in person for feedback. She had been sick then recovering for quite awhile.

So, this much I think I can fix in my game:

  1. Blaring announcement messages break game immersion
  2. Interaction with and without sparkles is mixed up and confusing
  3. Lack of restore points is irritating
  4. Bo doesn't complain about lateness in the haunted woods if you go off course
What I can't/wont fix and why:

  1. Healing skill exits out of the menu, possibly because of a common event. (To fix this I would have to get rid of my awesome custom skill advancement system.)
  2. Elyn becomes a tag along and steals the show. (Elyn has amnesia. She doesn't know what else to do but tag along with Kel. Her memories are supposed to return eventually(sorry for the spoiler), and her character will become more interesting and in depth over time. Kel will have more focus time too. This chapter is just the prologue. I may have about four more to expand things in.
  3. Unwinnable battles are irritating. (The unwinnable battles are imperative to the story. Also, they're the only unwinnable ones I have planned for all of the chapters. I can, however, at least not have the party die, just get injured.)
Thank you so much, Palladinthug for your review. It's very in depth and honest. I really like that. Thanks to everyone else for their input as well. It means so much to me that you've invested in my game. You've all helped me make it better, and I hope it will continue to improve. Now that I have some goals down, I'd better get to work again. Talk to you later!
 

Bonkers

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Sorry I took so long to post in this thread. I've been very busy, plus I've been waiting on someone I know in person for feedback. She had been sick then recovering for quite awhile.

So, this much I think I can fix in my game:

  1. Blaring announcement messages break game immersion
  2. Interaction with and without sparkles is mixed up and confusing
  3. Lack of restore points is irritating
  4. Bo doesn't complain about lateness in the haunted woods if you go off course
What I can't/wont fix and why:

  1. Healing skill exits out of the menu, possibly because of a common event. (To fix this I would have to get rid of my awesome custom skill advancement system.)
  2. Elyn becomes a tag along and steals the show. (Elyn has amnesia. She doesn't know what else to do but tag along with Kel. Her memories are supposed to return eventually(sorry for the spoiler), and her character will become more interesting and in depth over time. Kel will have more focus time too. This chapter is just the prologue. I may have about four more to expand things in.
  3. Unwinnable battles are irritating. (The unwinnable battles are imperative to the story. Also, they're the only unwinnable ones I have planned for all of the chapters. I can, however, at least not have the party die, just get injured.)
Thank you so much, Palladinthug for your review. It's very in depth and honest. I really like that. Thanks to everyone else for their input as well. It means so much to me that you've invested in my game. You've all helped me make it better, and I hope it will continue to improve. Now that I have some goals down, I'd better get to work again. Talk to you later!
There is a script you can add to the common event to the healing skill =3  I used it for my game with the staff charge common event system and it works great.  I will send it to you and requires you to do little expect add a comment to the top of the common event.  Minimal effort.

No problem =3 Please give Hime's script a chance as it will be easy to do and allow you to keep the common events attached.

http://himeworks.wordpress.com/2013/03/30/scene-interpreter/

EDIT: Pardon it was Chiara who mentioned the script.  Thank him. =)
 
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ImmortalDreams

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Thanks a lot! That script is really useful! I implemented it, and it works like a charm. ^__^
 

ImmortalDreams

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Okay, so I'm a little late posting this, but yesterday I fixed everything I said I would.

Updates (problems and their fixes):

  1. Blaring announcement messages break game immersion. (With the exception of important game announcements and gaining new skills, I got rid of these. Only an ordinary silent message displays when you pick something up or open a chest.)
  2. Interaction with and without sparkles is mixed up and confusing. (I eliminated a lot of the stars. The exceptions are objects you can pick up, and entrances to buildings, towns and cities.)
  3. Lack of restore points is irritating. (You can now recover in the vampire castle. Just look for a big comfy throne to rest on.)
  4. Bo doesn't complain about lateness in the haunted woods if you go off course. (Now Bo DOES complain if you go off course in the haunted woods.)
  5. Healing skill exits out of the menu, possibly because of a common event. (This is a problem no more! Thank you Hime Works for your awesome script, and thank you paladinthug and Chiara for pointing it out!)
  6. Unwinnable battles are irritating. (Although those two boss battles are still unwinnable, I did at least make it so you don't die in them. You just get injured.)
So those are the updates. If you have anything else to suggest or say, please let me know. For now, I'd better work on fixing a few spelling errors someone noticed.

Edit: I uploaded a new demo with these changes!
 
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ImmortalDreams

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It's been a month since anyone(including myself) has posted in this thread. I'm seeing on the poll that most people think the game needs more work. I'm feeling a little helpless because I'm not sure what I should do next. What should I fix or add to chapter one? Should I just call it a complete game and move onto chapter two? It has been a year since I started Fae Rebirth. Please tell me what you think. I really value everyone's feedback.
 

ChaoticLapras

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Heh, just noticed this...

I downloaded it, and have been giving it a playthrough. Unfortunately, I haven't got very far and need to get off, but it is amazing so far! I'm going to drop you some feedback tomorrow, or at least this week...

Oh, and definitely just go onto chapter 2, from what I've seen.
 

passmoreNOPE

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Hi there! Just as a foreword: I'm new to RPGMaker and the community here. I actually have yet to make an intro post!

I downloaded the demo a few days ago and played it in short bursts over about 3 days. Sorry I kinda rushed into it and didn't write down stuff as I played, so this is kinda going off memory.

Overall I enjoyed the experience. The story is really interesting so far, but as it's been brought up before, there are some gameplay choices that are crippling the game as a whole.

What I did like:

Overall, I really liked the world. It's interesting, and I made it a point to interact with everyone I could just to get a little more taste of it all.

The battling was good. Nothing too crazy going on, but I did enjoy learning new spells and certainly didn't mind when battles popped up.

What I didn't like:

The non-winnable battles. This is okay like... once per RPG. I'm struggling to think of one I've played where it had 2 unwinnable battles. Nothing comes to mind, but one thing I can say is that I haven't played one where it happened twice in a row. And the thing is, the 2nd one is so obvious. It immediately broke my immersion. Why can't we fight say, just ONE of the people there? Maybe the bad guys are so cocky they let you fight their weakest member 2 on 1. You don't even have to have him die after the battle, just be slightly wounded. I've seen this done before and I think players are okay with that. So the bad guys realize they overestimated you and decide maybe it's time to just end this, and THAT'S when Elyn's power kicks in? That might take the edge off of having a nigh-invincible character if her transformation can't happen at the mere sight of an enemy.

Just an idea I had, if that's not the direction you want to take with it I understand.

Other than that, yea the no restore points can be stressful. If I remember correctly all you have to survive on for the first half is Kel's magic, and whatever potions you pick up. I was doing some exploring and realized I was going to run out of healing options soon. Turned out to not be a big deal, but it was stressful. In hindsight it wasn't that bad, but it was kind of a turn off while playing.

All of that said, I apparently DIDN'T do enough exploring, because I missed an entire castle!?!? I'm reading other's reviews and seeing stuff about a vampire castle. I do not remember that at all. Luckily, I did enjoy your game enough that I'm compelled to reload and try to find it.

And again, I did enjoy playing through this. I personally wouldn't call this a finished game. And I'm sitting here questioning why there are chapters? Chapter 1 is pretty content light, and has no boss fights (except for the Troll I guess...). Why not just make it 1 complete game? In any case, this game has a style, and that's very cool. It doesn't look typical or cliche at all, and that's something I'm going to aim for with my projects too.
 

ImmortalDreams

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It's been over two months since I posted anything on this topic. I've been busy getting my next novel ready for publication among other things. Sorry for my absence.

Recently, I copied all the text from chapter one into a word document. I spell checked what I missed, but mostly I wanted to see the word count. The reason for this is that Camp NaNoWriMo starts next month, and I wanted to see if a script for chapter two could be at least 10000 words. That's the minimum amount of words required to win the Camp NaNoWriMo contest. I think it's definitely possible, especially considering chapter two is supposed to be longer than chapter one. So, that's on my agenda for April.

The question is, do you think chapter one is ready to be called a complete game? If not, why?
 

Bonkers

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The question is, do you think chapter one is ready to be called a complete game? If not, why?
I'll revisit what I said in the initial criticism since I have played the game again since you updated with the several fixes.  The castle town needs to be remapped, and some pass abilities set.  The blacksmith/armor smith's head still gets cut off by the stand he is in front of as well as the very tight passages that visibly don't allow for traffic.  Also a dozen or so lamp posts that are directly on top of each other rather than spaced out.  

The over world maps could use a bit of tidying as well, to make them less sparse and feel more full.  Particularly the transition map from where you first start after the Ogre battle to the first town.  Placing a few visible barricades along the other roads near the castle town, putting up a road block to the mountains, or giving the scene with the orphanage more fleshing out that you talked about before would help.

Other than that, if you want to complete it as a finished game I'd really look more into adding a way for the player to determine how the magic skill system works other than blindly trying things after you level.  Spamming enough abilities after leveling up lead me to find which of them gave me more spells or an upgraded version, but I have no way to track when it will happen, or when it stops.
 
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ImmortalDreams

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I'll revisit what I said in the initial criticism since I have played the game again since you updated with the several fixes.  The castle town needs to be remapped, and some pass abilities set.  The blacksmith/armor smith's head still gets cut off by the stand he is in front of as well as the very tight passages that visibly don't allow for traffic.  Also a dozen or so lamp posts that are directly on top of each other rather than spaced out.  

The over world maps could use a bit of tidying as well, to make them less sparse and feel more full.  Particularly the transition map from where you first start after the Ogre battle to the first town.  Placing a few visible barricades along the other roads near the castle town, putting up a road block to the mountains, or giving the scene with the orphanage more fleshing out that you talked about before would help.

Other than that, if you want to complete it as a finished game I'd really look more into adding a way for the player to determine how the magic skill system works other than blindly trying things after you level.  Spamming enough abilities after leveling up lead me to find which of them gave me more spells or an upgraded version, but I have no way to track when it will happen, or when it stops.
I fixed the blacksmith's head being cut off, but I really REALLY don't want to remap the castle town or the world maps. For one thing I'm not sure which tiles I could use as a barricade or road block. Another thing is that, in the initial demo of Fae Rebirth, the world maps were less sparse but way too bare and plain. The same thing is true for the castle town. It used to be arranged in perfect grids with plenty of space for traffic, but it looked dull beyond belief. I worked super hard to make it look more dynamic and colorful. As for skills, what you're suggesting is a good idea, but I'm no good with Ruby scripting. I wouldn't know how to implement the data from my custom skill system into scripts either. I'm so sorry for these excuses and how late I am in responding. I hope I'm not coming across as rude. Thank you for all your help. This is a better game because of everyone's feed back.
 

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