Features Feedback

Discussion in 'Game Mechanics Design' started by Lunarea, Mar 4, 2012.

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  1. Kes

    Kes Global Moderators Global Mod

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    As a system I think it has potential. As always, it will come down to how well it is implemented.

    I only have one suggestion. I think you need to signal unambiguously who your intended audience is. I can easily imagine a less experienced or strategic player being totally screwed by this. Such players often rely on a bit of leveling up to compensate. If they are not your target, that's fine - no game can be aimed at everyone. But it's best if such players are steered away before they waste their time.
     
  2. Raijinn

    Raijinn YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET Veteran

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    So I made a 5 hour++ gameplay in the last 2-3 days...
    And I realized that it was sh*tty so I deleted them all.
    Now, here's the first cutscene of the new one, and I would love to hear what you guys think.
    Positive and Negative, I'd accept them all. What should I add? What should I remove?
    Thanks~!

    *note: the voice acting is not completed yet, bcs I share my room with my brother and I can only record it when he's not home.

    Here's the video:
     
  3. Gabrelik

    Gabrelik Almighty Maker of Sandwiches Veteran

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    I like what you're doing with this. It is an interesting approach to incorporate the SV battle system into the dialogue of your storyline. Very old school FF. I also like the mystery involved here, and the writing is not bad, given how little we have to go from. You can also see the work you've put into incorporating various plug-ins.

    All in all, the concept is intriguing and I'd like to see where it goes. I do think you need some kind of lead-in to this. I understand that enigma is kind of the point, but launching directly into a battle scene might not necessary serve the purpose you intend. Perhaps something simple beforehand, such as an inner monologue while Koma is surrounded by a dim light, such as in the fight? Something that shows he is confused and has clearly lost all memory of what he is doing here. Fighting on pure will alone, etc.

    It's a good start. Keep at it!
     
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  4. Tea's Jams

    Tea's Jams I'm human Veteran

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    Very cool. I like the way you shrouded your antagonist. Mine is shrouded too, for the first portion of the game. I like the way you did it better than the way I did it. Good job.

    The voice acting has the proper inflection too, which IMO is absolutely critical. (without it, I would turn the volume down, haha)
     
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  5. Raijinn

    Raijinn YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET Veteran

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    @Gabrelik I see, that part really needs something huh? There was at first, but I deleted it because it felt empty and it didn't really fit in with the theme of the game. Oh well, I guess I'll try coming up with a different approach. Thanks~!
    @just1witness Thanks~! I thought of that too, so I kinda edited the voice clips ehehe
     
  6. Mysterious Magpie

    Mysterious Magpie Warper Member

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    I think it looks pretty cool. The voice acting, alongside the music works very well in my opinion. Without the voice acting, it wouldn't work as well. Its makes the whole thing feel instense and the dialogue gives a sense of mystery that I really like. I think you handled this battle very well.
    My only problem with this is that I feel like that this would work a little more if it had a bit of a build up to it. I think a little cutscene just before the encounter would work better rather than just jumping into a fight. Just like Gabrelik suggested, I think an inner monologue just before the fight begins would improve it or at least something. But apart from that, I think it looks good.
     
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  7. Gamefall Team

    Gamefall Team Nebula Games Leader Veteran

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    Very interesting concept, I like the flows of the scene and in addition I have to say that I like the message box you're using, too! For some reason that box reminds me games like Daganronpa. As the other post said, It would be useful to improve the scene presentation to add a sort of "introduction" like a middle dialogue or something, to help the player to be push in the game. In general, you're concept is interesting, continue on this way and I think We'll see something cool from your game!
     
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  8. chungsie

    chungsie Veteran Veteran

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    this is nicely done. I'm not quite a fan of the dialogue window you're using, but it works right? the VA was a tad hard to follow in some places, like i had to read to know what was said.

    all in all, nicely done :)
     
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  9. Raijinn

    Raijinn YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET Veteran

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    @Mysterious Magpie Thanks~! And yeah I really gotta work on before-the-battle things (-_-") ehehe
    @Gamefall Team I don't know how you got danganronpa but, Thanks~!
     
    Last edited: May 23, 2017
  10. Gonor

    Gonor Veteran Veteran

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    I liked this, too.
    And while I agree it might not be the best idea to start the game with a battle, I did something similar in a (long abandoned) project.
    You could set the actor to auto-battle and then use Force Action commands in conjunction with the dialogue.
     
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  11. Kes

    Kes Global Moderators Global Mod

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    @Raijinn 'Game Mechanics Design' is specifically not for feedback on particular, individual projects. Would you like me to meege this with Features Feedback or do you think you have enough to start an Early Project thread? Read the rules fpr there and post to let me know.
     
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  12. Raijinn

    Raijinn YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET Veteran

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    @Kes It's not enough to be an early project, I went to that section at first. But It didn't seem fit. You can move this to Features Feedback if you want :v
     
  13. leenat40

    leenat40 Veteran Veteran

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    Looks pretty cool!

    I like your message styles. Reminds me heavily of Persona. (Which I love). ​
    The voice acting's also solid.
    I do like the way you shrouded your antagonist in darkness. I 'd love to do that in my game, now that I think about it, but the story is already written, so I guess in the sequel. :D
    Though I am a bit skeptical, because I don't want the protagonist to turn into an another generic "I am so very evil, try to kill me if you can! I'll be murdering baby puppies in the meantime" category. If you can try to focus as much as you can to making him believable, relatable even! Trust me, having a good antagonist could make or potentially break the story!

    Other than that, good job!
     
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  14. Raijinn

    Raijinn YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET Veteran

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    @leenat40 Well, the antagonist is not that kind of Antagonist, don't worry XD.
     
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  15. leenat40

    leenat40 Veteran Veteran

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    Oh. :D
     
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  16. Wavelength

    Wavelength Pre-Merge Boot Moderator

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    You're off to a pretty good start, though there are a few pieces of advice I could give you based on what I see here. Before I do that though, I want to say this: don't get down on yourself, don't doubt yourself (unless other people confirm there's a good reason to), and don't scrap your project again - it's clear just from this couple minutes of video that you're making something worth releasing. The following tends toward constructive criticism because it's easier to give advice about little things that could be better, but please know that my feelings about your intro were mostly positive.
    • The graphics seem really good all around. I love the splashy color effects on the battlefield, and the design of the dialogue box, in particular. Everything looks good.
    • The writing in this first scene is okay. You present things in an interesting manner, but the sentences are a little too simple and straightforward. "Your life is ending." "And so is the world." I feel like there are much more interesting ways to say something this dramatic. I also feel like I know very little about your villain (or hero) from this opening, besides that he's conceited; this feels like a bit of a missed opportunity (which is fine, you still have a long time to take this opportunity!) that makes the whole thing less compelling than it could be.
    • I liked the Voice Acting as a first go. The affect was spot-on (and it would probably be even cooler and creepier if you bring the tone down). Make sure you take full advantage of what voice offers. For example, you no longer need to type "*laughs*" into the dialogue box (which is corny but kind of necessary when you don't have VA) - you can just do the laugh without any text and then read the line. Players who turn VA off/down might miss it, but the line will still look better to them without "*laughs*", I think.
    • Finally, be sure to make battles a satisfying experience - even unwinnable ones, and especially the first few battles of your game! It doesn't feel good to have a boss evade every attack or take zero damage every time you try to hit him. You're not using HP bars (or if you are, it's shrouded in darkness here), so you could let the player deal 3500 damage a hit if you want to! Just give the boss the 'Immortal' trait (or an insanely high HP total) so that the player can't possibly win, and (because they have no way to see the boss' HP total) they will at least feel like they're fighting a desperate battle, instead of a hopeless exercise in frustration. I'd also recommend having the boss chip away some damage from the player for the first several turns (just to give it more excitement), until he uses Absolute End, which should deal an extraordinary amount of damage that will KO the player (or reduce them to exactly one health if you don't have a way to show the cutscene after a full KO) and trigger the same cutscene that's in your video now.
     
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  17. Raijinn

    Raijinn YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET Veteran

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    @Wavelength First of all thank you so much for the advice! Your advice is so far the most helpful! I'll try to make it less straightforward, and I'll make sure to turn down the volumes of the VAs. And for the last statement, thank you so MUCH! I thought and thought for hours and couldn't find what was kind of empty in that battle, and you just pointed it out, thanks~!
     
  18. Wavelength

    Wavelength Pre-Merge Boot Moderator

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    No problem, very glad you found it helpful! :D

    To be crystal-clear about what I meant by "bring the tone down" - I did not mean "turn the volume down", the volume was fine. I meant that you could probably achieve an even better effect by lowing the pitch in Audacity (or any other sound-editing software) so that the mysterious enemy's voice sounds very deep.
     
  19. Raijinn

    Raijinn YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET Veteran

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    Ah I see, guess I read it wrong teeheehee @Wavelength
     
  20. sabao

    sabao Veteran Veteran

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    Leveraging the battle system to present the story is a novel idea, but just a few thoughts:
    • Unwinnable Fights are Annoying
      This is a subjective statement, but do consider what the player might be thinking. Imagine this scene playing out for anyone who's never played a traditional JRPG before, or that many video games for that matter. The commands are straightforward, but as it turns out, 'Attack' and skills don't do anything. The least you could probably do is make it look like actual damage is being done instead of the enemy having max DEF.

      This would be in line with your narrative as well, considering the opponent actually comments about how he had underestimated the hero. This is weird because you're doing no damage at all.

    • Show Off a Little More
      A lot of popular JRPGs that start with combat usually capitalize on the spectacle instead of hiding so much of it like you did. A lot of professionals will tell you that it's important to hook your players in the first minute so if the outcome is fixed anyway, at least make it look as fancy possible. If this is a flash forward, show them some endgame skill animations. Put on some fancy eventing in-battle. Again, this also serves your plot: for whatever reason, your character feels he's competent enough to face off against the big bad. Make it feel like he is.
    Other musings:
    • The voice acting is a neat touch. Will you be putting dubs on other characters and key parts of the plot?
    • It might be nice to make your message window and battle interface more stylistically consistent. This might be a tall order, but something you ought to consider.
    • I'd have preferred if you could find a different way to conceal the big bad's appearance--perhaps mist around his sprite or the sprite being that of a menacing silhouette. Again as mentioned earlier, you're not taking full advantage of the spectacle of battle when 75% of the screen is pitch black.
     
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