IGMC Submissions & Ratings

Discussion in 'Maker Casual' started by l8rose, Dec 1, 2018.

  1. Paladin-Cleric of Awesome

    Paladin-Cleric of Awesome Writer Veteran

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    @Faye Valentine Awww, thank you! I'll give you game a go.

    It's strange, I've been playing so many more games this year than I did last year, not sure how that works. lol.
  2. BlackRoseMii

    BlackRoseMii Veteran Veteran

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  3. kovak

    kovak Silverguard Veteran

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    I'm from the Hu3
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    Since my topic was not approved ye, here's mine

  4. dragoonwys

    dragoonwys Freelance Illustrator Veteran

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  5. Kes

    Kes Global Moderators Global Mod

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    We've got a bit of a problem, in that we haven't yet got a separate sub forum for this year's IGMC (I hope that will be fixed soon). Because General Discussion is specifically not for feedback on individual projects Reviews do not belong here, but now that there are so many posts in this (and the other) thread, I don't think I can just close them down. However, this will be moved once things are sorted.
    l8rose, dragoonwys and kovak like this.
  6. kovak

    kovak Silverguard Veteran

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    A lot of work :/
    Isn't it better to leave it here just this time?
  7. Kes

    Kes Global Moderators Global Mod

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    @kovak The thing is, if one is left, then other threads will also be posted here. If you check the forums for the 2014 and 2017 contests you will see what a big number that could be. That would mean that legitimate discussion threads would be buried in the deluge. Not fair on them.
  8. Kes

    Kes Global Moderators Global Mod

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    Now that we've had a chance to discuss it, this is what has been decided as being the most straightforward and quickest/easiest to implement.

    Multiple review threads go in 'Let's Play'
    Single reviews go in the particular game's page.

    I am, therefore, moving this.

    l8rose likes this.
  9. Chez

    Chez TheLastYuriSamurai Veteran

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    It would mean a lot if you could give my game a go!! You play as a young Drakul in a sort of "coming of age" tale, you apprentice under masters and decide what you want to be when you grow up!

    screenshot.png romancing.png

  10. kenjivn14

    kenjivn14 Veteran Veteran

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    Viet Nam
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  11. Kato-A

    Kato-A Artist and developer Veteran

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    Somewhere in your heart because you love me
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  12. Roden124

    Roden124 Veteran Veteran

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    I've downloaded every game posted here so far!
    I probably should've done that when they came out one-by-one. :kaoswt:
    My original plan was to state my quick thoughts on them individually, but that ain't happening tonight. :kaoblush:

    I might have to make my own thread for this...
    I reviewed one game already, so I'll go post that on its submission page and save it for the topic later.
    I decided to play these entries alphabetically so that game would be A Witches Heart.

    I definitely have a bias for games with custom graphics, so this is my way of giving everyone a fair shot.
    Just because you didn't spend the massive amount of time and/or money required to make your own art,
    that doesn't mean you didn't work just as hard. :kaoluv:

    I liked A Witches Heart, by the way.
    Uzuki likes this.
  13. Tuomo L

    Tuomo L Oldbie Veteran

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  14. l8rose

    l8rose Neeeeerd Veteran

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    I will look at everything that is here and at least rate it but won't do anything after this point.
    Thank you for everyone that put everything here for me to play, you're all wonderful people!
  15. dulsi

    dulsi Veteran Veteran

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    Thank you @Zelgadis85 for the openoffice file. I was actually thinking of building a similar list. After I download one game with one gig and one with 500 MB, I was curious about game sizes. Not that it matters a lot. For OpenGameArt Movie Video Game, I wrote my own game engine. (Yeah that means a lot of what I wanted to do didn't make it in. My postmortem is on itch.io if people are interested.)
  16. Roden124

    Roden124 Veteran Veteran

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    Here are the reviews I've done for the games in this thread, all in one centralized place!
    The relevant parties have already seen them, you should check their game pages for responses because
    my words are not gospel. My attention span can be a little short sometimes. 19 games, gee whiz.

    Don't expect schadenfreude, I'm not that type of reviewer. Positive vibes only! :kaoluv:

    I really dig the Aztec world! It's a culture rarely explored in media, so my interest is piqued from the get-go.
    The intro sets up the mood nicely.
    Good use of music throughout.
    Believable level design.
    I chose to play as the girl, of course. :kaopride:

    For the skill crystals, I'd have a text pop up as the player approaches them.
    As they are, they're mysterious until you interact with them directly.
    This is a minor nitpick to be sure, but every little improvement helps!

    My loadout:
    Maximum Attack (not including buffs/debuffs)
    Maximum Enemy Flee (I abused this, not gonna lie)
    Maximum Defense (not including buffs/debuffs)

    The spending money you get in the beginning is generous and the upgrades suit my straightforward playstyle,
    so thank you for that. :kaothx:

    I like how guarding raises your SP. Considering that all attacks are tied to SP, this is necessary, but I'm just glad I'm not forced to reload because I didn't search for items in every nook and cranny or something.
    Usually guarding is almost useless to me in RPGs, it's nice to see it put to good use here!

    I liked the puzzles. Simple, but enjoyable.
    Battles were fair. The convenience of healing baths make up for the crystal-based save system.
    Because of the way the game is designed, I didn't feel too set back when I lost and had to do the first round of puzzles again.

    I almost didn't get the mirror puzzle at first, but I don't know how much you can actually do about that.
    It worked the way I thought it did, but RPG Maker might lack the visual cue necessary for stuff like this.
    I was able to solve it easily so it's not too much of a concern in this particular game,
    but in general this is a good observation to take note of when designing complicated puzzles.

    This game is a great showcase for the Aztec and Ancient Jungle graphic packs.
    I like how the random encounters near the end of the game were portrayed as bushes.
    It fit in the environment well and I thought it was cute. :kaothx:

    I thought the game's climax and cliffhanger were done well.
    Overall, this was a pleasant experience and a good game to start my IGMCathon with. d(^^)


    FINAL VERDICT: If Quetzalcoatl asked me if he should check out this game,
    I'd say "Yeah man, go for it!"
    Nice game! I couldn't crack the boss, but I liked what I saw.

    You obviously put a lot of thought into the battle system and presentation.
    I tried to beat the boss by brute force, but a proper strategy is definitely required!
    Excuse me if I miss anything, I'm quite casual when it comes to JRPGs.
    The way you gain and lose abilities is cool and unique, though it certainly
    doesn't make the game easy.

    The randomly generated dungeon and the need to collect gameplay orbs
    makes for a fine gameplay loop. There's a precious few seconds of suspense
    when you're waiting for the gauge to fill up while an enemy approaches.

    Of course I didn't like losing my useful skills, but it was easy enough to get them back!
    Though I did accidentally convert a whole batch of useful skills into EXP.
    If I paid more attention, I might have won with that moveset! I could've gone pro.

    Anyway, I think a natural ability to raise HP would alleviate grindiness.
    It could be put into the Focus mechanic and regenerate like the MP does.
    I've gotta have some hope in the darkness, y'know?


    FINAL VERDICT: Apparently I'm controlling this girl, but I have no idea who she is!
    She's trying to tell me she's the the protagonist, but I don't believe her.
    Interesting game!

    I liked the intro, nice setup. I really dig the mapping, too. The place feels real, and
    the characters have the right amount of definable personality and mystery.
    I really liked the Wraith's debut, that scene was pretty neat.
    The enemy encounters are appropriately spooky.

    There were enough typos throughout to make a point of it.
    They were mostly common mistakes peppered with a few misspellings.
    I could still understand everything that was being said, though.
    The dialogue is fun, and ultimately that's all my attention needs.

    Unfortunately, my journey ended when it was time to switch to the second team.
    They spawned right next to the door, meaning they got stuck in the wall for all eternity.
    Such a fittingly horrific fate...
    I'd actually restarted the game because of a bug with the west plank,
    which wouldn't allow me to remove it after I opened the chest.
    This time I got the ID card after going to the emergency exit,
    and I even tried going to a different room before switching, but to no avail.

    At any rate, I was able to play enough to get what the game was going for.
    It does need polish, there's no *bones* about that. (Geddit? Horror pun!)
    With what I was able to play, typos and glitches notwithstanding,
    I thought it to be a solid title!

    TOTAL PLAYTIME: There was no timer I could see, but let's say 50 minutes.
    (Give or take the second playthrough with skipped dialogue.)

    FINAL VERDICT: Is everyone barefoot? Walking on glass should be no problem!
    Well, it's better late than never for them to understand the importance of footwear. :p
    Cute game!!!

    The presentation was awesome. I really dug the art and characters.
    The subtle stuff like the leaves and birds chirping really boosted the atmosphere,
    which was accompanied by appropriately mysterious music.
    Details like that make the mapping even better.

    I enjoyed how the puzzles were handled,
    they were fun and the shift in music was a nice touch.

    If I were to give one improvement, it'd be "reminder dialogue".
    Sometimes my short-term memory blows a fuse; I forgot where to go
    after a character literally just told me. This game covers a finite area,
    so it doesn't exactly destroy the game, but I've gotta give some usable feedback. :p

    TOTAL PLAYTIME: 30 MINUTES (Including the time I got lost...just a little bit.)

    FINAL VERDICT: Since the player didn't speak, I thought she was the sister and
    the twist was that she was a spooky ghost. I'm glad it didn't come to that,
    I like her face.
    Heyo, you set out to make a cinematic experience and you succeeded!
    This is a great example to show off what RPG Maker is capable of.

    I can't comment much on the battle system because I went with Casual Mode,
    but I can say that the inclusion of such a feature is much appreciated!
    Everything about the presentation is well done.
    Having the Wyvern's backstory fed to you during battle was neat!

    The forest is beautiful, though it did lead me to believe I was stuck with a glitch. Twice!
    The first time, I assumed a dead end was where I came out of, but the actual way out
    was in the opposite direction and seemingly hidden.
    This was in the area before the Wyvern fight.

    In the desert area, I couldn't go back under the bridge.
    I thought it was an impassibility issue.
    It turns out triggering one of the cave's teleport event fixed it,
    but I stumbled upon it by accident.

    I didn't make any progress after that. I remembered something about a lake,
    but I couldn't find it or anything triggering a cutscene. I explored the map thoroughly,
    but I must've missed something. I played the patched version, by the way.

    TOTAL PLAYTIME: 45 MINUTES (I got lost after the Wyvern...)

    FINAL VERDICT: ♪ Yo ho ho, they call me Rose the Dragon-Slayer oh yo ho ho,
    I'm feelin' great about myself today! ♫
    Cool Gothic aesthetic!

    I'd say this entry reminds me of Bloodborne,
    but I haven't played Bloodborne. Or Dark Souls.
    I did, however, play 3D Dot Game Heroes from the same company! But I digress.

    The gameplay loop is basically a boss rush. This made for an easygoing flow.
    The game wasn't too hard but the overall vibe is suitably grim.

    It's a pretty straightforward title, I don't really have complaints.
    There were some typos so that's...something to nitpick about!
    I assume the ticking timer is present solely to pace the 1 hour criteria.

    It's nice that you're given the option to replay previous fights.
    If you like the battles, you have more than enough time to
    get your enjoyment out of them and still beat the game.
    I played it straight through, I appreciate that there wasn't any
    filler put in just to pad the game length.

    TOTAL PLAYTIME: 20 MINUTES (Timer time)

    FINAL VERDICT: Although not intentional (probably,)
    the very last part of the ending being put on auto-loop
    augments the message quite strongly!
    Pleasant game!

    I enjoyed the manga-like cutscenes and characters.
    That was a nice stylistic choice and a great way to present the story.
    The effort was worth the result, I'd say.

    I noticed that battles in the caves were random whereas battles elsewhere were
    on-screen encounters. I'd make the cave monsters visible too, because the
    encounter rate was really high. I ran away from most of these battles.

    Overall, this was an upbeat and lighthearted experience!

    TOTAL PLAYTIME: 55 MINUTES. I mean meowinutes.
    Also, I didn't pay the taxman because I'm secretly an outlaw.
    That's one truth the catgirls don't need to know...don't ask, don't tell.

    FINAL VERDICT: The graveyard implies there's death in this universe.
    I'm sad now, nya.
    This was a lovely little entry, but I could never be mad at a game
    that lets you be nice to animals!

    The gameplay loop was fun and reasonable.
    As long as you take the quests seriously, you'll have a clean record and a clear conscious.
    I thought I did a bang-up job and I got my happy ending on Day 8.
    I don't usually play games like this but I enjoyed it!
    The dialogue is cute and quirky and I rooted for the animals to not only not die,
    but rehabilitate. And that they did, except for the chicken, but that can't be helped.
    There's a lot of detail here for a game made in a month;
    The game felt more simple than it actually is, which is a mark of good game design!

    The animal mugshots were a nice touch, too. Of course, I won't get into the
    dystopian implications of the detainment of sentient and (mostly) peaceful animals...


    FINAL VERDICT: I'm a shining example to all animal prison wardens! :3
    I hereby declare this game NOT GUILTY of first-degree manslaughter!
    Fun game! The atmosphere was really good and the unique art was nice.

    I managed to get the happy ending! I'll sleep well tonight, I think.
    To be honest, I think I irreversibly screwed up like three times,
    so maybe the parts I actually got right were juuust enough to save the day!
    (If you're curious, I didn't find out much about Brisco, angered Rosalind and
    got kicked out of Chastity's, *ahem*, womens' parlor.)

    I figured out the chest's password and saved my parents just before nightfall. :D
    For the chest, I had to turn my brain gears in the process of the actual puzzle,
    but I was definitely satisfied when my hunch was right! I think you gave a solid hint
    without giving away the answer, so nicely done there. d(^^)

    The slowish talking adds suspense to the timer, though it's definitely a mechanic
    meant for short games like this one. For a longer game, I'd implement a feature
    to skip dialogue you've already read in case you accidentally
    press the talk button in succession or something.

    I basically guessed during the true ending,
    but I clearly got the best outcome anyway.
    That's a victory for me!


    FINAL VERDICT: A guillotine and an iron maiden?
    That'd make for one hell of an orphan story.
    Good battle system! Nice art, too.
    I can tell the developers are way better at these types of games than I am. :p

    The actual combat is fun and easy to learn. This is a proper strategy game with nuance.
    The Tactical Mode is a cool addition as well, it highlights how enjoyable the gameplay is
    on its own merits. However, the challenge is an acquired taste. It's hard!

    I stopped where we battle a certain familiar hero and his entourage.
    Before that, I barely survived each time. I know of the Assist Mode version,
    but since what's presented here is going to be the main difficulty,
    I should chip in that it's like the hardest setting of an already hard game!
    These feel like endgame battles where your character gets creamed in two hits.
    Enemies can heal, counter and do other nasty tricks while your moveset is limited.
    The game does not care if you are, as 2004 would say, a n00b.
    One wrong move and the enemy will flex you out and call your bike lame.

    TOTAL PLAYTIME: 30+ MINUTES (Double that if you include losses.)

    FINAL VERDICT: My bike's not lame! Your bike is just super awesome!
    I'll admit, this was a nice breather for me!
    I needed this after playing so many long games. d(^^)

    Functionally, there isn't anything wrong with this entry,
    other than the glitch people mentioned (I hadn't come across it myself,)
    so let's focus on what you can add!

    Audio alone could contribute a lot of pizzazz to the proceedings.
    Music, frantic announcer, audience reactions, etc.
    This could be like a game show type of deal.

    Flashy visual effects for everything that happens would also
    ramp up the energy and bring liveliness to the maze world.

    Variety in the minigames and traps is a must, as you already know.
    Although I should kick myself for saying it, a ticking timer creates excitement!
    It's a cheap but effective challenge modifier.

    The game is super basic right now, but the foundation is solid!
    Just keep adding to it over time and it'll come to its own.

    TOTAL PLAYTIME: 8 MINUTES (I'm tempted to do a speedrun and halve that...)

    FINAL VERDICT: If this were real life, I'd step on the fire wolves and climb over the wall.
    That's thinking outside the box, literally!
    First of all, I love the special cutscenes in this entry. They're the best I've seen so far!
    Though they were just an appetizer for what was to come.
    (Pun not intended, but intendedly left in...)

    Without spoiling anything, I adore the high concept this game actually has.
    At first I thought it was going to be a typical cafe game , and it's that too,
    but the twist is interesting and, true to the theme of this contest, has potential.
    Great potential! The game has a nice feeling to it too. Sweet, but somber.


    FINAL VERDICT: I'd rather not spoil anything by being witty,
    so I'll just say I liked it and there's nothing you could do to convince me otherwise!
    Nice little game! The playful dialogue was fun. I liked the mapping too.
    Like someone else said, the village really does feel like its own place in the world!

    If the ending I got was anything to go by, I might've not done everything. ^_^;
    If there is only one ending, I can see this game heading in an interesting direction!
    A most interesting direction indeed.


    FINAL VERDICT: Are humans...the real monsters?

    There's a lot of interesting stuff at play here. Overall, it needs a lot of polish.
    Still, with what little time you had and how you made use of it,
    I think you've got a strong core here!

    There was some nice attention to detail, like the motorcycle slowing down in sand.
    I also like how the IGMC logo was incorporated, that was a nice touch!
    You basically started an open-world game in a month.
    I'd be curious to see how this entry would turn out with the proper time and budget.


    FINAL VERDICT: Of course I chose the helicopter.
    I wonder how long it will be until we see this service in the real world...
    I love the art in this! The attention to detail is real neat.

    The game -- that is, the first few minutes of that game's intro -- casts a solid hook.
    I think it's fair to say this is a screenshot of a good game.
    It looks pretty, there's ultimately not much that can be done with it,
    but boy howdy do I wish the full experience were something I could play right now.

    For the brief time we spent together, the characters had decent characterization.
    Any of their arcs could go anywhere, but the base is there for strong writing.

    This is a good jumping-off point!


    FINAL VERDICT: I chuckled how the IGMC logo was implemented.
    Custom art is always appreciated!
    There's also a nice use of elevation here.

    You know about the bridge glitch, but that whole map is bugged.
    You can't leave after entering it. Thankfully, I saved frequently so I wasn't too affected,
    but the south of town is to be avoided at all costs!

    Other than fixing the technical issues, I can't think of much to add.
    You've got a base to build off, so I recommend going all-in toward one direction.
    Either a game that digs its heels in local exploration or a globetrotting adventure.


    FINAL VERDICT: I was promised rivers! I demand my money back!
    This is a real fine use of the RTP right here.
    The custom art in the intro was nicely done, overall the presentation is great!

    I didn't get far, but I like the concept of this game, it's cool.
    The bosses were a little too hard. Once you start a battle you're locked into it,
    making the autosave system a double-edged sword. It's impossible to lose progress,
    but you have to restart the game if you're stuck and want to check out the other bosses.
    I beat the water boss but gave up on the fire boss because my tactics weren't enough.
    The comment below mine basically has everything covered!

    So yeah, my main advice is to tailor the difficulty toward strategy rather than
    the enemy healing so much. Unless I missed something, I feel like attacks
    chose their targets randomly, so a way to select individual units would probably
    help considerably.

    TOTAL PLAYTIME: 40 MINUTES (Including losses...)

    FINAL VERDICT: "Let's see...halo, wings, clearly the direct messenger of God Almighty...
    C'mon fellas! Let's mess with 'em!"
    This is a neat puzzler with nice portraits, and I thought the abilities were implemented well!
    The only improvement I'd make is to assign the abilities to buttons.
    That would ease the flow, which would definitely matter in a longer game.


    FINAL VERDICT: I know they're our protagonists, but...
    I feel I shouldn't trust them to tie my shoes!
    Out of all the entries I've played, this one feels the most complete!
    I took a little while to figure out a couple of the puzzles, but when I did,
    they delivered the "a-ha!" feeling we all crave from videogames.

    I wasn't paying that much attention so forgive me if this is actually a non-issue,
    but I think energy should be a renewable resource. That is, it fills up a little over time.
    Maybe one point every 10 seconds or something. That way, all situations are winnable
    if players miscalculate. It'll also serve to punish enough of the player's time
    to encourage them to be careful. Still, the ability to replace orbs with health
    in the first place is quite considerate, so thanks for that!

    Good job. d(^^)




    FINAL VERDICT: For what is basically a random sample of entries, there's a lot of promise here!

    I posted these reviews in this thread for now because a new thread implies new reviews and requests.
    Let me have a weekend before I decide to do this again! :kaoblush:
    Last edited: Dec 10, 2018
    Chez, Kato-A, SeaPhoenix and 3 others like this.

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