- Jul 15, 2016
- Reaction score
- First Language
- Primarily Uses
Hello everyone! In this channel update, we talk about the future of the Studio Blue YouTube channel, Let's Plays, and more!
I especially liked your commentary for this one, your suggestions for how to work the game differently were hilarious. I'd love to see you actually make a village of werewolves, blond vampire etc.
You won't find it anywhere on the forum, but it was called gybonis. I deleted all the game files and the thread here due to being overly frustrated. I had firmly believed I did as much as I possibly could with the game, and I thought it was great, then I show it to a couple people, and i'm told the game is nowhere near finished and I felt so upset and so defeated, I just deleted everything related to the game. I had been working for years on the story and was prepared to tell it. And for several people to tell me that what I thought was the absolute limit of my abilities was not only not good enough, but the end result is so bad, and so unfinished, no one would dare touch it, I just felt so defeated.Which game is that?
Which game are you referring to?
I had worked on that demo for almost a year before showing it off. That demo was what I believe to be the limit of what I am able to do. I swore off traditional rpg making after realizing that apparently I don't have any talent for it.
Hello everyone! We're joined by Toasty of RPGTime (https://m.youtube.com/channel/UCMVFXjnAFK_ofFa3rxpKVaA) as we color our way into the world of Rainbow City by Draw Mic Studio. This is a game that starts off strong... and quickly falls apart.
The custom graphics in this game are amazing, and the music sets the tone perfectly. The story is unique and the characters are endearing. This game's presentation is A+ all the way.
The writing starts off really well done, with only minor mistakes and translation errors. However, within 45 minutes, we noticed increasingly serious issues with the grammar and spelling. By the time we got to the end of the game, some of the text was almost unreadable.
The battle gameplay is good, very imaginative, and fun.
Where this game needs considerable remodeling is the puzzles. Most of them are just not good, and have serious repetition problems. The fetch quests in the early part of the game are not fun, and the 30 flowers quest is just infuriatingly annoying. We can't imagine anyone wanting to do these quests. We'd have put the game down at the forest entrance. No to the boulder push puzzle... just... no.
Some of the later puzzles, like the one to get the white treasure box containing 100 pebbles, is well done. The developer needs to use puzzles like that instead of the ones mentioned above.
Overall, while this game needs some serious rework, it has a solid premise and, if fixed, could be one of the most unique and fun games we've ever played.
They were 5 minutes or less to finish the demo and if it stays in a super emotional part, it hurts that you didn't follow that little bit more. But thank you very much for all the feedbacks!
I have to say not nearly every dungeon or area in the game are mazes. The cities in the four elemental worlds are usually open areas with some puzzle elements, and there are some dungeons in the game with no mazes at all. There are also some worlds where these mazes are mostly absent, such as the World of Earth and Air (even though you can surely find a maze or two from every world).
For example, the majority of content in the Air world happens in a completely open city full of NPC-given sidequests.
I don't know, but I think some people might misunderstand the worlds-concept in the beginning because of the maps. Instead of the said worlds being different areas in this one map, they are actually completely different planets with their own equal-sized world maps. Perhaps this would've required further explaining than just putting an image of five planets in the intro.
At any rate and as you stated, this statement is probably true in many instances of the full game: "It's extremely difficult, time-consuming, and monetarily draining." I can't really disagree with that (especially with the beginning being as hard as it is), or the one where you say the player needs to be drawn into the game immediately.
I tried to do it with the direct opening battle against Scylla and the following scene with Areatha, but apparently the briefing for the story is still too heavy from the start, confusing the player. The worst thing is I actually knew this while creating the scenes and I was thinking about the classical "wall of text-issue" the entire time, but I just wasn't able to find a way to tell less and still give the player enough reason and momentum for his quest.
That's why the Dark One kind of goes almost over the fourth wall saying "there is a lot to do, etc.". I was hoping the cutscene with the Pendant would lighten it up a bit by showing some stuff as I was telling it, but apparently the heaviness is still there, with way too much info for the player to handle in one sitting. I should've just told the player to go search for 3 Guardians in the beginning, to open the seal to one world, instead of the over-feed.
I should've probably given the player less info in smaller chunks in the beginning, as you seemed to state. Also, in my own opinion and for my own critique for the opening, the hunting for the Guardians is somewhat repetitive after the intro scenes. Perhaps I should've given the player more immediate access to the elemental planets?
I'm wondering whether the size of this game itself might drive some players away? I think someone stated people today have less time in their hands for larger games, especially if there are stuff like mazes in them. Also, today's players have gotten used to games with more linear fashion progression and clear quest logs, unlike in the heyday with the first Zelda and such where you had no idea where to go and kept on dying on at the start because of the difficulty.
For the various reasons mentioned, I'll probably never create a game of this scale again, but rather try something smaller and more condensed next.
Also, my games have a habit of always being too hard from the beginning, which is is unfortunately intentional -.- I kind of like difficult games myself :-D (and I know there exists at least some masochistic retro audience like me for this stuff.) At any rate, my next game will definitely be easier from the start. I wouldn't wanna drive half the player base away every time because of high early difficulty -.-
About the characters, the main ones develop quite slowly in this game, so I think it's just natural for the player to not feel too much of anything for them at the first sight. Also, the Dark One is at least partly designed to be a blank slate-type of character to represent the player himself.
In some worlds, different characters might be more sympathetic right from the start, since they have actual character unlike the Dark One. Then there is stuff like the Earth World, where dialogue is almost absent since it's more a survival in the jungle type of thing with just 3 player-controlled characters. This is very different in certain other worlds like Fire, where you have 6 playable characters with a heavy storyline full of cutscenes.
What I attempted to do was create five different kind of experiences in one game, which sounds like a mess on the paper but at least this structure has been received quite well. In short, one world might be more based around puzzles and progression, while some other puts its focus on story. Of course, the underlying gaming mechanics with the element draining and gear points systems stays the same throughout the thing, for keeping the game's main mechanics consistent.
About the writing, it's not all that highflown in all worlds. If it were, it would get tiring pretty fast. It would be almost as bad as playing "epic" music non-stop in every scene of the game including the quiet ones (looking at stuff like Castlevania: Lords of Shadow -.-) Mostly, speeches like this are reserved to the scenes dealing with the overall plot. The different stories in the worlds are usually a lot lighter to read, or at least I hope they are.
Anyways, I want to thank you again for the well-made video and critique! It's very nice to hear you liked the presentation and the music, since I put very much effort on these aspects (with the great musicians and artists I worked with) :-D
Some people in this thread seemed to not like the visuals too much, which is understandable because of different tastes, and the fact that moving images tend to look better in general. There's just that much info you can pack on a still image, especially if it's a part of a larger area not packed full of details.
I noticed you seemed to like the game at first, but the tone went noticeably down at the briefing section with Areatha. So, I quite obviously concluded the info dump firstly, and the mazes secondly were your main problems. Despite my best efforts, I was not able to hook you in the game with the briefing because of the information overload.
The part seems to divide the audience, but it's good to confirm it truly is a problem to some people, since I'm sure many feel the same way about it. Also, I wouldn't really recommend this game to anyone who can't stand mazes (since there are, after all, quite a lot of them too). I think I'm adding some kind of info about the labyrinths on the Steam page, though. I somehow forgot the entire thing, even though it's mentioned in the first game's description (by this I mean a game called "The World of Labyrinths: Labyronia.")
Even though the critique deals with just a fraction of the game, I'll be taking notes for possible future improvements concerning said issues! No more over complicated briefings, too hard early difficulty and confusing starting directions! Here's to hoping I actually remember all of it this time, since I tend repeat certain mannerisms throughout the series... :-D (gotta feeling I've heard certain points of critique in this review, even several times, concerning my first games...)
No critiquer likes to feel like they wasted their time. Save this thread and refer to it when you make your next game. If we see you repeating your mistakes, we will be sorely disappointed.
P.S. I'm afraid the mazes are such an integral part of Labyronia's world and story, they're here to stay in one form or another... I've heard there are some weird people liking them, after all xD