Sailor Moon: The Silver Millennium

moonprincess

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What I hope to be the final version of the game is uploading now.

I got a ton of complaints about the game from other places I've posted it. (Complaints about mapping to art to music choices), so I'm feeling very, very discouraged right now. I kinda of regret even releasing the game. I tried to listen to everything that was said, but some of the complains aren't the sort of criticism I can actually do anything about. And I'm not willing to rip apart my most beautiful maps, make towns smaller, or make the story shorter. I like my frankensprited facesets and sprites.

I knew that it would never be played by more than a handful of people, but I wasn't expecting it to tank this badly and to get such a strong negative reaction.



So, is it a terrible game? Is it redeemable, so should I just give up and delete everything? Because I'm very heartbroken right now.
 
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Kes

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I think what you are experiencing is unfortunate and unfair.  What I think may be feeding this is that you have made a game about a world and characters where some people already have a strong personal interpretation of what it 'should' be like.  Therefore, by doing things differently, you have - in their eyes - done it 'wrong'.  However, 'different' does not automatically equal 'wrong'.  Because I know virtually nothing about Sailor Moon, I don't have those expectations and can look at it more impersonally.

Certainly it's not a perfect game - such a thing does not exist - and there are a few things I've found which I think could be tweaked to make it a bit better.  But that does not mean that you should be discouraged.  This is your first game (I think) so it is inevitable that a few things lack polish, but I definitely think it's worth persevering with, because I think this could be a real fun game to play.  I'll put some suggestions in the spoiler below so as not to have a wall of text.

btw - congratulations on getting your file size down so well.  That must have been a lot of hours' work.

When a buff or debuff is inflicted, if you look closely you can see that there is a strange extra character.  I think you are using Yanfly's Battle Engine.  In which case, here is the official fix.

Go to line 312 and 313 and look for these:
:add_buff   => “%s{“,      # Appears when a positive buff is applied.
:add_debuff => “%s|”,      # Appears when a negative buff is applied.
Just retype %s but don’t add { or |. There’s an invisible letter between %s{ that you can’t see unless you can see Japanese text.

  • I think that your drop rate of Booster Cream and Moon Water is a bit too high and risks unbalancing the game.
  • In the Inn in the first town, I think your transfer event upstairs may be a bit wonky (maybe 3 tiles wide?)  What happens is that if I try to go up from where the transfer event puts me, if I pass either side of the stairs, even though I am not on the tile with the stairs graphic, I am transferred back down again.  I have to be 2 tiles away from the stairs to be able to go up.
  • Not a case of necessity but of polish, the transfer event up to this floor puts me a couple of tiles south of the stairs, facing right.  I should be nearer the stairs and facing in a more appropriate direction.
  • In the forest, your butterfly events need to be set to 'Through' and 'Above Characters' otherwise they stop Serenity in her tracks.
I haven't got any further than exploring the forest because of lack of time.  What I did experience, however, is that I can't find the transfer event back to the town (I want to use the Inn).  My memory is that when I transferred into the forest, I was behind a large tree with some fencing nearby (though I may be mis-remembering) and I have got back to that point, but can't get out.  I think that it is important that major entrances and exits should be totally clear to the player.  Side map transfer points can be a bit more obscure, but it should always be clear where the player 'should' go.  So perhaps a little tweaking to the pathways at that point so that the player can find the exit again easily in case of emergency would be helpful.
 

moonprincess

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Thank you so much for taking the time to help me. You have no idea how helpful it's been to get honest, constructive thoughts from someone. You're such a nice person.

Yes, it's my first (and probably last) game I've made. I just want to get it to the point that it works well enough that it's bearable.

At this point, I'm almost willing to turn it over to someone else to balance the thing. I stopped having fun working on it a long time ago, but now I feel sick when I look at the icon on my desktop.

I've already reduced the drop rates that you've suggested, plus some others. I'll take a look at this maps, and that battle engine script fix. (I had no idea it existed.)
 

starcrescendo

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I've been following this thread since earlier, and I still haven't downloaded the game or played it yet but what @ksjp17 said pretty much sums it up. You've concocted a recipe for certain haters since you've got people that don't like Sailor Moon, people that don't like RPG Maker Games, people that don't like fan games, people that don't like girl game makers, and people that don't like Indie games all coming together in one big hater soup.

Yes, it's my first (and probably last) game I've made.
I read this part of your message and it made me really sad. Do NOT get discouraged and let this be your last game. Remember that it does not matter what other people think, it's all about you having fun. If you are not having fun with this game anymore, then move on to making something better.

I'm sure if you are getting bad feedback that it feels like you're getting beat up but I think almost everybody's first game works like that. You have to take the negative feedback and sort through it and look at the game not as yourself but as somebody who never played it before and see if their feedback actually has any merit. Then take that feedback along with the positive feedback and if you are sick of this game, ditch it and roll it all into a brand new super awesome amazing game.

DO NOT let anyone's opinions stop you from making more games. Releasing ANY game is a huge accomplishment, as so many developers have ideas but aren't willing to put the work into actually making the game, or like me they fuss over everything and get stuck on every corner to the point that they don't ever release the game.

Also, pay more attention to the feedback you receive on forums like RPG Maker and pay less attention to some of the other places you may have posted the game. There is a difference between criticism and constructive criticism. You will probably find more of the latter on these forums. Wow that was a really long unnecessary post... sorry...

Best of luck to you and we hope to see more games from you in the future. 
 

Shelby

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OMG Meatball head!!!!!!!!!

I LOVE Salior Moon! If you want custom item icons made for this game TELL ME! I will do them for free:)
 

Marrend

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Reviewer power! Maaaaake UP!


Background:


My knowledge of the Sailor Moon mythos extends only so far as the few episodes of the show that I watched when it aired on Cartoon Network in the early 2000's. Which is to say not much at all. Though, for full disclosure, I did play Sailor Moon - Another Story. In any event, I didn't expect to understand all the references a game like this would make. However, it was not my aim to review this game based on it's merits as a Sailor Moon fan-game. It was my aim to review based on how it fairs as a game in a general sense. How well did it work out? Read on!


Graphics/Audio:


I may not be a huge fan of VX Ace-generated face-sets. However, I'm surprised by how much the game gets out of them. Character sprites are spot-on, as far as I'm concerned. Mapping... could probably use a bit of work. There were a lot of wide-open areas (some of them having obvious lag) and dungeons that were obviously generated using Ace's random dungeon creator.


As for the audio, well, for one thing, there's a mess-ton of files in this audio directory. No doubt, taken from various Sailor Moon games and/or sources. Which is understandable, for a fan-game. However, it gets a little silly when being inside buildings has a different theme than wandering towns. I dunno, call me conservative, but this seems a bit much.


Story:


Queen Serenity presides over Earthlings and Lunarians alike in an age of peace and prosperity. However, where there is light, a shadow is cast. The yet-unborn heir to the lunar kingdom is an especially bright light, and the shadow seeks to claim it for itself!


Playing the game:


This game is a story-driven game above all other things. There are no side-quests to be had, and the plot is quite linear. This makes a certain amount of sense, as the game is, essentially, a giant prequel to Sailor Moon. It may be a fan-game, and may take liberties with the mythos, but, at some point, it must suppose that certain events must occur in order for things to turn out the way they did.


In any event, below is a compilation of stream-of-consciousness notes that I took playing the game. Expect spoilers, amongst other things.

What the... Is this really the origin story for this series? Well, it might not really matter. It's the origin story for this game, and that's all that matters.


Showing pictures when you load or save a game, huh? I think I can understand what you might be thinking with this move. However, the time to load or save games is almost irrelevant for RPG Maker games. I dunno, I feel like I'm coming off very meanly, here, but, to me, it just feels like unnecessary fluff.


Darigaaz, these maps are huge! I mean, I understand that this is a palace, and all, and that they tend to be on the large side. I dunno. I kinda like how there's a treasure to find on most maps, so there is that.


That Rose equipment looks insanely powerful.


This map that I teleport to when I get to Earth lags really badly. How many events are on this map?


Beryl? The name sounds oddly familiar. The "final boss" of season 1? Might want to look that up at some point.


Yeah, this Rose basically allows me to curb-stop all the enemies ever. Even the bosses I've been fighting have been push-overs.


Now Sailor Venus, and no more Rose. Okay, let's get this game started for real!


Hrm. This desert that players get access to after getting the sleeping sickness herb is also pretty large.


Is that a dead end with no treasure. BOOOOO!


I passed a clipped-off palm tree somewhere in this desert. Damn, I probably should have screenshotted that.


Interesting. So, I fell down a hole into a cave whose structure is... oddly reminiscent of something the random dungeon generator might make.


Is this a chapter select? Hrm. Seems like it. Ooookay, let's just run with Jupiter's chapter, then.


What's with these single-enemy battles an Ganymede? The fights don't last long enough to get to Queen Serenity's turn, or for enemies to get a turn.


Another aside while I'm at it: What's the deal with money? I've barely spend any this game. I might have bought... something during Chapter 1, but most of the stuff I have has been found in chests or from enemies. Though, I suppose this isn't necessarily a point of complaint. More an observation.


Your turn, Mercury! Darigaaz, you're level 6!? Oh boy.


Aaaaand, we are set upon with an escort mission. So I actually want to avoid fights. Well, let's just see how this goes.


Aaaaand, we're back to Queen Serenity. Not sure what to make of that. Though, I can't help but to notice a bit of lag with this town.


Okay, so, there's a few things in this shop that catch my eye. But, I dunno. Considering my track record, and how this party has been performing, I don't really feel a need to buy anything.


Hrm. Not quite sure how to progress from here. Mercury was going south when we last saw her, so I would assume I would go north to meet up with her. Though, to be fair, my characters don't know that. Do I have to talk to a specific person, then? Hrm...


Huh. Apparently, I managed to skip over visiting that one large building. *shrugs*


Random encounters on top of on-screen encounters? Innnnteresting.


Mercury's chapter's done, and she's level 11 to everybody else's level 20-ish. No doubt, she's going to lag behind for the rest of the game. See, this is one of the disadvantages of setting an initial level!


Well, let's see how Mars stacks up.


Ooookaaaay, why is my speed reduced after getting to the survivor's compound? I don't like it. Especially if it stays this way. Which I highly suspect will happen.


Oh, okay. Speed has returned after Rei joins. Weird. I still don't like it.


Darigaaz, Rei, why are you level 5? Is there actually supposed to be an order to these chapters?


Okay, that was a ton of events that just happened. In fact, there was a whole chapter of nothing but events?


No offense, but the voice-over that (I presume) comes from Princess Serenity after battle is really annoying.


Now, I know I'm supposed to be here at the Sea of Tranquility for shopping, but, according to my various lists, I... already had the items in question? Maybe I should have tried talking to the Queen before coming all the way out here to test the event structure, but, oh well.


Ooooh, I didn't have a carrot. Derp!


Of course Serenity gets kidnapped.


Why can I not dash on this map? Because of the cold? That's... kinda lame.


But I can dash on the next map. Ooookaaaaaay?


More split-ups and globetrotting, eh?


Thinking back to Mars' Chapter a bit. What if I went there first, like her starting level suggested? That boss was on the tough side for the four-person party I had. If I did Mars first, I would only have Mars and Venus for that fight. Unless the game can somehow "detect" what chapters have been done (and therefore, party-size), and adjust the difficulty, I would probably be overwhelmed by that boss way to quickly, and basically rage-quit. Though, this is all very much supposition.


Bit of out-of-order sequencing, here. I just left the town on Neptune after going through some imposters, then I get an event with a few citizens telling me about the imposters.


Nothing says "final boss" like having half a million HP!


I'm finding it utterly hilarious that my most effective attack is Venus' Double Attack, which does over 2000 damage on each hit. Though, the Venus Love and Beauty Shock is interesting. The fight's still going to take forever, though.


I'm also finding it hilarious that the only warrior in this party that could survive the one attack that deals 3500 damage... is Venus.


What the heck, game? I almost had that boss! Just one more turn! But, nooooo, you had to give the boss a two-attack turn with the 3500 damage attack.


I'm supposed to loose that fight, apparently. So, wait, what's the damn point, then? If that was a battle players are not supposed to win, why let it last this long? Why give the illusion that players can actually win? This is just... incredibly frustrating!


Okay, there's apparently a kind of post-game play after the credits-roll.


I may not have personally seen the episode, but this sequence feels like the episode where Sailor Venus joins the Sailor Scouts in the show.
General Observations:


There are some odd passabilities in this game. Certain tiles (like flowers) are considered obstacles, and they really shouldn't be. It makes getting around places a bit more convoluted than it should be at times.


Maybe it's just the equipment I had (ie: Roses for everybody), but, the magic attacks (which are the trademark moves) are typically weaker than the physical attack skills that the scouts have access too. One would expect the trademark abilities would be the focus of combat for a game like this.


Summary:


While I may not care for a number of decisions that were made about the game, and how it plays, I generally had fun with it. I can't say that I'd recommend it, in a general sense. To fans of Sailor Moon? Sure.
 
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moonprincess

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Thank you for your in-depth review and taking the time to even play my game.

At this point, I've accepted that my game is a failure. I really lack the skills or abilities to be able to make a good game and I should have realized that earlier.

I've fallen into a big depression over the last few months. (Not just because of the game. My job and other things are really getting me down as well.)

Since I'm too depressed, I don't really have the mental or emotional energy to fix all the things that are wrong with my game, plus I really do lack the skills to do so.... But they clearly need to be fixed, and I want to fix them.

Would anyone be willing to fix up my game for $300-400? To take in-depth reviews like this one and fix all the problems with the game, make it actually bearable, slightly playable without changing the plot? You wouldn't have to work closely with me, just do what you think would be best for the game. Make the maps more acceptable, balance the characters and enemies, things like that reviewers have commented on. I could pay half up front and the rest upon completion.

The main issue is that because I'm a foreigner living in Japan, I don't have the use of a credit card so I'd have to pay via international money order. (I still had use of my US credit card when I bought RPG Maker VX Ace last year, I can provide proof of payment.) Most people aren't willing to NOT take Paypal. But I'm limited as to how I can pay someone now, so they'd have to find the kindness in their heart to help me.
 

Marrend

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Having fought depression myself, I can see where you might be coming from. However, is paying somebody else to do the work for you the right answer? Wouldn't it be more constructive to apply what you learned from the criticism that you got, and apply it to another game? Then, when you feel more confident about yourself, you can come back to this.


Relevant anecdote: I received some negative criticism for a game (the first one that I published in a public forum), and I was near ready to quit game-making altogether. It was hard, but I somehow managed to pick myself up, take the lessons from that criticism, and went with a different game. Then another, then another, and so on. Though, to be fair, that first game was left untouched for years on end before I picked it up again.
 

Gothic Lolita

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Relevant anecdote: I received some negative criticism for a game (the first one that I published in a public forum), and I was near ready to quit game-making altogether. It was hard, but I somehow managed to pick myself up, take the lessons from that criticism, and went with a different game. Then another, then another, and so on. Though, to be fair, that first game was left untouched for years on end before I picked it up again.
Happend to me too. But doing still hard to start an other one or continue on the old one.

@moonprincess:

I really don't know what to say, or what to do myself. That's why I didn't replied. To give the work to an other person I would never do. Because after that I wouldn't have even done one thing after all. :/

The only thing I want to do in my life, is to make one time other people happy with what I'm doing and not be a failure all the time...

But I guess Marrend is right, only practice can help improving. One thing is to fix the old one up to perfection. An other is to start a new one.

But if you have no fun anymore with gamemaking, then you might should go on to things you like more, I understand you clearly. It happend to me with drawing a few month ago. :'( (\s/)
 

moonprincess

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Here's the thing; I've found someone who's helping me a lot, doing the difficult parts, but at the same time is teaching me quite a bit too. Of course, they're being compensated, but I need help with this. I don't think it's wrong to get help. I don't think it makes me a lesser person, or deserves even MORE criticism. I recognize that the game needs fixing, what those problems are, and that I need help to do that. I have no intentions of making another game, but I feel like this story deserves profession aid. I'm doing what I see as the best thing possible considering my lack of skills and emotional and intellucal endurance at the moment. Please cut me some slack.
 

Marrend

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Frankly, I'm most worried about...

You wouldn't have to work closely with me, just do what you think would be best for the game. Make the maps more acceptable, balance the characters and enemies, things like that reviewers have commented on.
...this sentence. I mean, looking for help is fine, but, reading this threw down all kinds of red flags in my head. Perhaps I'm just over-reacting.
 

moonprincess

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I said 'wouldn't have to' depending on the helping person's style of work. I wouldn't want to pay someone, AND annoy them to death.

Besides, Marrend, I'm not really sure how it's your place to worry. What I do is none of your concern.
 

StarkinGyra

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Once I get home, I know what I am downloading. I cant wait to play. Been a Sailor Moon fan for a long time.
 

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