Battles in an RPG are important. Which would you prefer to see in Slime Quest?

  • Regular front view battles (rtp stuff)

    Votes: 6 17.6%
  • Active battle system similar to zelda

    Votes: 7 20.6%
  • Side view battle system

    Votes: 22 64.7%

  • Total voters
    34

dw817

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It's the next day and I've had a chance to play this.

I see some bugs were already found above. Here are my findings:

The position of the portraits for Slime and Flytrap seem to be a bit off-center in conversation.

Slight spelling errors in script. And really, that's hard to catch sometimes since RM doesn't have a spell-checker.

Gotta laugh, a level 1-slime at 415 hit points ! Man, in my day they only had 1-2 hits. :)

When you talk with one of the flowers they say, "Flytrap ? He's in his cave still." even if Flytrap is following you and in your party. Yep, I like to explore everything, and often more than once.

You have a special ability for Swarm called paralyze that says, "Paralyzes all enemies." yet it asks which opponent (of 2 in this instance) you want to use it against.

Awright ! Swarm joins the party. That paralysis ability they have will definite make combat easier.

A bit amusing that Elf #2 casts "Quick Move" for faster motion in the next combat round when she is paralyzed earlier from Swarm's prior successful paralysis move.

Nice expansive forest to explore, impressive !

Oof ! Script error. Returning back to the place where the Swarm was, the script repeats itself, "Oh please ! Help us !" with an image of the swarm as they are already in the party.

And I gotta fight those darned elves again ! Grr ...

Pausing and saving quest hoping this error gets resolved soon ...

 
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dw817

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Well, 48-hours later, I finally completed it. Skipping over the bugged tile, here is what I found:

Slime cannot cross a stream of water ? Isn't he made of - water ? :)

Flytrap's home could be littered with broken vases as he is always worried about being put into one.

The sound and graphics of a successful paralyzing move from Swarm, one of my party, is the same as one that is if it were unsuccessfully cast.

Don't know if this is possible. Can you have an AUTO ATTACK where all 3 of your players attack in one command ?

Normally monsters make a unique sound based on the kind of attack they do. Could you have a unique sound for each of Slime, Flytrap, and Swarm instead of the default graphics and sound for punch ?

When it says, "2hero coins found!" a space between the digits and text might look better.

Both elf opponents (the only monsters found in the forest so far) each have the same spells. You might mix that up so the player fights a particular one that they have a weakness against.

Your dialog is showing the same slime, flytrap, and swarm. Suggest you give emotions - and yes, you could give an emotion to the swarm.

Either have them form a right-side-up emoticon with their bees, or have a lead bee in the front (close to camera) that shows happy, worry, etc.

Same with flytrap, same with slime.

And as sweet and lovable as Slime is - he murders the storekeeper. Augh ! Could at least defeat the Adventurer Wizard and she goes in a corner to pout - if Slime is on a noble quest to stop the fighting.

BTW, with the shopkeeper gone they should TOTALLY be able to loot the store. :)

WOW ! Adventure Grappler, she looks kinna kinky, like a good playdate for Edward Scissorhands. :) Definitely gonna fight her.

Well, when Buzzy (yes, that's what I named the bees) says, "Perhaps we should search around some more."

You know something is hidden nearby. :)

Adventure Warrior (girl) looks pretty good too. Great combat sprites !

How can my target dodge an attack if they are paralyzed ?

As I mentioned in a different RPG, if you hold down the SHIFT key during combat text, it speeds it up quite a bit.

Good for the combat where you paralyzed your opponent and just wanna slug it out.

Not sure which is more effective. Paralysis to one target for 10MP or Sleep Pollen for all targets (2) for 30MP.

Hmm ... I used MagicUp for Slime and nothing visually changed. The Max and current value of magic stayed the same.

Confirmed, I bought another and tried it - no effect on magic maximum or total.

Okay, with ALL my opponents asleep, Paralysis should not be able to be dodged.

Since the monsters are entering the city for the first time, they could humorously try and determine what some of the things are they find.

Like the mirror, for instance, Slime might think there is another party in there. Or the crystal ball, something good to eat, etc.

Good job for the music changing for entering each building and location.

Strategically placed Angels throughout the maps, thank you !

If you can, placing a paralysis or sleep symbol above your opponent can remind the player of that target's status.

And when it vanishes, then they are no longer effected.

I'm not very happy of targets being able to dodge being hit when they are paralyzed.

Not sure if it would look better for angels to allow monsters to REST to recover hits (as likely while they are sleeping they could get bashed).

Instead suggest that they are REFRESHED with an appropriate sound and visual effect, and it would be quicker than the default INN fade to black.

Suggest that more HERO COINS are found depending upon how difficult the combatant is. It appears that you get only one HERO COIN for any attacker, no matter how weak or strong they may be.

Suggest that SLIME may check drawers and other normal quest areas and find HUMAN items and give remarks on them, like clothes.

Slime: What are these ?
Flytrap: I've seen humans wear them.
Slime: They drape these over their bodies ?
Flytrap: Yes.
Slime: What are they trying to hide ?
Flytrap: Who can know the minds of men.

Combat is a little persistent. You can move 2 steps from your last encounter and be immediately attacked.

Suggest you give at least 10-20 spaces distance before you are attacked so the player does not get bored with combat - which is pretty regular I must say.

Slime says, "Stop right there you monster !" Oh the irony ! :)

Suggest you use portraits when the humans speak, especially if they are an important part of the plot.

Nice graphics for the leather whip on the table. }:>

Suggest some of the treasures the player can find in chests and from combat are merely valuable, and can be sold for HERO COINS.

What ? Slime can't play the church pipe organ ? Aww c'mon. :)

EXCELLENT on the script changing dialogue cause there is a new member in the party.

Suggest paralyzed and asleep targets receive more damage when they are in this encumbered state. You can make their attacks and hits stronger to compensate, to encourage the player to use their resources.

Is there a way to display the system's time in the bottom-right-hand corner or something (back to reality) so you can see how LATE you are staying up playing one of these games ? :)

While I wouldn't be happy with it, a Thief Adventurer should be able to steal an item from Slime's party.

I'm a little confused about the TP. This value goes up with each successful hit from the party to your opponent.

Yet seems to zero out when you are victorious ? If it could increase is there some use for it ?

I'm rather fond of the fact that you 'purchase' your statistic upgrades, very different from normal RPGs.

Naturally I've banked it all on POWER for combat so my critters are badass for that. :)

You might have the opponent twitch when they try to move and are paralyzed.

There really is no visual way to tell if an opponent is paralyzed. I was trying to paralyze an opponent earlier and it said, "There was no effect on ..."

When in fact it should say, "... is already paralyzed. Spell not cast."

Or even better, when you select paralyze for a paralyzed opponent, it gives you the negative sound and forbids it.

Also, the message, "There was no effect on ..." is a bit misleading. It may lead the player to believe that this opponent is immune to the effect.

You could say, "... dodged the ..." or "... spell fizzled this time."which might make more sense.

Really I have always appreciated RPGs where magical attacks NEVER miss and weapons have a chance to - although earlier RPGs only had players miss hitting their target if they were excessively superior to the player, like a boss.

As for an, "Excellent hit" which is rare where the player does excessive damage to the opponent, suggest a different sound rather than the default punch which is also used for a normal hit.

I don't know if there is a way to do this. Every time I use Paralyze, I invariably choose the 2nd target.

Is there a way to set it so it remembers the last target # chosen for a particular ability so I don't have to manually choose the 2nd target each time, it is auto-selected from last time ?

Actually Final Fantasy has this option already. It is called, "Cursor Memory."

And while I'm on the subject of customization, is there some way the user can change the tint of the window frames ?

I'm not sure if the attribute AGILITY is necessary for this game. Every single combat I have met, my players go first and opponents afterwards - in all cases.

I have found this to be different on other RPGs. Not that I'm knocking it - it gives my players the distinct advantage over them.

Oof ! I was SO certain I could enter that fireplace. It's perfectly SLIME-sized. :)

While this makes a game harder, it is normally a constant with RPGs that BOSSES cannot be affected by sleep, paralysis, death, and the like, in order to make it a more challenging combat.

When I am fighting the, "Thief King" he should be immune to such spells. As it is, he is paralyzed and gonna get such a spanking now. :)

Slain in under 5-seconds !

A lot of Hero's coins I see. Suggest that the monsters can in fact NOT use gold pieces, but that is what they find, and they must convert them to HERO COINS, which is the currency (as you have it) monsters use.

Chests for humans would not actually contain HERO coins. That is a special element for monsters.

Since the monsters (players) find their growth from the gold compacts, suggest you have an option to evenly distribute all compacts between monsters.

So, since I have 4 Mana Up, 4 Power Up, 4 Guard Up, 4 Magic Up, 4 Resist Up, and 4 Speed Up.

It would take all of these and distribute them evenly amongst my 4-players in one fell swoop.

It would not be the default, but a special menu option you add, sort of like OPTIMIZE for weapons and armor.

Suggest you mention when a KEY is used to open up one of the buildings, so the player knows they have not been here before.

Also I have noted that when you go from one map to another, that it shows it up in the top-left-hand corner. This particular RPG does not do that.

For instance, having entered the Hero's Guild, it could say that in the description in that self-same window.

Hmm ... Another fireplace. You should make that a bonus room or something. I've seen some RPGs do that, as well as find a secret room behind the waterfall and other inconspicuous areas.

Augh ! Nonono ... That was the big ending ? Aww poop. Well ... Whattya get for 2.5mb. Anyways, great gameplay, good map design, interesting plot, absolutely gorgeous combat sprites. Would've liked to have seen a fully animated and musical compromise between the humans and monsters but ah well.

I guess Slimes always will be the bottom end of the feeding chain for Heroes to gain treasure and experience points on.

 


 

And - that's your review !
 
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Ratty524

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Gave this game a shot. It certainly grabbed my interest due to the unique story concept and quirky cast of characters. You really don't see a lot of RM games with a plot like yours.

Unfortunately, I really couldn't enjoy this experience. Had you spent more time creating a solid, functional, and even remotely fun game as oppose to just an interesting concept, this could have been a much greater experience than what I just played.

- To start off, I really can't stand your dungeon design, especially in the forest at the beginning of the game. There were so many branching paths and similar-looking areas that it was too easy to get lost. Your game in general lacks a sense of direction, and while exploration is indeed fun, you could have been better off keeping areas like the forest or even the town a bit more linear, with only a max of 3 branching paths at best. I'm particularly criticizing the forest because it's the first major area the player encounters, and to befuddle and confuse your player right off the bat doesn't set a good tone for your game.

- Second, and probably most important, is that your combat just sucks. Period. The enemies pose absolutely no challenge and while you seemingly attempted to distinguish some enemies with their abilities, it didn't work one way or another because my party still outclasses them. Take that loser of a Cleric Adventurer for instance. He repeatedly casts cure and it does absolutely nothing to help himself. To make matters worse is that these lackeys have high HP for some reason, making the battles overall ridiculously tedious and shallow. It doesn't end there, these battles, which can last nearly 5 minutes, are extremely unrewarding. I spend that much time just to get 4 exp at best and 2 coins per battle? You've got to be kidding me! Needless to say the time I hit level 5 was the time I was overjoyed, because by that time I felt the game was actually going somewhere.

- It's not just the enemies that suck in this game, your party, in a way, does too, in terms of their skillsets. Slime gets a slow, which is completely useless as EVERYONE in my party out-runs every opponent in the game, even the final boss. Trap is WTF!? He just ditches the battle scene and leaves the others to work? That was the biggest trash-tier skill I have ever seen. I don't care if it's part of his character, just give him nothing as oppose to something that is completely worthless. Swarm is probably the only character I found vital. That paralysis is sick when it works, and the damage of his wind is TIIIGHT! About that paralysis, though, it says it stuns all enemies but in actuality only affects one target, and it doesn't work all the time. At least put the percentage of effectiveness within the skill's description, because I hate being misled. Now there is the Imp... Who doesn't really stand out at all me besides the mass fire thing he does. Whatever, point is your party's skill set needs to be reworked.

- I can see you mostly left the defaults of RMVX Ace, which is fine. What isn't fine, however, is that you leave some of the defaults most broken attributes untouched. I'm specifically talking about the Stimulant item. It's much more useful in battles when your party member has fallen... At least ideally, because this thing only brings you back with 1 HP, and since the party out-speeds everyone, the enemy will ALWAYS have a chance to knock out your fallen comrade just after he's been revived. It's so counter-intuitive and just complete utter bull crap, so never leave stimulant untouched.

- 'Yer game's got bugs. The key items you have are consumable for some reason? I'm not sure if that vanish skill works considering an enemy used it and it didn't change the evasion rate AT ALL... At least so it seemed.

- Back to specifics, the building with the mages and wizards has a pretty damn high difficulty spike... Like their attacks actually hurt. It was the first building I saw after leaving the forest, so what else was I to think that it would be a "first dungeon level"? What's sad is that was the only area I ever died in, and every other dungeon was pitifully easy.

- Finally I get to the end of this gauntlet, only to be left with some cliff hanger... Damn... Really? A lot of things in entertainment tend to make up for itself by having a good climax and ending, but this ending felt as unrewarding as the game's battle system.

- Lastly, I can't say your characters were fleshed out enough. The only one that had any life to me was the Trap plant. He was just hilarious, and even through all the boredom and frustration this game has brought to me, Trap managed to make me smile. Right next to him, you got some generic do-all hero for a slime, some bees, and an Imp who barely adds anything to the plot.

So yeah, I was quite disappointed with this game. I tried to like it, I really did, but the glaring flaws with the gameplay itself brought it down by a milestone. I'd venture to say you didn't succeed in making this a game in the first place.
The best advice I can give to you is to try again. While most ideas do not really begin as a gameplay concept (for instance, Tina of the Stars didn't begin as "I want to make a game where you run around mazes and collect things" it began as "I want to make a game about a fairy"), you still need to remind yourself that you are making something that needs to be played. The concept of this project was nice, but that's just about it.

If I were doing a formal review, I'd probably give this a 2.5 out of 5 stars. Definitely mediocre.
 
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The Stranger

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I've just downloaded your game, because I loved the concept of it and thought it would put a smile on my face. Funnily enough, I had a fair few laughs through the adventure, though, I also grew frustrated by a single aspect of the game.

I thought the game could use an intro, you just kind of wake up as Slime, and that's it. You have no idea what's going on, or where you are. The intro didn't need to be anything grand, just something small to shed some light on what's going on.

For the most part, the characters were funny, well, I loved Flytrap, he always made me chuckle when he kept revealing his fear of being put in a vase. He also made me laugh, for some reason, when he said "Oh no!" over and over again before fighting a hero. 

I thought Swarm talking as "We" was a nice touch, it showed that it was a swarm, and not a single creature. However, Swarm, and Imp, didn't really do much in the game, apart from gain a spell each which made all battles effortless.

Speaking of spells and battles, I felt that the encounter rate was far too high, it made exploring a bit of a chore; by the final dungeon I was simply holding down shift and charging through the areas, escaping from the countless battles I'd get into. Enemies fell into one of two categories: the insanely easy, or the insanely annoying. The Mages in the magic shop, had some of the most over-powered skills in the game! For some odd reason, Swarm's paralyze ability often failed on them too, not sure why, but it made the battles with them even more irritating. A battle with two Mages, both casting spells on your entire party, which do high amounts of damage, wasn't very fun. In the final battle in that same magic shop, I was constantly reviving and spamming potions, just to stay alive. No other enemies were as powerful as them Mages, not even the heroes in the final dungeon.

Battles after that fell back into the easy category, the clerics just seemed to spam cast DEF UP on themselves, and sometimes attack with a bog standard attack; on a rare occasion one of 'em used a heal spell, but used it on himself with full HP, rather than his ally who was nearly dead.

I wont keep going on about the battles, because nothing changed at all, things simply got easier when I had learned "Wind" and "Flame".

The face graphics could do with some editing, I see you used the monster battlers as faces, a nice touch, though, they don't fit in the face box at all. A small problem, and didn't really bother me all that much.

There were a few spelling errors, and the first battle in the forest where you gain Swarm, constantly repeats itself if you step on the same square again. 

There was perhaps too much cash to be had in the Thieves lair, I left that place with 600 Hero Coins! I then spent it all on stat power-ups. 

Characters didn't have a whole lot to say later in the game, which was a shame, because I very much enjoyed Flytrap's comments.

The only major gripe I had with your game, was with the high encounter rates. Even the Mages would've been tolerable if I hadn't had to fight them every three steps. I really, really, hope that you do more to this game, or even expand the concept into a brand new project! As I said, I love the concept, and the music was very funky and enjoyable. I look forward to whatever you may do in the future.
 
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dw817

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Ratty524:

* I don't know if you should blame Paladin too deeply for flawed game design.

A good intelligent RPG Maker will determine the flow of a combat and act based upon the situation and elements involved.

I blame RMVX for not determining that an opponent already has 100% hits and randomly decides to heal itself. It shouldn't be left up to the Worldbuilder (Paladin) to write out a complex script for effective combat, that should - at least be an option anyways, like OPTIMIZE, left to the VX engine itself to give the player a good thrashing based on the elements given it.

As for the encounter rate, that was pretty high. It made me think I was playing Dragon Warrior 1 all over again. *Grin*

I'm not certain if it was encounters based on a fixed number of moves on the map or a percentage, but yes - that was a lot of fighting for very little outcome, one hero coin each and every time, including boss combats.

I like the fact that Slime's Quest is such a small game (filesize) for the length it took to play, but no, I would not want to play it again unless the combat mechanics were more intelligent, the encounter rate was more reasonable, there was more humorous verbal interaction with Slime and the unusual human elements he encounters, and an ending showing a compromise between him and the humans, as it being a privilege for him to be the first monster that a player often does encounter in a RPG.
 

Ratty524

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Ratty524:

* I don't know if you should blame Paladin too deeply for flawed game design.

A good intelligent RPG Maker will determine the flow of a combat and act based upon the situation and elements involved.

I blame RMVX for not determining that an opponent already has 100% hits and randomly decides to heal itself. It shouldn't be left up to the Worldbuilder (Paladin) to write out a complex script for effective combat, that should - at least be an option anyways, like OPTIMIZE, left to the VX engine itself to give the player a good thrashing based on the elements given it.

As for the encounter rate, that was pretty high. It made me think I was playing Dragon Warrior 1 all over again. *Grin*

I'm not certain if it was encounters based on a fixed number of moves on the map or a percentage, but yes - that was a lot of fighting for very little outcome, one hero coin each and every time, including boss combats.

I like the fact that Slime's Quest is such a small game (filesize) for the length it took to play, but no, I would not want to play it again unless the combat mechanics were more intelligent, the encounter rate was more reasonable, there was more humorous verbal interaction with Slime and the unusual human elements he encounters, and an ending showing a compromise between him and the humans, as it being a privilege for him to be the first monster that a player often does encounter in a RPG.
RPG Maker is just a tool. Whatever the tool does is determined by how people use it. You actually can set up some semi-decent intelligence through the enemy editor and even the troops editor. Don't just leave skills under the "always" condition, have an enemy use certain tactics depending on a turn, or an HP percentage, or some other parameter, and make sure that those actions actually work. I didn't see this game do any of this.

The reason I am blaming Paladin for the flawed game design is because I can't blame the tool. Even with all the resources RMNVXace provides to get started, it still can't make a game for you. It's the same concept as a gun. That weapon can't kill things on its own, it's the person who pulls its trigger. With so many things that RPG Maker allows you to do, there just isn't an excuse for the flaws that are present in this game.
 

dw817

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Hmm ... I will be honest. This game is a lot better than I could do which is perhaps why I'm so forgiving of it. And perhaps I am referring to a RPG Maker engine that doesn't yet exist. Well - that being the case, it is not a perfect game, but dark criticism certainly doesn't help.

The fact Paladin presented a game that can in fact be played from beginning to end with a story that can be followed is a wonderful effort and achievement in itself.

I always try to look for the positive in things.

I know you're being a critic here and that's fine, you find existing flaws, but there is also a thing called tact, and I know - it's not easy to do sometimes.

Your own game, Tina Of The Stars, I found excellent, but let's suppose someone really critiqued it, and I mean negatively, with no advice except for you to start over. Does that do you any good ? How would that make you feel ?

Instead of, "the glaring flaws with the gameplay itself brought it down by a milestone. I'd venture to say you didn't succeed in making this a game in the first place. The best advice I can give to you is to try again."

Instead, how about this ? Because you are familiar with the system, I would make a post suggesting how to correct some of these problems you are seeing, perhaps even using screen-shots or examples.

The world file is certainly open to be edited. You could make some changes and send them into Paladin. You may be surprised at the gratitude you receive for what may be remarkably simple for you but difficult for her.

Everyone can always use helpful criticism from time to time, but it is the teaching and passing on of useful and desirable skills in life so that improvements can be made in each of us I believe is more important than outright criticism, please consider.
 

Ratty524

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Hmm ... I will be honest. This game is a lot better than I could do which is perhaps why I'm so forgiving of it. And perhaps I am referring to a RPG Maker engine that doesn't yet exist. Well - that being the case, it is not a perfect game, but dark criticism certainly doesn't help.

The fact Paladin presented a game that can in fact be played from beginning to end with a story that can be followed is a wonderful effort and achievement in itself.

I always try to look for the positive in things.

I know you're being a critic here and that's fine, you find existing flaws, but there is also a thing called tact, and I know - it's not easy to do sometimes.

Your own game, Tina Of The Stars, I found excellent, but let's suppose someone really critiqued it, and I mean negatively, with no advice except for you to start over. Does that do you any good ? How would that make you feel ?

Instead of, "the glaring flaws with the gameplay itself brought it down by a milestone. I'd venture to say you didn't succeed in making this a game in the first place. The best advice I can give to you is to try again."

Instead, how about this ? Because you are familiar with the system, I would make a post suggesting how to correct some of these problems you are seeing, perhaps even using screen-shots or examples.

The world file is certainly open to be edited. You could make some changes and send them into Paladin. You may be surprised at the gratitude you receive for what may be remarkably simple for you but difficult for her.

Everyone can always use helpful criticism from time to time, but it is the teaching and passing on of useful and desirable skills in life so that improvements can be made in each of us I believe is more important than outright criticism, please consider.
I'd certainly feel bad knowing that someone didn't enjoy my product at all and the only way to really make up for it is to start over (I have been told this before), but the self-beating ends there. I was just being honest with my feelings about Paladin's game, and the truth hurts sometimes. The thing is that you should never take criticism to heart anyway. The reason I gave the feedback in that form was to help the creator become stronger as a developer, not bring her down (is Paladin a she?). Sugar-coating information isn't as helpful as it doesn't bring any motivation to improve.

Another thing to keep in mind is that  my critique would have been much different if this game was a project demo, but it's completed, so I treated everything at face-value. I had no intention of being rude towards the developer, and I'm sure I wasn't, but I strongly felt that the creator needed to to listen to what I was saying in order to make better games in the future. I'm not sure if Paladin still wants to tweak this game but I strongly feel it needs an overhaul at its current state.
 

dw817

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I'd certainly feel bad knowing that someone didn't enjoy my product at all and the only way to really make up for it is to start over (I have been told this before), but the self-beating ends there.
I took it more seriously than you did. When I was told my project was crap and I should start over again, it hurt. And I suspect they wanted it to. And - there is a funny saying which I smile when I say now, and i know you've heard it, "That which doesn't kill you, makes you stronger."

To a programmer and Worldbuilder, truer words could not be spoken. I'm - sorry you received harsh criticism for your work. I wish I was there to try and have quelled the issue.

I was just being honest with my feelings about Paladin's game, and the truth hurts sometimes. The thing is that you should never take criticism to heart anyway.
I take criticism very seriously and always try to re-program myself to be a better person when it happens. As it turns out, I have become a fabulous chameleon. Perhaps not what my lifelong dream was, but I have been in areas few have entered.

The reason I gave the feedback in that form was to help the creator become stronger as a developer, not bring her down (is Paladin a she?).
I think so. I am just looking at the Avatar up above and appears to be feminine in stature.

Sugar-coating information isn't as helpful as it doesn't bring any motivation to improve.
I'm just doing what my Dad does, if criticism is needed, find something good to talk about first, then gently go into what could be improved or corrected, but always give intelligent reasons as to why. Criticism by itself serves no purpose.

Another thing to keep in mind is that  my critique would have been much different if this game was a project demo, but it's completed, so I treated everything at face-value.
Truly, I can see a game like this for sale in a store, for purchase, and I would buy it and the most complaint I would have is, darnit, I was hoping for a bigger ending. But it does happen.

Remember the ending to Super Mario Bros ? "I'm sorry, Mario, but the princess is in another castle."

In truth, this game is complete, from beginning to end. Changes may be made to it to improve the story or game mechanics in the future - but - it is a complete game, in truth.

I had no intention of being rude towards the developer, and I'm sure I wasn't, but I strongly felt that the creator needed to to listen to what I was saying in order to make better games in the future.
I never say anyone is rude, I say - they are upset at the moment, and they are aware they were out of character. I'll attribute that here, and it's common - we're all human. We all have our anger, jealousies, and rage. I do too, for that matter, but for different elements, and hopefully I don't dwell as deeply.

Telling anyone their work is terrible and to start over though is harsh - it really is. Having worked with people in the past, for the government, and for a psychologist, I tend to be especially subtle in my criticism and almost always hold a hand out, either to help someone up, or for them - to help me.

I'm not sure if Paladin still wants to tweak this game but I strongly feel it needs an overhaul at its current state.
Since it is (IMO) the depth of plot and story and for you, the combat mechanics, I doubt an entire overhaul would be needed. Maybe just a few hours of work touching up this and that to make the game more challenging, longer strides and less random encounters, and to lace the story more with what really goes in in the thinking of those monsters on the line of heroes.

I think it will be just fine.

 

The Florana Princess

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I have no idea what attracted me to this game. I generally don't play games I find in the forum due to being too busy with my own game.

It took me all of around 30 minutes to play and I must say I'm impressed! I love how unique the storyline is. I didn't have a problem at all with the fact that the rtp tileset was used and i didn't find the maps repetitive at all.

I did however get occasionally frustrated with the random encounters, and most of the time i just kept hitting escape to avoid them. It reminded me of pokemon a little, where a random encounter popped up straight after another or it sprung up on you just when you thought you could get out of a dungeon safely unscathed.

Apart from that it was a great game!
 

Skimoman

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This looks really good, I love the idea of it!

I'll play it in my free time ;)
 

kerbonklin

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I think the best lure this game has is the fact that you play as a Slime.  Something like this is just as attractive as Cookies. Upon seeing such an idea, a lot of others probably, and myself, think "This definitely seems like a Comedy-type game" which explains it's appeal. When seeing such a game, the first thing I think of is the game "Chtulu Saves the World" which was a commercial comedy-game.

It's great ideas like these that need to be patented and turned into a full length, awesome project with no bugs and such.  If only... 

Meh this isn't really a review but an ideology i'd like to share, lol.
 
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Ratty524

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I think the best lure this game has is the fact that you play as a Slime.  Something like this is just as attractive as Cookies. Upon seeing such an idea, a lot of others probably, and myself, think "This definitely seems like a Comedy-type game" which explains it's appeal. When seeing such a game, the first thing I think of is the game "Chtulu Saves the World" which was a commercial comedy-game.

It's great ideas like these that need to be patented and turned into a full length, awesome project with no bugs and such.  If only... 

Meh this isn't really a review but an ideology i'd like to share, lol.
It doesn't necessarily need to be a "full length" game, just something that is cohesive and fun to play. The problem with this project is that while the great idea was there, the effort in making it a good game wasn't. Sorry if I'm beating a dead horse. >_>
 

HeadphoneBlast

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It doesn't necessarily need to be a "full length" game, just something that is cohesive and fun to play. The problem with this project is that while the great idea was there, the effort in making it a good game wasn't.
 
The effort you did apply was certainly well-placed, though. This game, as I have just started, is simple, captivating, and uses the example world of the "Adventurer's Guild" as a setting. I also love the ideas of low-leveled-and-such monsters living together in a town; I think that what you have done is ingenious. Quite sadly put, this is the best game I have seen in a while so far.


EDIT: I must have been browsing the wrong sides of the VX/VX Ace forums recently. Many of the games on this site look promising.
 
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JohnnyR

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I already discussed this idea with my co-workers once.. It's good to see I'm not the only crazy that thinks Slimes deserve a vegeance! LOL The game seem nice, I'll take a break from development to test this. It's just great to see people with ramdom Ideas such as yours, well done sir! Keep it up.
 

LuckyLeafGames

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When you can't take 2 steps without running into an 'enemy', it REALLY brings down the quality of the game.  I will continue tomorrow.  I'm burnt out from all those Elves right now!  I've fought like 50 of them already...  everything else is perfect though.  I like simple games like this.  Just don't jump me with so many encounters!  
 
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Yes indeed. I am currently working on the maps for the swamp and the forest where the first part of the game takes place, and if you check out the post at the start you'll see the new title screen and character pics for the game. Still a work in progress at the moment as you can probably tell, but I aim to make it a much longer, and a much more enjoyable game to play.

I've had a good read of all the comments about the game and I agree some serious things need to be done to make it as good as it can be. Hopefully I will have a demo by mid August for you all to try!
 

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