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- Feb 23, 2012
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Thanks for playing & reviewing my game! I see you have some questions, so let me address them:Magical Girl Priscilla:Terror Town! from @KV_Kingdom
I almost didn't review this game because it was in web deployment and I thought that was against the rules. But, then I noticed that there was a download link for the windows version, so I figured it was all good.
The game itself took far less than an hour and did seem complete. That's not to say, though, that I didn't enjoy playing it. I think what I enjoyed most was the aesthetics. I'm not an artist by any stretch of the imagination, but I just really liked the color scheme of the game.
Second, was the simplicity of the HUD. Since most of what I design is for little ones, I truly appreciated the layout of just items and save. I am going to have to look carefully at the credits again and see how that design was achieved.
I was disappointed in the incompleteness of the game. Why find a key and a teddy bear if you couldn't do anything with them? I get that the time constraints of a jam kind of inhibit a lot of game fleshing, but if there was a key, why not be able to use it? Or else, just leave it out I guess.
So, yeah, I so want to steal that HUD layout! Thanks for the submission, KV_Kingdom.
Oh hell, why not do some reviews:
This was an enjoyable, very short little mini-dungeon-crawler. Although not particularly challenging, I did see it through to the end and had fun doing so. I liked how each of the characters had a different feel to their skillsets and playstyles. Now, for some constructive criticisms in the hopes that they might be useful to you:
- The "barrage" type skills (hits 3 random enemies) seemed pretty useless. The main basic single target attacks did more total damage and cost less MP. I'm not sure what niche they were supposed to fill, but I never saw the need to use them. Same goes for the mage's MP-reduction attack.
- Michelle's Fairy Strike costs 50 mp, but also restores 50 mp. This doesn't seem intentional.
- The boss was dead before most of the characters could use their 100 TP skills. That's a shame.
- The "secret" parts are almost too cryptic, to the point where I ran around, spamming interact with everything in every room and still didn't end up finding the bonus battle mentioned above. A shame too, since I would've liked to fight it.
So, I just loved the visual aspect of your game so much, I'm going to go back and try to find that secret room.I'll definitely update my review. I am going to do a revision anyway because I failed to specifically mention how much I loved the animations.
I really appreciate the review. I initially didn't intend to participate due to insecurities and lack of time, but got pushed to it and decided to create a small prototype. Glad to see you listing what you liked, and mention the few mistakes I made, which can and will be fixedYou wake up in a room in a seemingly abandoned mansion. Not knowing how you ended up here, you must explore the creepy mansion and figure out what happened. Not the most original premise but even so, I enjoyed the game.
h0tWalkers Spooktober is more of a walking simulator (like Layers of Fear for example) than an interactive game. The developer themselves also say " Focus isn't on gameplay, but primarily played and experimented with sounds", which I think it did well. I'll list the things I liked about the game down below.
-Loved the opening sequence of just sounds in the dark. It makes the player naturally wonder 'what's happening?' and grabs their attention.
-The maps were really nice and part of the reason why I enjoyed walking around so much. Lighting effects were also used perfectly to create a creepy atmosphere.
-The ambient sounds were unsettling and makes one uncomfortable which is perfect for a game like this.
-Loved how the story uncovered gradually. Things went from 'what happened here?' to 'oh sh*t gotta run!' XD I liked how the notes were written too.
The game needs improvement in some cases too.
-An important part of an exploration game is to allow players to interact with the environment. Apart from the notes, I couldn't interact with anything else, even creepy things (like the huge doll) that I wanted to inspect.
-The character was named Reid in the menu while they're named Jake in the game. Also noticed the default class and level there which is unnecessary in a non-combat game like this.
-Jake makes no comment about the notes he reads along the way. Would've let us understand his feelings about the things happening if he did.
-Noticed some passability issues. The desk in the huge doll's room, the torn flags/banners, some bookshelves facing left can be walked on.
-The library confused me for a while. I read the note but as nothing in the game could be inspected I assumed the same for the shelves. I figured it out eventually but it would've helped if Jake said something.
All in all, pretty good game, I enjoyed it. @h0tWalker You said you might make it a bigger game. I think you should definitely do it. I would play it ^^ This game had some hiccups here and there but I think you did a great job for a game made in 3 days.