Tale of the Cursed Lantern - Alpha Available

Are you excited for recent progress in Tale of the Cursed Lantern?


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FeaR616

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ah okay then XD

I thought you just forgot to change the graphics ^^
 

Dalph

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Also yeah, that's supposed to happen but it's not supposed to be quite as.... easy to go back into like that. @_@
Add a teleport animation on the princess then (possibly with a sound effect related to it) and make the transition between the maps slower.

That will fix it and make it look better ingame. :rwink:
 

Scythuz

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This game needs to go back for testing I think, I've spent the past 45 minutes running around in circles in the castle because there are no directions given on what to do.  I haven't even got to the game breaking bugs Dalph has mentioned and I no longer have the desire to really.  You should give the player some sense of what to do if you want them to get anywhere with your game.

There's too much for me to go into detail with (sorry I have work to do, this was done on my break) other problems major & minor include: poor choice of font, questionable mapping, some of the music was grating on my ears (the music while walking around the castle in particular), slight camera lag (use a lower value for the deceleration in the script so it looks more natural), that one npc outside the princesses room who keeps blocking the way and only finding the save point by chance (add a sparkle step animation or something to make it stand out).

I imagine other people will be able to give you a more detailed breakdown than I have, best of luck!
 

cabfe

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I've tried your demo and now it's time to send my feedback.
I'll ruin the suspense: it was not very good.

Here are my notes, taken as I played:

Please note that, although I'm almost talking only about negative parts, no everything needs to be thrown.
Your game needs a lot of polish, just like every beginner's game. Some parts did work well (I got a scarejump when I found the body of the queen, even though I expected blood) but it's too often drown in aimless walking.



I'm not sure if the font used is good. Some letters (like the "t", or capital "A") are hard to read and the lines look like they're waving. I mean, the bottom of the letters is not aligned on a horizontal line.
I think it'd be better to use something more classic, but easier to read than a fancy one.

No graphics, no music, no sound at all in the first text sequence... Maybe you can give the player something interesting?

Ah, now there's music.

Clouds' reflections are moving too fast for the camera pan speed. Since I can see no cloud shadow on the map, I suppose they're not supposed to be moving so only the camera is making this effect.
OK, the map panned up and I can see the sky's parallax moving. It is indeed too fast and it isn't seamless, showing a not so pretty break in the picture.

When I get to the map where I can see the queen, the camera is not centered on her, but on a guy (the hero?) looking different than the other guards.

The princess sprite as been resized, right? It's a little blurry, not consistent with the rest of the tiles quality.

Very personal opinion: I dislike the camera delayed panning. I know some players like it, so do as you want.

Accessing the menu:
Inventory is showing two categories (Items and Important stuff), but they are displayed on the left. Do you intend to display more categories later? If not, change the 4-sized to a 2-sized select window.
Skills is empty. Again, if you are not adding things later, remove it altogether.
Equipement: I can see numbers on the left, but not matching terms to know what they represent. Remove or disable the display for now.
Status: You could use the empty space to display a portrait. Now it's just... empty space. Not to mention the description ending with gibberish ;)
No save... Again, personal opinion, I don't like when I can't save when I need to quit for Real Life Reasons. I'm not a slave to your game! ;)

Activating objects: Please remove that sound, it's so annoying!

Change the text Fast Forward key to something else than Shift. It's just the best way to skip text when you don't want to.

When I left the room, I entered again but had to move up before I could go out again. It'd be best to teleport 1 tile up the exit for easy movement in&out.

On the map leading to the organ room: I can't go to the right, although it looks like a normal path. No message to tell me not to go further or anything...

People blocking the passage are really annoying when you have to wait for them to move elsewhere on a narrow passage.

Too many people with uninteresting lines. I mean, they're NPC fillers all right, but I don't even know what I'm supposed to do or where I should go! So end up talking to people, hoping for a clue and I only get filler dialogue...

In the garden, a girl says something about her twin. I have seen nobody looking like her yet.
(edit: now I have. I just talked to them in reversed order)

I found the one guy that I needed to talk to, with nothing to tell me that I had to. It was so random-like that I used shift to skip the filler dialogue, only this time it was an actual dialogue... He asks me about a dance. Yes, whatever so I can move the story!

And nothing...

More big, boring empty rooms with filler NPCs...

Ah, I found the dance guy again!

During the dance, near the end, the temp sprite got into some people of the public. I don't know if this is a pre-programmed movement or just bad luck.
After the dance, there is a line break in his dialogue "However, the [break line here] festivities (...)"

Noooooo! I did the dance thing for nothing?
Where is the story?!

Ah, the queen is accessible now.
"Talk to your attendant". Er, who? Am I to click on everyone again?
So the sprite on the right is my attendant. Only because she has a different sprite.

A cry in the night. Now that could be interesting. At last, something is happening!

Oh no, I have to walk *again* in this huge castle to an unknown location?
No way, I'm thinking of quitting now...

Ball room: Someone tells me it came from the kitchen.
With an access route that requires to move all the way to the left first. Please rethink your level design.

I found the body. The statue looks like it's made of two differently colored tiles at its half.

The cleric has a strange line:"This must have been planned for months. Nobody could be that cruel."
Er, she is dead under a statue, no need for months of planning. And I don't understand the relation between months of planification and being cruel.
And what is cruel? It's just that the queen is dead under a statue. You could call it a lot of things, but how is that "cruel"? She didn't suffer and wasn't tortured or anything.

Back to my room, I go outside and to the ballroom. People are still there. Ho long did I sleep, if at all?
The Shift key skipping text is all powerful now that there are some text (voiced over by you, did you not?) that got smashed in the process of running in this huge castle to go, again, somewhere unknown.

The note attached to the lantern talks with words like "cursed", "doomed", "perish"... and then a question: "Would you like to pick it up?"
No, really? I want to said no and run to my bed.
But I'm supposed I have no choice, so I eventually picked Yes.

The lantern given by the Fire spirit. Again, a false choice.
Don't ask the player if he wants to do this or not, when this is just a "but you must!" show.
Choices have to be meaningful.
If I say no, it's no I don't want, now and forever. Or just make me pick the lantern without a false question.

At the end, he said to look for a small purple flame if I need to talk to him again.
How convenient, there's one just right here... Er, no, it doesn't work. It's just that the whole map is tinted purple...

The Fire spirit talked about setting things on fire, but I have not understand how I can do it.
When I went back to my room, the dress on the right, which has a description text talking about burning it, offers no choice.
I don't know how to use my fire at all.

I got a game breaking bug when I went outside the room (after the Julius guy's speech). I touched a guy and got a "Unable to find file: Graphics/Faces/placeholder".

I'm quitting here, but I'm almost happy it crashed.
There are too many things that need more polish.
The castle is too big and empty and without purpose.
NPCs are boring with their filler dialogues when I don't know what I'm supposed to do.
I have to constantly wander the castle at each section of the story, and never do I know the what/where.
If you want to have a story followed by the player, he must have something to follow. Wandering a castle is not fun. I want to explore, knowing where I should go, not walk aimlessly hoping to find a clue.
Maybe you should add a quest log, or insert meaningful dialogue before letting the player walk. You, as the developper, know what you must do next. I do not.
I hope I didn't sound too harsh, maybe I shouldn't have tried your demo after a bad day at work but there are some elements that need reworking.
If you need more precise feedback about something in particular, don't hesitate to ask me.
I am wanting to help you make this game better, it's just that I feel it's a long way from what I've seen.
 
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KanaX

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Well, I was gritting my teeth to play TOCL for a while now. Not so much because I thought it was going to be a great game, but because I got close and kinda familiar with the development of the project. I'm a bit sad to say that my opinion is incredibly mixed.

Tale of the Cursed Lantern is based upon the developer's previous game, Princess of Peril. This is becoming really obvious, as the two games share, similar protagonists, characters, settings and plot (to some extent), among other things. The intent of the developer, to my understanding, was to remake his original game and refine it as it got rather negative feedback for PoP. However, for every two steps he should go forward, he only goes one. Some of the big issues with PoP remain in TOCL and since the developer tried to introduce some new mechanics, new problems are introduced. I will describe my experience with TOCL, so my positive and negative impressions will be mingled with the progress of the game so whoever wishes to read it, prepare to spoil yourself.

 
  1. The big plus in TOCL is it's beautiful custom music. That will remain a constant for the rest of the review. From the moment the game is on, the developer will demonstrate the theme of the game with a foreboding melody and title screen.
  2. I was also charmed by the fact that the whole events of the story are narrated as a tale to a young child, by an unknown adult. Cliche, as it may be, it always helped me get in the mood.
  3. The theme of the game is pretty much the same as it is in most RM games, transpiring in a medieval era/environment and focusing on the adventure of a young princess in a prosperous kingdom.
  4. The mapping itself is not the prettiest, or the most elaborate, but it definitely gives a bold sense of wealth and majesty. Even though the maps are big, they never feel really barren or empty. There's always something to catch the eye, be it the scenery, or the characters.
  5. I get control of the princess and I notice that her graphic is just too blurry. I would not go against my better judgment and say that the developer tried to make a child character by shrinking an adult character to a smaller size. Simply shrinking a graphic does not mean that the quality will remain the same. Some very important details of the design are lost in the blur, so much so that I thought that her graphic didn't have hands,in her walking animation. It would be more tolerable, if it was for a minor character, but  I'll have to watch the princess mingle with prettier graphics for the rest of the game.
  6. The BGMs are a bit too loud in comparison with the rest of the sounds.
  7. The passability is a bit restricting at some points for no apparent reason. There's a bridge-over-water just under the Princess's room where it is quite obviously 3 tiles wide but you can only walk on the center. To make matters worse, an NPC spawns right on that bridge and walks slowly at random. Blocking the players access until the event leaves the bridge.
  1. I come to realize that the game has given me no objective at all. I am left to wonder in a quite big castle (that's a good and a bad thing) until I "happen" upon the plot.
  2. While exploring I see that the castle is quite complex. (Not in mapping but overall) and I'm thankful that the developer allows me to explore big chunks of it, in a peaceful manner before it becomes more dangerous (This point is important for later).
  3. While exploring, I come across a black lady, whose text is distorted to simulate some sort of "ghetto" dialect. I, personally, have no real issues with it, but this is some very thin ice to walk on to. It's one thing to have a voiced character with a different way of speaking, and another thing to change the way you type, just to make one of your 3-4 black people in the game "sound black". Some people will find this incredibly distasteful (and I'm not talking about the nutty ones)
  4. I spotted a nun that had some stray pixels in her graphic.
  5. One of the tourists is stuck, mid-step.
  6. I  noticed that the outside is a bit too red. Is it because as one NPC said, it's too hot? If so, nice touch.
  7. The Prince is blurry just like the Princess, so I would guess that my theory is correct. Perhaps the developer has worked on both of those graphics to make them look a bit more exclusive for his games, but those edits may have contributed to the blurriness.
  8. I saw a parenthesis in the Prince's speech. I don't know what's that supposed to mean. Is he thinking that? How do we know? Does he slur it? Then the parenthesis doesn't make sense. It's not a matter of personal preference and stylistic choice, it's just out of place.
  9. The dance mini-game is a really neat idea, but it's poorly thought out. First of all the developer hasn't even made the dancing graphics for the Prince and Princess.
    A demo isn't a beta, or even an alpha. In a demo you are supposed to take a finished section of the game that represents the rest of the project. It's not for unfinished parts of an unfinished game. It would be one thing to leave glitches and bugs that you are unaware of. It would even be okay to restrict access and interaction to hide some of the bugs and glitches that the developer is aware of. But the developer here, actively left a placeholder in a crucial part of the game. This is sloppy developing.
    One other thing is that the "choreography" only works for the players who don't fail the mini-game horribly. I deliberately missed several steps at random and that lead me in some very awkward positions on the map. The mini-game itself isn't that difficult so many people might not even notice it. It's still a big problem.
  10. After the dance, the player must speak to her mother (Queen) to progress (still, no explanation as to why). The Queen then prompts the Princess to go to her bed and rest. A very nice way to skip the whole way back to the room is to let the Princess "speak with her attendant", as the queen says, to transport immediately in the room. However, we have no idea who that attendant is or where she is. Turns out she was one of the "guards" standing next to the Queen. Both an attendant and a guard?
  11. Either by transporting back to the room, or going there manually, the Princess naps and several hours later she wakes up after hearing a horrible scream. A formless voice tells her that she needs to find the source of the scream. What is that voice? Is it her thoughts? Because the Princess never actually speaks in-game (unless the player chooses an answer for her). Is it the narrator that tells the tale? That would be pretty interesting, but the voice speaks to the Princess directly, so it couldn't be the narrator. Is it an unknown figure that we don't know about? He/She speaks incredibly formally and without any sense of mystery, so it couldn't really be one. It seems like the developer wanted to push the player to check out the source of the scream, so he left a direct note himself. Which also doesn't fit with the theme of the game. Hints are usually left (by the developer, in his own game) in the form of notes on the wall, or by NPCs (by far my favorite method, makes the NPCs valuable). It's one of the many inconsistency issues within the game.
  12. The music doesn't play and the rooms are dark, the atmosphere is getting a bit more tense.
  13. Some the guards remain in their post and spout generic lines about their distress on a matter that they simply won't speak of. Nothing too much to be mad about, but still.
  14. I go to the ballroom, which is dark also, but, basically everybody, is still there. Why would the "festivities" still occur in a dark room? Did they do romantic slow dancing? Did the perpetrator behind the horrid scream cause a black out to bring confusion? (The last one sounds pretty cool, but the actual reason -if there is one- is never explained)
  15. I received the updated version of the demo so I will just mention that the game looped at some point if I didn't do the "right" actions.
  16. My homie from the streets informs me that the screams come from "Da kitchen". Me, being thankful for a sense of direction, go there immediately.
  17. This:
    What is this?
  18. The dining room is a mess and some of the stool/chairs (that are scattered around) are immovable, while others are not. I think that the developer wanted to restrict access to certain points of the dining room so that he could control cutscene that's bound to come. Again, sloppy and lazy.
  19. While working my way to the location where the developer wanted me to go the player SNAPS in a different position, right in front of the Queen's corpse. I would guess that the developer wanted to sort of jumpscare the player with the sudden change and shocking music, but he didn't really know how to just snap the camera to where he wanted it to be, without magically teleporting the character. Some people come in, see the tragedy, the princess passes out.
  20. A small, obvious dream follows, that's equal parts strange and creepy. So... good job? Yeah, good job.
  21. The Princess wakes up and still no directive. We are left wondering about. However, we have a nice lead in the form of a ghostly actual voice that speaks more and more, the closer we are to it. This is definitely one of the best parts of the demo. The music has meaning and the voice acting is good. We are lead to one of the prettiest areas of the castle as well.
  22. Inside the hidden area there is a maze that inexplicably teleports the player to the entrance of the maze. Why? If I remember correctly, the original idea was to make a seamless transfer near the beginning of the maze by using some clever mapping. Instead, anybody can easily tell which road diverges from the correct path and even if they fall for it, they just SNAP back to the beginning without any explanation.
  23. We find a lamp in the bottom of the hidden chamber and the atmosphere (if not ruined by the previous puzzle) is pretty great. The sound needs some tweaking though, it almost blew my drums out.
  24. We touch the lamp and we are transfered to a small island where a spirit resides, the spirit itself has a small glow and it's increasingly transparent near the borders of it's graphic. That would be fine, if the ethereal form of the spirit actually fit in the graphic cell, instead, we can clearly an obvious square which is where the graphic ends.
     
  25. We have gained new powers that allows us to manipulate fire. These powers are granted to us by the spirit, that now possesses our body. The spirit then proceeds to explain the way the powers are used by breaking the fourth wall and teleporting in the upper left corner of the screen to explain the "fire meter" which is basically our life. Even if I was grossly enthralled by the situation, that fourth-wall-breaking would break immersion immediately. It's the equivalent of watching a horror movie and during a heart-throbbing chase, the protagonist would turn at the camera and ask "Where would you like me to turn?" Also this:
     
    No. Again, the demo is not an Alpha. Even by Alpha standards this is not good.
  26. We return to the "real world" and we try to get back. Fire manipulation sounds like a great mechanic but basically all it can be used for at the moment is to light and extinguish flames from lanterns ans torches. However the spirit inside us is "weak" so we could expect to use it in some more fancy ways later on in the game.
  27. We are transported to a completely different room with another maze. The maze eventually get's dark, foreboding some great peril, but in the end nothing happens.
  28. I will fall back on my 9th note, on how useful it would be to have a mental map of the castle. Well, apparently the castle has now changed it's design completely. We learn from a friendly guard named Julius that the rest of the staff and the soldiers have somehow turned against her, while he for some reason didn't. He asks us to leave the castle as soon as he can and he stays guard near our room. The rest of the guards are hostile and they will attack in if you meet they line of sight. They work pretty decently.
  29. What doesn't work is the chamber's intentional looping. There is no explanation given as to why and how the environment completely changed and now the same happens with the looping. There is no explanation as to why should I not think that this is a bug. The Princess doesn't acknowledge the looping, because she doesn't speak, and the NPCs are acting like their environment is perfectly normal. Even the tourists, who could not be behind the great scheme (with the exception of a small few) just do their thing. So I have to think to use the bombs that I got, in a wall that's cracked, much like the dozens of other walls we have seen throughout the castle, so we can get an item that will inexplicably break the loop. And how did the Cook's assistant get into the atrium, if there are no doors to get it from? The chamber where we emerged from, when we took the lantern is replaced by a long hallway that will SNAP us back into the entrance of the room, so the player will not stop pressing the "up" button, and he will enter the room again, but he cannot exit the room from behind so, his only option is to travel through the long hallway again, just for me to press the "up" button for half a second too long  and therefore, when I SNAP back to the entrance of the room I enter it again.
  30. The only check point is the bedroom while there are several save points spread throughout the game. This system is thoughtful, but ultimately flawed. It's actually more beneficial to exit the game and re-load than go through all the guards again, if I'm ever caught. And that will happen a lot because the guards can spot me before the appear on-screen so it's literally impossible to evade them.
  31. These.
     
  32. There's actually a pretty decent torch puzzle in there that has limited moves, because each time you light a flame the Princess loses some of hers and she might die. So If she wants to replenish  her fire, she has to leave the room (resets the puzzle), use the torch that's nearby and re-enter. Pretty well thought out.
  33. After this and that, you exit the... main... castle? I guess? (While the original castle had some very specific and identifiable rooms, the new one is pretty generic and random) the Princess enters the gardens, a rather beautiful parallax map... that's hidden behind a fog, a little bit too thick. We see a mangle of corpses that for the life of me I cannot tell that it's a mangle of corpses (neither can I tell why it casually hangs around in the gardens) and I "AAAAAAH! BURN IT!". That's another thing. I cannot tell what the game is trying to be. Is it trying to be dark? Horrific? Mysterious? Funny? Because the developer seems to try to give it a more serious tone and at random intervals, he will use a completely inappropriate "funny" piece of dialog, or text for a choice.
  34. The game will end after a skull falls from the heavens above to block our path to somewhere uphill (what?). However I'll have to admit that the ending of the demo itself was pretty fantastic.
Overall:

While TOCL has dramatically improved since PoP, it still suffers from the same basis: The developer has not thoroughly given thought as to how some of his ideas will affect the player, how all of his ideas interact with each other and how a player will think. That leads to poor gameplay, that's often more frustrating than fun, inconsistent mechanics of all kinds, awkward and tension-breaking parameters (which is a pity because the game would actually capture me at some points) and poor/lazy edits. I would suggest to the developer that he starts focusing a bit more on the mechanics of the development. Write down what you want to do, see how feasible it is, see how easy for the player it is to do it, see if it makes sense and if it interacts nicely with the rest of the game and then apply it. Unfortunately, game-developers are not simple story-tellers and artists. We have to be mechanics. (And yes I have the guts to say it, even if my game is a big emo novel). I hope You get stronger from this and you don't let it get you down.
 
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Scythuz

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By the way, I was reading over the thread and it sounds like you've done most of the testing by yourself.  It's really important to get people you trust to help with testing and giving you feedback in private before the demo comes out.  Remember, when people think of a demo, they think of a more polished game than say an alpha or beta game.  At the moment this felt very much like an alpha instead, it seems like you set yourself up for a big release when you weren't ready for it.  

So, maybe it's time to go back and work on it, get input from friends (I'm sure the people in this thread would love to help you) and use that input to polish the game up.  If you truly want to improve this time, this is how you would do it.
 

Simon D. Aelsi

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Demo has been renamed to PRE ALPHA. I apologize if I set myself up for some gargantuan huge release.  Just, I've been working so hard and long at this, I really wanted to get SOMETHING out to people for feedback so I could improve.  And I'm very pleased that all of the feedback thusfar has been constructive. You guys are amazing <3 (And no, I have no intentions of stopping or giving up!)

My, this is a lot of feedback! Good, good!  Alright, responses:

Since most of you hit similar points, I'll answer the POINTS, and not the people :)

@Placeholder sprite in the ballroom: I used a placeholder sprite as I simply don't have the skill to create a dancing sprite of a couple. It's just not there. Instead of stressing over how I was gonna get it done, I figured I'd just put a placeholder in there and get going. Does this make sense? :) Of course what you guys said does make sense as well, I'll just have to figure out what I can do so it isn't so.... ugly.

@Font: I kinda liked that font, but I do see your points.  I'm not sure what else I can use, but I will do a search for an easier font to read. Since I found this font (which is amazing for the title... but not so much for in-game text!) on a free to use website, I'll hunt some more.

@Mapping: I've been practicing real hard at that and doing my best. I am sure it will only get better over time. :)   Parts in the castle are designed to TRAP you until you find a key item which unlocks it. I will make this more apparent in future updates by dropping hints, and such.

@Placeholders (Such as "Press Blah to Blah)  I had intended on creating a button system where you can push a button to shoot fire. I don't know how to implement that yet and I wanted to have placeholder text in place instead of worrying about it and not getting anything done. I don't have a lot of skill when it comes to sprites and such, but I'm doin' my best  and, yeah! :D

@Not enough direction: That seems to be a recurring thing here. You all make marvelous points and I will take each and every one of them into account. I agree about filler NPC dialogue and that TOO much is just that, too much.

Making another button skip text and not shift is something I don't know how to do yet, but I will see to it.

@Fourth wall breaking:  little fourth wall breaking never hurt anyone. ;) Especially when used well.

@Kanax You make good points about demo vs alpha. Sloppy developing, not sure what to say to that one. All we can do over time is improve and gt better though, yeah? Thank you for your feedback!

@Cabfe You also made plenty of sound points. I will do all I can to improve the NPC dialogue as well as better direct the player.

@Scythuz you make great points about the font style. I'm on the hunt for one that's easier to read. I did do most of the testing myself. I know that no one developer can squash *all* the bugs, so I'll be looking into recruiting playtesters today. I put in save points but forgot to tell players what they are! I'll fix that too.

@Dalph great suggestions. Thank you for the feedback!


 
 
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Kyuukon

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cabfe and Kanax said everything there is to say already. I will just add this: why there are two of those unique big organs? (one in the ballet room and the other in the church).
 
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Simon D. Aelsi

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cabfe and Kanax said everything there is to say already. I will just add this: why there are two of those unique big organs? (one in the ballet room and the other in the church).
One organ, two separate consoles.  (Those exist IRL) :)
 

NPC

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There are a lot of missing assets...I keep having to reload because "Darkspace" or "placeholder" are missing.
 

Simon D. Aelsi

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There are a lot of missing assets...I keep having to reload because "Darkspace" or "placeholder" are missing.
Thank you for your feedback! The missing placeholder graphic is totes my fault. The darkspace parallax, though... none of the maps use that, so I'm a bit confused as to why that error keeps showing up. :unsure:

I definitely need to find some play/bug testers.
 

ElementalLight

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I dont know where to go to be honest i talked to the boy and that's all i found to do ..... but in that time i found these!

on the intro the women guard in the throne room is walking ... IN PLACE (walking sprite with no movment)

 

sister Marcy's sprite has a bit of another part of her sprite in the walk up frame. 
 

Rikifive

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Finally managed to play your game!
Okay ~ so..


(I see many things were pointed here already, but let's assume I didn't saw that)
Cutscenes are well done. At the very beginning ~ introduction serves its purpose well.
During game you can examine many things, talk with many people and everybody has their own personality ~ says other things.
I liked the 'fire' system, but haven't got a change getting into that, because I got stuck in endless teleporting hallways.
I liked the music and the mysterious voice - it's a nice touch there.
 
And... there are some things/bugs that I've discovered:
-------------------------------------------------------------
1.



A little thing:
When examining items etc. the window is semi-transparent, but not always - it's quite random and that's weird. For example:

There the window changes between sentences:

2.
Didn't liked random teleports here - it's a cheap, confusing and annoying feature. (unless it's done very well for more interesting purposes)

Speaking of teleports - I got stuck in the castle, because I was teleported to random places, got confused and got lost.

3.
And there... Event not disposed? Well anyway I saw that was pointed before...

4.
The worst thing that can happen in game is this:

Glad there are saves all over the place and I didn't lost that much progress.

5.
And there is a small mapping error?

 
6.
And the 'place holder' in dancing part was awkward - it's better to hide something, when it's not finished. =P
7.
Also, I nearly forgot - when the '???' voice speaks *whispers* in random places - I skipped ~40% of it while running, if you know what I mean. You could put a wait command or something to prevent from skipping that accidentally.
 
Well anyway, I know it's just a demo (actually you renamed it to Alpha now), so it's okay. These are just some things, that you should know - don't get me wrong by 'complaining'. I just want to help you catch some issues etc. to make your game better. =]
 
Well... The game was good I really liked the music - it fits here well, story is really good, but the bugs broke all the experience.
 
Okay, that's all I think ~ good luck with further developing! =]
 
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Caz

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