Evilpancake wrote:I found this game to be not very enjoyable, i'll tell you why.
1. Random encounters...they're done, not even final fantasy series does them anymore. They are annoying and serve 0 purpose to any game anymore.
2. Vore scenes. My first vore scene i got was the witch which was basically "she massages(which was spelled manages) you with her tongue, tilts her head back and swallows....oh well i guess that's that"..... and that was pretty close to what the actual description was, that's not a vore scene...
I pretty much stopped after the witch scene, a game filled with "oh look you're eaten, too bad for you" type endings is just not something i'm interested in playing.
my 2 cents
You're right. I haven't exactly finished that vore scene(thats why the batmobile thing), and it's on my list of rewrites. I understand and will work on it immediately! As for random encounters, I also find them annoying and somewhat bothersome, maybe I could try and work around it somehow. Would implanting sprites for the monsters(like a slime), and having them move around the map be better? They should reappear once you exit the map, but it could help avoiding them more.
bmain86 wrote:Just cleaned out the northern part of Forestown of spiders. Seem to be stuck after the Mayor sent me off to 'have a good night of sleep'
There's a letter in my house but I can't do anything to it. It's immovable and unreadable.
Yes, the demo does end around there. Though I did upload a bugfix after that which did include a (little) more content, it really doesn't.
Dracon_Kitsune wrote:Alright, since I think the letter is at the end of the demo, time for my review.
The good:
Interesting concept, I like it.
The cheat pillar was an interesting concept, that was a huge help.
The bad:
Rate. I don't think I need to say anything more about that.
The sliding scale of difficulty. From slimes that were difficult to beat, to rats you had to run away from, to easy spiders, there was a small balancing issue there.
Lack of early game healing. Early game is when you need healing, so you can go out and level grind, and not need the cheat pillar. Not to mention that once you have enough to pay for the 200 gold drink that heals you, you no longer need it...
Bad wrap around text. Some of the text boxes don't wrap around, so words get cut off.
Grammar. Early game had some word repetition and awkward sentences. something that has become a slight pet peeve of mine. Nothing a good beta won't fix.
Sound and noise correlation. Some of the houses make the door opening sound, then fade the screen to black and move you in. It feels sorta disjointed.
The Ugly:
The stairs in the cave. An easy fix, but a nearly game breaking glitch.
And what I wish: I would like to be an 'idiot' and go into the tent. Would I have to go there before getting the crystals, or is it just inaccessible until further notice?
All in all, a good first demo, and I patiently await more.
I'm currently in the process of writing enemies, and RPG Maker has it listed as a "Rate" by default, I never took notice of it before that. Odd, but an easy fix. I'm going to try and balance it out in the next few demos, but going back to the idea of "Random" but not encounters. Like the spiders, but respawning.
Yeah, the early game does need rewritten, but I'm finding myself dissatisfied with each attempt. It's the second on my list, behind completing the tent scene and some vore stuff here and there. I plan to add a vore scene with Cait by the next one.
Oh the healing! Gah, I never even thought of that! I feel silly right now. I'll try and add one to the starting cave or log. Perhaps it could be another use for the Chat Crystal
Wrap around text is horrible, I have reworded and exmained so much whenever I write anything, and it still gets through -_- I'll replay the entire game and try and find the small ones here and there.
The tent scene is a future thing that I'd like to keep you out of there UNTIL your original encounter there. Then much extra content with the girl throughout the game plans to be added, vore and among other fetishes I'm sure many will enjoy. \N[1] can be an "idiot" then.
zaikou wrote:slight glitching with the letter in the "dream", screen goes black after reading the letter.
also game freezes with nothing happening after pushing the jar down.
overall i think the game has potential.
Hm. Thats not supposed to happen, I've made it past that scene and I don't think I've changed it. I'll retest it. The game ends pretty quickly after that, so I wouldn't worry too much about it. After pushing it down the only thing that happens is:
You wake up and some people have moved. Northern part is semi populated. I don't really want to expand it with so much broken in this part, so meh.
antitheology wrote:I like this a lot! You created a unique and interesting setting, And you left plenty of it unexplored (Such as the Hunters, the lore and nature of the tiny people and Selena) which is very promising for future updates.
The level design is great, you made good use of the resources without overdoing it, whilst keeping it much more interesting than the typical dirt, grass and tree design.
There is a fair amount of optional areas to explore, as well as an optional companion.
An upgradeable home? That's something new, Only thing I can say is that some of the upgrades should be more than cosmetic.
All of the items seem to have well written/humorous descriptions.
A few nitpicks..
No way to revive Cait (that I can find).
Some important items are missing, I could not find any items to cure poison or revive party members.
Isaac's heal spell, I can't think of a situation where I could generate 100 TP, let alone choose to spend that amount on heal instead of spending 1/10th of it on Lightning.
Too many situations where we cannot go somewhere because Isaac/Kenji says so. It's understandable with blockages or tough enemies, but I think that the player should be able to go into stupidly dangerous areas (and die) if they really want to.
A few bugs, Both of the "No" options with the Witch result in being unable to move. after breaking the jar you are unable to move, reading the letter as the detective causes the game to be stuck too.
Overall, a really great and unique game, which is primarily lacking in content. I truly hope that you continue this and I will definitely be watching this thread.
For the home, I have a LOT planned, here's some more things I plan to add:
In this game I'm going to have several towns spread out, that world map is pretty big. Don't want to walk all around it? Buy the basement in your two houses in each town, and connect those with a tunnel! Fast travel and more than cosmetic use.
I try with some humor here/there. You can even find a lamenting Daredevil in one point, who says; "It's 4:30 AM and I have insomnia. Probably won't affect my writing ability though."
It kind of does, my grammar/spelling mostly. xD
Yeah, lack luster on items and Cait does need to not die. Maybe I'll make a home for her...which could restore the whole parties health? That would fix two problems one blow, though I'd still have to implant one in Foreston or something for those who don't want Cait. I'll add something to the merchant too, he's pretty underdeveloped(really I had to do Isaac/Gotz/Him all at once and for some reason the others got more attention. I fell silly).
I see your point, but I'd like to make it seem like \N[1] can think somewhat. Don't worry, one character coming up can do some pretty suicidal stuff, and I plan to switch between them at some points before they team up. Also, on the matter of the giant town:
Everyone was murdered. Both big and small. Why? That I will not say, but no one leaves a skeleton in front of church without foreshadowing something. xD
The No option actually trigger a horribly long wait time as she falls back to sleep. Lousy drunk, I'll lower it to 120 frames. She needs to go through a major revamp, maybe even a new character.