MZ - Re Dreams Demo now available

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Started by Kes 69 posts Page 3 of 4 View original ↗
  1. Kes said:
    It should be a smoother experience.
    are you sure about that? :D

    *replay if you tell the truth or I come back (which I do anyway!)*
  2. ShadowDragon said:
    are you sure about that?
    Well, I was until you issued the challenge! On previous experience, you are the one person to find something else. But go for it if you want!
  3. here is a typo and no bug (but more annoying)
    first annoying (should have given you that first) is the quest tracker
    QuestTracker.png
    this one flick on and off during message (which is pointless, specially during cutscene).
    maybe turn it off during message and or cutscenes, so it wont show/hide/show/hide/show etc.

    2nd is Guilders, as it say so, it was twice wrong in the opening, from Emma and Judge.
    guilders.png

    while WULSTAN has it guilders, and menu window Guilders, in message gilders!

    3 different ways xD make up your mind what to use! (don't mind g with G,
    but guilders and gilders, which one (I will pay attention where guilders and gilders is used,
    so I report gilders and menu is Guilders.
  4. @ShadowDragon Argh!!! When I deployed the new version I forgot to reset the Options menu to make the quest tracker OFF instead of ON. I hate it being on by default, big mistake on the part of VS, in my opinion.

    Off I go to do another upload.
  5. Kes said:
    Argh!!! When I deployed the new version I forgot to reset the Options menu to make the quest tracker OFF instead of ON. I hate it being on by default, big mistake on the part of VS, in my opinion.
    same is with autosave, reverse also back to ON when reboot.
    but even if the player set it to ON, I think it's cleaner during events, or something as snippet,
    if game message is busy (or any scene in general), turn it off until the event is terminated
    when you can walk and set it back on.

    or something with a notetag/event tag whatever works, but you don't have to re-upload
    though, as if options core causing this, maybe report changes to be actually saved.

    Edit: sorry, but this annoy you A LOT more :D but this time, little bit on DETAILS.
    but it seems you broke some stuff. (in spoiler).

    but if you hate me, don't please, just try to annoy your game!
    Anyway, the issues.

    What have you done!
    so lets start at the INN
    near the counter, you can walk in to all the way to the bottom!
    1_Re_Inn.png

    than Peter's Bedroom (2nd floor)
    2_Re_PetersBR.png

    Walking outside from top one, you miss a tile (or it disappear somehow)
    3_Re_missingTiles.png

    but somehow, a missing tile bit left and down.
    4_Re_missingTiles.png

    than the fence (red cross wasn't fixed but marked)
    but on the far left, same, as an invisible at the roof?
    5_Re_passabilities.png

    lastly, Olivia's roof broken down somehow xD
    The tree blow this house blocks to go underneath, while the other
    side can be, but blocks there too as there is nothing placed there?
    6_Re_OliviaRoof.png

    sorry if I even broke it more somehow (not to make you mad or annoyed!)

    Edit:
    I think after talking to the kid of the 2 man, Simon say something like: "Wulstan might be interesting is knowing"
    which should be "interested in knowing" (is = in) but can be wrong (double check it please).
  6. So.... I bump this thread with the final 11 issues for you Kes (don't hate me for that!) I really try my best to be nice.
    but it's all in the spoilers, but I couldn't find more for the time being ^^ (also updated previous slightly)

    11 issues more!
    So let's start with Wulstan office.
    Red line (left) is where it stops, right goes 1 tile further)
    1_Re_Wulstan.png

    In Langley Farm 2 issues, 1 maybe optional when walking diagonally while left of the house on the farm
    is walkable as walk through!
    11_LF_optional.png
    2_Re_LangleyFarm.png

    but back to Raven Woods :D far right (above the road to Raven Woods East is a passable tile to the cliff.
    3_Re_RavenWoods.png

    Raven Woods East above (left side) is a tree part walkable.
    4_Re_RWE.png

    Raven Woods West, the corner I mentions (its visible if you pay attention in the bottom left corner.
    7_Re_RWW.png

    Raven Woods Northwest (also mention before on the cliff (better secure all of them)!)
    8_Re_RWNw.png

    as on the same map on the back some veins?
    9_Re_RWNw.png

    as in the Empty Cabin, missing bed part (unless intentional?)
    10_Re_EmptyCabin.png

    Fighting in the Hideout and level up (maybe any level? this was level 4 or 5)
    where a type in of "thnk" instead of "think"?
    5_Re_AfterBattle.png

    and lastly the 2nd floor of the bedroom a passable tile (again).
    6_Re_HideoutBR.png

    I hope you don't hate me or kick me out of all the issues found :D
  7. ShadowDragon said:
    I hope you don't hate me or kick me out of all the issues found
    Not in the slightest! I'm glad you've found them because now they can be fixed.
    Thank you.
  8. Heya! I played your game for the Festival. You can actually watch it here (if you dare). There will be some overlap with my points made below, though.

    I feel like a lot of my critiques on this are more nitpicky/personal than usual, which is because the game has its fundamentals in place so I'm not giving like a hundred reasons why the story makes no sense or other basic advice. So good on you!

    However, I tend to be one of the harsher critics so... WATCH OUT.

    The review
    • The way this establishing shot happens at the beginning, in retrospect, makes it clear that you have a good notion for how to tell a story.
    • These characters in this circumstance make for not only a unique RPG Maker game but game in general.
      • I like that this random assortment of characters being thrown together is actually part of the story and not just RPG trope.
      • The characters have motives that make sense!
      • The lore being presented informs the characters' situation and is wholly relevant to the story. Yes!
    • I find it very encouraging that there's character growth being touted from exploration.
    • Hilarious that Wulstan yelled at me for my poor detective work. Great way to tutorialize questing.
    • Some of these conversations can be trimmed down, specifically in regards to reactions. Not every thought needs to be so thoroughly explained, and not every comment needs a response from another character.
      • Regardless, the game's pacing is not bad at all.
    • Apparently I'm dumb and didn't realize the game difficulty can be changed at any time. Maybe highlight/bold this in the opening chat window?
      • I would recommend trimming these difficulties down and finding a way to explain them at least vaguely. This separate document thing is silly.
    • The game title "Re: Dreams" doesn't feel appropriate to me.
    • Starting combat is a bit basic. I have no idea how much it'll grow. I know these guys are jabronis so they have a lot of growing to do, but I still think the starting fights could have a little more going on.
    • The character art is noticeably inconsistent to me.
  9. @woootbm Not too harsh at all. Thanks for taking the time to play this. I agree with your point about starting combat being a bit basic atm. Two reasons: first I am undecided how much to assume the player has found in the way of items, gear and experience; second I tend to wait on a lot of balancing until I've seen how the skills play out across the party over time. Something that looks good at the beginning can be eclipsed later on - you know the score yourself.

    I'm glad you enjoyed the story telling. I may be a bit iffy on balancing, but I do think my writing is good.
  10. Okay, I played this for a just about an hour and a half in order to review it for the Feedback Festival. Couldn't get to the very end of the demo, as the game locks up on me upon trying to reenter Shiverley after recruiting Diana and having the teacher in tow. I've tried multiple times and nothing works. Even so, it was a good run. Let's break it down, shall we?

    The Good
    *: What immediately sticks out to me is the dialogue between the party members. You do a lot to give them each their own personality and life. Always good to have characters with some character, especially in an RPG.

    *: You do a good job of impressing upon the player what kind of world they are entering, but without it being particularly egregious with how you do it. Life in the city feels unfair as hell, and that's a good thing if you want people to empathize with the protags.

    *: Each character having unique passive skills helps give them individuality beyond their active skill sets. Also serves as another way to inform the player of their personalities.

    *: Entering NPC homes isn't just some thing you do in order to rob them blind. There's conversations to be had, and some people really don't want to be disturbed. Makes the place feel like a true city.

    *: You're rewarded for exploration. That's a key thing I'm always looking for in a game, and you do good here.

    *: Combat isn't a chore. It's a fairly simple affair and I don't feel like I'm banging my head against a wall in order to clear a fight.

    *: The party has solid artwork and I don't hate looking at it.

    *: Options aplenty! Thank you for giving the player several options to tweak their experience.

    The Bad
    *: Combat isn't a chore, but it does feel somewhat unbalanced. Enemies die in roughly two hits, but they also hit just as hard. That's fine when you're up against one or two foes, but if there's a situation where you get outnumbered, I can forsee it being a rough experience. The boss fight against the thieves is a perfect example. They hit harder than standard foes, and all it takes is some unlucky RNG for them to drop someone almost instantly. If someone does die, you're basically done at that point.

    *: Related to combat, it's really basic at the start. Doubly so for Robert, who can't really do crap until stealing a skill. I can see that being problematic as the game goes on, as you'll either have him picking up skills too quickly or find his combat poor because he's got little to call upon until he does manage to steal a few skills.

    *: While the party's artwork is good, Conrad and Wulstan look really odd to me. Conrad especially looks like the product of AI, but I see you've already confirmed that's not the case. Even still, neither man really fits in with the way the party looks. Consistency between portraits would be stellar.

    *: It's really odd that Robert comes pre-equipped with his staff, but you have to equip Simon and Emma. I'd rather have them all equipped to begin with. You can't access the menu before they receive their equipment, so the player wouldn't know anything.

    *: Small thing, but it's annoying seeing the passive skills in the battle menu. I don't really like needing to navigate through them when picking another skill. They should really only be viewable in the field.

    *: There's no alert for when you pick up a quest. It's not a major issue since you can mostly tell when something is worth remembering, but I can see some players not realizing anything until they happen to check the quest log.

    *: The aforementioned locking up of the game. I cannot reach the very end of the demo because I can't get back into town. Perhaps doing so without Diana would allow me to progress, but I haven't gotten around to replaying it in order to figure that out yet. Probably want to look into this.

    This is the first review I've done for anything in a long, long time, so sorry if it isn't quite as eloquent as others might be. I am looking forward to spending more time with the game though. I will be keeping an eye on it.
  11. Small thing, but it's annoying seeing the passive skills in the battle menu. I don't really like needing to navigate through them when picking another skill. They should really only be viewable in the field.

    I like this suggestion and I think it can be done with switches (in visustella skills)
  12. Indinera said:
    I like this suggestion and I think it can be done with switches (in visustella skills)
    No need for a switch. There's a notetag for it.
  13. Even better.
  14. @Sword_of_Dusk Thank you for your detailed review. As I've mentioned in a couple of posts above, I agree that the balancing of the opening battles needs attention. My difficulty has been in part due to deciding how much to allow for those players who haven't collected the exp (so levelling up) and/or items and gear through exploration.

    I genuinely thought that I'd put that note tag in to prevent passives showing up. I'll have to go and check why they're still showing.

    I have always been ambivalent about giving a quest notification, but I think on balance you're right. Being added to the to-do list.

    Thanks for identifying a problem with the re-entry into town. It must be related to something very specific as others have been able to complete. But it's a very complex event as it has to take account of whether or not the quest has been collected, whether, if it has, they've found the teacher or not etc. etc. I can foresee this being hair-pulling time.

    I'm glad, though, that despite hitting this problem you enjoyed the game. Thank you for your appreciative words.
  15. @Sword_of_Dusk I have uploaded a fix (I hope) for the re-entry into Silverley. If you still have your save file from before then, you could try and finish the demo if you want to.

    If you do, could you let me know what happens?

    btw, those passive skills should now be invisible in battle.
  16. The character art for actor 6 - Alice - has now been inserted into the opening post. I think she turned out rather well.
  17. you draw really good, it looks nice though, keep up the nice work :)
  18. ShadowDragon said:
    you draw really good
    Sadly, no. I can do sprites (sort of) and tiles, but I would never dream of doing character art. This was done by YeXin.
  19. compliments to him/her than, I can only modify tiles nicely, but characters,
    is something I can't do, specially adding shadows part.
  20. Kes said:
    The character art for actor 6 - Alice - has now been inserted into the opening post. I think she turned out rather well.
    Very beautiful.