OFFER - Trid's Feedback and Review Thingy

● ARCHIVED · READ-ONLY
Started by TRIDIUM 82 posts Page 2 of 5 View original ↗
  1. TRIDIUM said:
    Not all the songs were RTP
    They are.


    TRIDIUM said:
    -Lots of names taken from Final Fantasy. Most notably Gil and Phoenix Down.
    Technically here it's a "Pheonix" Down. I can't guess from the rest of the typing in the game whether that's to avoid naming it exactly the same as Final Fantasy or a misspelling.
  2. ATT_Turan said:
    They are.
    Oops. My bad!

    ATT_Turan said:
    Technically here it's a "Pheonix" Down. I can't guess from the rest of the typing in the game whether that's to avoid naming it exactly the same as Final Fantasy or a misspelling.
    Also thanks for the correction. I must've autocorrected it in my head, lol.
  3. @TRIDIUM ! Thank you for your comments and nitpickiness, (if that's a word), this is a very limited demo and i understand balance issues and noninteractiblility issues, this week i will exclusively work on the demo to improve it in all the ways you suggested,
    THANK YOU! (I always appreciate good feedback whether negative or positive!!!)
  4. No prob! Glad to help.
  5. @TRIDIUM! I have updated the demo and added an android demo, (for a friend I asked to try it). I have spent a while trying to improve dialogue and interactibility!
  6. I will try to get to them as soon as possible! Thanks for the submission!
  7. Hurrrrrrrrr sorry for the wait. Finally finished Shadow of the Erdtree so now I can focus on other stuff.

    Anyhow, onto @cthulhusquid's game.....

    The Cube Trail
    VXAce - The Cube Trail - Demo Version 1.3 [Comedic Fantasy RPG]
    Which I only just realized as I was writing this that it's trail, not trial.

    I did not finish the demo, as I got to a point where I was stuck. I could have reloaded to a manual save, but it was a while back. Total playtime was about forty five minutes.

    Story
    Spoiler
    I think the presentation of the story did it a disservice. Overall, I didn't think it was bad, but it certainly didn't pull me in.
    My big issue is that there's a ton of dialogue, the text is quite small (this might be a me thing, me eyes are horrible), and most cutscenes are just "people standing in front of other people".
    There were also a few jokes that I felt like I missed, or didn't quite hit right. Specifically, when the elf girl and the other lady were talking about marrying the MC.
    In general, I never felt motivated to interact with characters aside from getting something useful or starting a quest.

    Graphics
    Spoiler
    While the game did use a lot of RTP, it was actually one of the better looking RM games that I've played. Mapping was superb, and he made good use of edits and emosets for characters. That is....aside from the....VX Ace character generator faces. SORRY! This is total and complete bias on my part so don't take it personally, but the VX Ace face generator is a crime against humanity.

    I really like the VX Ace icons and UI, so that was a nice change from all the MV/MZ stuff. As mentioned, text was a bit small for me, though.

    The status screen seemed to be bugged out a bit. There were bars that I assume were supposed to represent stats, but they were all at the max amount.

    Music and Sound
    I don't have a ton to say about this, because most of the music (I muted it after a while, sorry) I heard was all RTP.

    Just a quick note because I think it's relavent, I would highly recommend the dev change the title screen. Theme1 with the default background image did not make me want to hit the new game button. I know it's a small thing, but I think it would really help with presentation.

    The UI sounds were very loud, and after a while, I muted them.

    Gameplay
    Spoiler
    There was a lot of potential here, but I have 2 big issues with the combat.

    1: You are given way to many options for stuff to buy, but only get 1 skill per party member. This was really frustrating. The MC's only skill is the "cover" move, which isn't particularly helpful. There were soooooooooooo many items to buy at the start. I had no idea what to get. I do like the idea of being able to buy lots of things, but maybe introduce stuff slowly? IDK.

    2: Randomness. This really frustrated me. I constantly felt like I was getting screwed over by the RNG. Because the numbers were so low, even an attack getting an extra hit point could determine a battle.
    The balancing felt a bit off, because I was dying to some of the first enemies I encountered, and since I didn't have many skills to choose from, it didn't feel like a skill issue.

    Also, aside from one ice potion, the elemental damage system was never really present.

    Polish, performance, nitpicks
    Thankfully, not much here!
    Only thing I would say is that the battle transitions are sized properly.

    Anyhow, overall, I wasn't super drawn into the game, but there was potential. I kinda liked the VX Ace vibe, and the fact that is wasn't another "save the world quest 2000" game.
  8. TRIDIUM said:
    Hurrrrrrrrr sorry for the wait. Finally finished Shadow of the Erdtree so now I can focus on other stuff.

    Anyhow, onto @cthulhusquid's game.....

    The Cube Trail
    VXAce - The Cube Trail - Demo Version 1.3 [Comedic Fantasy RPG]
    Which I only just realized as I was writing this that it's trail, not trial.

    I did not finish the demo, as I got to a point where I was stuck. I could have reloaded to a manual save, but it was a while back. Total playtime was about forty five minutes.

    Story
    Spoiler
    I think the presentation of the story did it a disservice. Overall, I didn't think it was bad, but it certainly didn't pull me in.
    My big issue is that there's a ton of dialogue, the text is quite small (this might be a me thing, me eyes are horrible), and most cutscenes are just "people standing in front of other people".
    There were also a few jokes that I felt like I missed, or didn't quite hit right. Specifically, when the elf girl and the other lady were talking about marrying the MC.
    In general, I never felt motivated to interact with characters aside from getting something useful or starting a quest.

    Graphics
    Spoiler
    While the game did use a lot of RTP, it was actually one of the better looking RM games that I've played. Mapping was superb, and he made good use of edits and emosets for characters. That is....aside from the....VX Ace character generator faces. SORRY! This is total and complete bias on my part so don't take it personally, but the VX Ace face generator is a crime against humanity.

    I really like the VX Ace icons and UI, so that was a nice change from all the MV/MZ stuff. As mentioned, text was a bit small for me, though.

    The status screen seemed to be bugged out a bit. There were bars that I assume were supposed to represent stats, but they were all at the max amount.

    Music and Sound
    I don't have a ton to say about this, because most of the music (I muted it after a while, sorry) I heard was all RTP.

    Just a quick note because I think it's relavent, I would highly recommend the dev change the title screen. Theme1 with the default background image did not make me want to hit the new game button. I know it's a small thing, but I think it would really help with presentation.

    The UI sounds were very loud, and after a while, I muted them.

    Gameplay
    Spoiler
    There was a lot of potential here, but I have 2 big issues with the combat.

    1: You are given way to many options for stuff to buy, but only get 1 skill per party member. This was really frustrating. The MC's only skill is the "cover" move, which isn't particularly helpful. There were soooooooooooo many items to buy at the start. I had no idea what to get. I do like the idea of being able to buy lots of things, but maybe introduce stuff slowly? IDK.

    2: Randomness. This really frustrated me. I constantly felt like I was getting screwed over by the RNG. Because the numbers were so low, even an attack getting an extra hit point could determine a battle.
    The balancing felt a bit off, because I was dying to some of the first enemies I encountered, and since I didn't have many skills to choose from, it didn't feel like a skill issue.

    Also, aside from one ice potion, the elemental damage system was never really present.

    Polish, performance, nitpicks
    Thankfully, not much here!
    Only thing I would say is that the battle transitions are sized properly.

    Anyhow, overall, I wasn't super drawn into the game, but there was potential. I kinda liked the VX Ace vibe, and the fact that is wasn't another "save the world quest 2000" game.
    Thanks for testing it! Where did you get stuck, by chance?

    Story:
    The story was never really supposed to be the focus for this game, so yeah I could see why you're not pulled in by it. Yeah, there is a ton of dialog, some people like it and some don't. I personally come from a Western RPG background, especially the late 90s to mid-2000s ones, so I don't mind a lot of reading.
    Humor is subjective too, so no fault there. The other 3 main characters all have DRASTICALLY different personalities and dialog, so maybe one of them would be more your type.

    Graphics:
    Thanks for the compliment on the mapping! The tileset is mostly the Ancient Dungeons set, with a few RTP things scattered here and there.
    Not sure what happened with the status screen though, that was most definitely a bug.

    Music and Sound:
    Yep, pretty much RTP. However, the background image isn't a default one, it's a photoshopped picture of the Putangirua Pinnacles in New Zealand.

    Gameplay:
    Party members have 6 skills each, which they gain by leveling. You can also gain skills through specific weapons and armor.
    My thought process with the items was as the player gains more money, they can purchase a lot of low rarity items while saving up for higher rarity ones they have their eyes on. Skill descriptions also say what stats they use so you can see what equipment will benefit that specific character. Maybe I didn't communicate it well enough or something, idk.

    Yes, the RNG can be frustrating, but that's why the Inn is so cheap and you get handed revive potions all the time. When Dereck says even the mightiest warrior can get killed by a rat, he really means it. You have to treat every battle like life or death.
    However, I can totally see why people might not like that. I've had major identity issues myself over this game, like not knowing who I made it for and whether or not I should continue working on it.
  9. cthulhusquid said:
    it's a photoshopped picture of the Putangirua Pinnacles in New Zealand.
    Ah, my bad, thanks for clarifying.

    Thanks for the reply! I'll get to the other game ASAP!
  10. Alrighty!
    I had planned to do A Shadow's Echo next but I accidentally deleted my notepad file so uh, I'll have to replay it.

    So, I'll be doin' Dail's game Dream Chaser. This is a demo. I played what I think is all of it. I got to point where I could not progress.
    MV - Dream Chaser - Demo
    Story
    Spoiler
    The story is fine. Going into dreams and such is a pretty cool idea. I'd definitely like to see some surreal, wacky stuff later on.
    Writing was a bit rough. There were a ton of grammatical errors throughout the game. The game does seem to be translated from Spanish (or Portuguese, IDK which).

    Graphics
    Spoiler
    The pixel art for the game is extremely charming and well done. Love the character designs, and all the candy themed stuff was cute as well. I don't have a whole lot to say besides...it's good, lol.

    Music and Sound
    Sound effects were a bit loud at times, other than that, it was all fine. Music was nice.

    Gameplay
    Spoiler
    The combat is quite fun. My major complaint are that the QTE's feel way to unforgiving. If you miss the QTE, the attack will miss. I got stuck at the part where you have to throw the knife for like 10 minutes because I could not get that timing down.

    I really liked being able to eat all the surrounding area. Stuff like that is just cool.

    Was a bit disappointed that the maraca boss was unwinnable.

    I couldn't quite figure out how to dodge attacks.

    Bugs/Nitpicks
    -Lots of untranslated stuff
    -Candy Forest runs horribly. Everything else was fine, but I was at like 10 FPS.
    -Bushes don't have direction fix on, so when you interact with them they change shape

    Overall, I'm interested! I really like the art and vibe of the game. Just maybe have someone go over it and fix some of the translated stuff.
  11. TRIDIUM said:
    Alrighty!
    I had planned to do A Shadow's Echo next but I accidentally deleted my notepad file so uh, I'll have to replay it.

    So, I'll be doin' Dail's game Dream Chaser. This is a demo. I played what I think is all of it. I got to point where I could not progress.
    MV - Dream Chaser - Demo
    Story
    Spoiler
    The story is fine. Going into dreams and such is a pretty cool idea. I'd definitely like to see some surreal, wacky stuff later on.
    Writing was a bit rough. There were a ton of grammatical errors throughout the game. The game does seem to be translated from Spanish (or Portuguese, IDK which).

    Graphics
    Spoiler
    The pixel art for the game is extremely charming and well done. Love the character designs, and all the candy themed stuff was cute as well. I don't have a whole lot to say besides...it's good, lol.

    Music and Sound
    Sound effects were a bit loud at times, other than that, it was all fine. Music was nice.

    Gameplay
    Spoiler
    The combat is quite fun. My major complaint are that the QTE's feel way to unforgiving. If you miss the QTE, the attack will miss. I got stuck at the part where you have to throw the knife for like 10 minutes because I could not get that timing down.

    I really liked being able to eat all the surrounding area. Stuff like that is just cool.

    Was a bit disappointed that the maraca boss was unwinnable.

    I couldn't quite figure out how to dodge attacks.

    Bugs/Nitpicks
    -Lots of untranslated stuff
    -Candy Forest runs horribly. Everything else was fine, but I was at like 10 FPS.
    -Bushes don't have direction fix on, so when you interact with them they change shape

    Overall, I'm interested! I really like the art and vibe of the game. Just maybe have someone go over it and fix some of the translated stuff.
    I've seen your feedback and will take it into account, but for now I'm on another project so I'll fix this one at another time. Thanks for trying the demo.
  12. Game jam feedback!
    My laptop is about to die, so I'll have to post the rest tomorrow. Also, please forgive the spelling.
    Abby House
    The game felt a bit rushed, unfortuneately.
    I'm always up for more "random escapades with the RTP characters", but this one ended a bit abruptly.
    The gameplay was fine, but felt like it was set up for a more story focused game, which this was not. Aside from a handful of character interactions and a note in a language I couldn't read,
    there wasn't much there.
    I did like the tall sprites for Harold and Lucius, and the XP ghosts never fail to amuse me, but they didn't exactly mix well with the MV RTP tileset.
    Also, I noticed that 2 entries now have asked me to save after I completed the game, and basically lock those saves. Is that a thing? I've never seen it before.

    Elyisian Fields
    This one started out really interesting! The set up of a group of people filming themselves in a spooky place is more common nowadays, but I still like it.
    The combat was also really cool. Choosing where to shoot in order to cripple an enemy was pretty neat.
    The mapping and the sprites were passable. I'm not a fan of the MV RTP characters, but the tileset was pretty nice.
    I think my main issue with the game is that I wish there was more. I get that it's a short jam, but it felt like it ended as soon as it started to get going. Even just a few more rooms or a boss fight
    could've made it way better.

    Ghost Puncher
    I really liked the concept. The voice acting and art was pretty funny, and the idea of punching ghosts is definitely the dumb kind of idea that I like.
    However, I felt that the gameplay didn't exactly match the mood. Just spamming the most powerful move got old very quickly, and healing took forever, as the enemy would
    deal almost or more damage than you could heal. It kinda ruined the expierance for me, personally.
    I really think a MGRR-style button mashing/punching QTE or something would fit the game much better. The more over the top the better.

    Halloween Girls
    I think this one wins the reward for most replayability!
    I haven't yet, but I could definitely see this being something someone would want to try a few times to get a higher score. Especially if you added more cards and candies.
    The gameplay was really clever, and while easy at first, turned out to be pretty challenging, in a good way. There were a lot of nice UI things that I aprecciate, and the ability to look
    at old tutorials is a lifesaver.
    There's no real story, so I wasn't exactly sure what score to give it. Maybe adding some little character ineractions between the monster girls could help break things up?

    Midnight Central
    This was a very charming game. I think that was its strongest feature. The art (aside from the faces, which were a little rough) and music was really nice and definitely fit the "spooky" theme.
    While there wasn't a ton of "story", the little interactions with NPC's were fun. Unfortuneatly, the gameplay was a bit boring. While it was mainly a story focused game, I couldn't help but feel
    I was "ping ponging" back and forth to get items. This was okay at the start, but it got old really fast.
  13. Thanks! It was definitely shorter than I had ideas for in my head, but I procrastinated to the point where I made this in, like, three evenings of solid work so I just didn't have time to add anything :stickytongue:

    I wasn't even sure there would be any combat, I made the battle system on the last day.
  14. Hehehe now that Turan bumped the thread I can post the rest.

    Mystery Job
    Definitely one of the more unique entries! I was not expecting a 3D game.
    I will be honest and say that I am horrible when it comes to actually scary things. This game was probably the most nerve wracking of them all.
    The graphics and audio design was great! It definitely had an eerie feel to it. I did think that the enemies didn't exactly fit the rest of the vibe, but otherwise the game looked good.
    My main issue is the gameplay. When I died, it didn't feel like it was a skill issue, it was just random, unfair chance. Both times I nearly had a heart attack, because jump scares always get me.
    Adding some sort of way to tell an enemy was close, or a save system or something....IDK. I know some of the older FNAF games didn't have proper saves during the night, and I get that, but in its
    current state, I did not want to start a new run after I died. There was no "aha!" or "If only I had remembered to do that!" moment.

    Also, as a side note, the main menu font was unreadable to me. I do need new glasses, but I had to kinda guess what to press.

    Nectareal
    I really liked this one!
    The art was super cute, and the music was funky as well. It could've used some more sound effects, but other than that, it definitely evoked that "spooky" feeling.
    The writing was solid for the most part (aside from a few odd lines), and I really liked the characters. The ending was a bit random, but it wasn't horrible or anything.
    The gameplay was fine for the most part. The spider king did take me a few tries.
    I was a bit confused by the random choice I had to kill or spare the cat. It didn't appear to affect anything, including the dialogue.

    Nelly, Come Home
    This one was interesting!
    The gameplay was simple but fun. I really liked the 8 bit graphics, and I appreciate the fact that everything was 8bit, not just some random sprites.
    The lack of sound for a lot of things was a bit jarring. Even just a little tick for the menu selections would have helped. The music that was there was good though.
    I will say, the ending was supppppppper spooky. I don't know why, but it made me pretty sad in a very specific way. I mean that as a compliment!

    Psyche
    I'll be honest, I think this has one of my favorite main menus of all time. The sound effects and the paralaxish effect was frickin' awesome.
    The idea of the game is good, although I feel that the presentation falls a bit short.
    First of all, the font is really hard to read. It doesn't help that the poems themselves are a bit heavier (or it's just because generally I hate poetry), so it took me a while to understand what was
    being said.
    Additionally, I'm not sure if I would understand the game as well if I didn't know the dev and his background. It's kind of hard to be objective, I guess.
    I also felt the progression to be a bit weird. I understood the diagram it shows at the end of each run, but your choices are bit obtuse. I had to randomly guess to get to the ending.

    National Anthem is 10/10 though.

    Pumpkin Decorating
    I thought this was a really fun idea!
    The bright colors immediately grabbed me. The text boxes were a bit hard to read, but otherwise, I loved the coloring.
    Playing as a pumpkin was fun. It was a little random that you could just become a doll? I would have preferred different pumpkin outfits or something.
    Decorating was nice as well. I do wish the paint maybe changed the color of the wall rather than just kinda splorting it on there.
    I do wish there was a little more to the ending, maybe some sort of appraisal scene?

    Slice of the Dead
    I know that your first language is not English, however, the were a lot of errors in the dialogue and menu that didn't feel like translation issues.
    Little things like "skills" not being capitalized hurt my brain a little.
    The concept is nice. I actually had a similar idea for a game or manga where ghosts would haunt a house for some currency (I had the idea of screams or fear, but same difference).
    However, I didn't get attached to the characters. It didn't help that a lot of the game was just sprites standing in a circle with text boxes. I will play VN's, but art or better writing is kind of a
    requirement for that sort of thing.
    Since you did mention it was a demo, I would cut out the combat or simplify it. If you are adding a social aspect to it, maybe focus in on the "haunting" feature. Maybe you could have
    people show up with different personalities and whatnot, and you would have to choose the correct "scares" to get them to drop money or items. Just throwing stuff out there.
    There was also a general lack of sound, which was a bit odd.

    Symetry of something something
    This had a very star trek-y feel to it. I'm not a huge fan of that type of Sci-fi, but I will admit, it was pretty cool.
    The game's story felt very well thought out, aside from a few confusing things. I did like that the art and areas for the game matched up properly with the world and tone you were going for.
    Too many times have I played a game where it's supposed to be sci-fi, and it just looks like some old ghetto.
    THe combat was okay. It felt like there were a lot of skills that were super situational, so I only used them once or twice. That screensaver puzzle did kind of hurt my eyes. It was fairly intuitive though.
    It was a bit disappointing that you get all these new skills in an unwinnable fight. I would generally avoid doing that.

    The Dentist
    Dentists and clowns definitely fit the bill for a spooky game.
    Trying to avoid candy and getting assaulted by clowns was pretty fun. I do think that making it clear that the smaller clowns can't hurt you would be nice. Also, maybe cut down on the number
    of toothbrushes and punks. I had no trouble getting through with no dirty teeth, but I was missing quite a few.
    The RTP sound effects were a bit jarring. Specifically for the laughs and screams.

    Tuckamore Eve
    I am personally a big fan of the artstyle, but even beyond that, the environments looked amazing. Everything was consistant, and it didn't feel like I was playing an RPG maker game.
    Character designs were great, and they were super expressive in both their looks and dialogue. The story was great, and I was fully invested and interested to see what would happen next.
    The humor is definitely the kind of thing I like, with a few exceptions. There were a few meta jokes (boo hiss!) and book titles that I felt didn't quite hit the mark.
    But man, the writing was so good. People talked like real people!
    As far as gameplay and sound goes, it was fine. Progression was fine, and it didn't have an combat or anything shoehorned in, which I apreciate.
    I was a bit dissapointed that the endings boiled down to a single choice at the end. It did make checking them easier, I suppose.
    I am a bit confused as to why ending 2 is considered the worst. Like sure, she got wounded, but the alternative is just like...death, lol? I don't know, maybe I missed something.
    Also this is the first time someone has used the word "pointdexter" and that makes me very happy.

    Whispers in the Bitter Frost
    I'll be honest: I guessed the twist pretty much at the getgo.
    The story was pretty interesting, I just felt that the dialgoue could have used some work. For example, I noticed that Avelina said "screw you!" a lot. That's normal for a teen or young adult,
    but it's a bit weird for a victorian/medieval lady to speak that way.
    Also, I think this was mentioned, but there are a lot of connections to Christianity (and Satanism, although I'm not as sure about that) which you might want to look into, because at times it didn't feel intentional.
    If I were you, I would remove or refine the combat. It felt a bit shoehorned in.
    The character sprites and maps were nice! The lighting and shadows helped add to the spooky atmosphere.
    However, two things stuck out to me: The UI and the art for Avelina weren't great.
    The UI had a *ton* of empty space, considering all it had to show was the character, name, and HP. I believe there's a simple menu plugin for MZ that gets rid of a lot of stuff like that for VN like games.
    I know it's a bit weird to say, but Avelina's bust proportions were way off to an uncomfortable degree.
    I did appreciate the footstep sound effects though, and the music was good.

    That should be everyone. If your game isn't there, just let me know!
  15. Thanks for playing!
    TRIDIUM said:
    I don't know, maybe I missed something.
    Didn’t miss anything, purely because I got lazy when it came to ending 3’s end-card.
    If I spent more time on it, it would’ve said the ending’s title like the rest of them.

    En. 0) Actually, no, this one’s better.
    En. 1) The best one.
    En. 2) The worst one.
    En. 3) Actually, no, this one’s worse.
  16. Thank you for your feedback @TRIDIUM ! And thank you for playing through the thing even though it likely clocked over 30 minutes!

    Happy to hear you enjoyed parts of it. Not having much of a writing background, I found it pretty hard to condense the essence of the setting into something that is playable in 30 minutes, especially to an audience that is on the whole not so familiar with things like Space Sheriff, Space Battleship Yamato, Galaxy Express 999 and the like... and I think I tried a little too hard to fit it in. It was my first jam and I greatly underestimated how small you need to scope for this :kaoswt:

    I can fully imagine some of the skills can seem rather situational... Next jam I'll try to scope better!

    TRIDIUM said:
    It was a bit disappointing that you get all these new skills in an unwinnable fight. I would generally avoid doing that.
    Assuming you're talking about the fight on the planet, It's kind of a bonus thing, but the fight is actually winnable with an extra cutscene when you do (unless you grabbed a pretty early version).

    スクリーンショット 2024-10-27 002110.jpeg

    Anyway, thanks again for all your hard work in making the jam happen! It was a fun and fruitful experience!
  17. Thanks so much for the feedback TRIDIUM! It seems apparent that I haven't made the twists more subtle than it should be xD But yeah! I do wish I could've refined the combat and UI more, as my focus went too much on some atmospheric elements. This was a nice learning experience though for a fun short jam! Thanks so much again! ^^ <3
  18. Thanks for the feedback. I'm glad the game entertained you.

    TRIDIUM said:
    The RTP sound effects were a bit jarring. Specifically for the laughs and screams.
    You've got a good auditory memory, because these are the only RTP sound effects I've kept (along with the punch SFX and the background sounds in the cutescenes when the game starts). I've kept them not for lack of alternatives (I could have made them myself), but for the sheer challenge of using these two in my jam games. :eswt:
  19. Thank you for the feedback. Glad you liked it!

    TRIDIUM said:
    I was a bit confused by the random choice I had to kill or spare the cat. It didn't appear to affect anything, including the dialogue.
    The option was supposed to branch the story into different endings, but I couldn't make in time so I just left the choice there for dramatic effect. I guess it's kinda confusing. :rswt

    But thanks again for hosting the jam, @TRIDIUM ^^