Black Garden, honestly when downloading the game I didn't expect much but I liked it quite a bit, or well parts of it. The idea of the game felt a bit refreshing for an RPGMaker.
It takes a while to understand the skills and their underlying system but it's not too hard to get used to. After that it's the usual grind to level them up.
The visuals were something that stood out the most.
While, the game interface and such were nothing to write home about, the environmental visuals (like tree and houses... and the random birds) were simply beautiful.
There isn't much the story yet so not much to say there, but it feels like it'll become something good and worth playing in future.
If it's so good then where things went wrong?
Well, let's start with the whole implementation of the idea of the game.
It's way too grindy, and note when I say "way too" I mean it. There's a certain level of grindy-ness that's acceptable, a bit more in such types of games but it gets a bit too much here, multiplied by the limitations of RPGMaker.
Let's take crafting system for one, level 1->2 for most of such skills is quite acceptable, rather good. But, starting from level 2 the experience rewards feel insufficient against the effort it takes for crafting such items. Many such items require items made through other skills such such as Alchemy, but that skill is locked until you complete Safforn's story, the only other source? Well, hope you get lucky and are able to buy the items from merchant at a way "overpriced" cost.
A few recipes simply felt off in the required item quantities due to lack of any intermediate items, and the RPGMaker limitation of 99 items. Addition of small intermediate items like "Bundle of Werewolf Fur" and so would be nice.
Another thing that felt jarring was a lack of slight tutorial of any kind, apart from help books that you might not even get if you don't check the chest in the queen's room when starting. It took me a while to figure out you can buy skills (a temporary workaround until further game development according to dev) on saturdays from an npc in brothel. The problem? The npc only appears on Saturdays, while a certain dialogue hints this fact, most people don't bother checking every dialogue with every NPC, unless it's for a quest. A little nice quest at start for getting to know the important NPCs in town and distributing the faqs through them would've gone a long way.
There's a few other small nitpicking like how the time goes on even during conversations and so.
tl;dr
A game with really nice visuals and an enormous amount of potential being wasted by being too too grindy and engine limitations.
[Review Version: v0.1.5]
It takes a while to understand the skills and their underlying system but it's not too hard to get used to. After that it's the usual grind to level them up.
The visuals were something that stood out the most.
While, the game interface and such were nothing to write home about, the environmental visuals (like tree and houses... and the random birds) were simply beautiful.
There isn't much the story yet so not much to say there, but it feels like it'll become something good and worth playing in future.
If it's so good then where things went wrong?
Well, let's start with the whole implementation of the idea of the game.
It's way too grindy, and note when I say "way too" I mean it. There's a certain level of grindy-ness that's acceptable, a bit more in such types of games but it gets a bit too much here, multiplied by the limitations of RPGMaker.
Let's take crafting system for one, level 1->2 for most of such skills is quite acceptable, rather good. But, starting from level 2 the experience rewards feel insufficient against the effort it takes for crafting such items. Many such items require items made through other skills such such as Alchemy, but that skill is locked until you complete Safforn's story, the only other source? Well, hope you get lucky and are able to buy the items from merchant at a way "overpriced" cost.
A few recipes simply felt off in the required item quantities due to lack of any intermediate items, and the RPGMaker limitation of 99 items. Addition of small intermediate items like "Bundle of Werewolf Fur" and so would be nice.
Another thing that felt jarring was a lack of slight tutorial of any kind, apart from help books that you might not even get if you don't check the chest in the queen's room when starting. It took me a while to figure out you can buy skills (a temporary workaround until further game development according to dev) on saturdays from an npc in brothel. The problem? The npc only appears on Saturdays, while a certain dialogue hints this fact, most people don't bother checking every dialogue with every NPC, unless it's for a quest. A little nice quest at start for getting to know the important NPCs in town and distributing the faqs through them would've gone a long way.
There's a few other small nitpicking like how the time goes on even during conversations and so.
tl;dr
A game with really nice visuals and an enormous amount of potential being wasted by being too too grindy and engine limitations.
[Review Version: v0.1.5]