People on here always talk about "potential", and I find it a bit tiresome. Every game has potential if you put an unrealistic amount of time into it, no matter how bad it starts out, so it's a fairly meaningless statement to make. Nonetheless it's kinda how I feel about this ^^#
I find this one fairly okay, but it's got a lot of aspects that are just a nuisance.
The UI isn't great, esp. when trying to compare equipment, but generally feels like it often makes things more complicated than necessary.
Balancing feels all over the place, with no good indication of what's strong, how good abilities are (and if they even work as they are supposed to...) or which enemies are tough.
Maps range from "looks pretty nice" to "it's basically empty space, enjoy walking for 5 minutes everywhere", including a ton of objects/effects/events that don't have their traversability properly set (whatever that's called in RPGMaker; you know, whether you can walk over something or not ^^); expect to constantly get blocked by some invisible stuff or insurmountable obstacles like, err, footprints.
Quests can be tedious with very little information or very obvious and almost just a simple click somewhere. Sometimes the game indicates something and you got no idea what that information even means ...
A lot of aspects that have established game design practices for a reason work very oddly in this game. For example fishing; as far as I can tell you can get a combination of (essentially) QTE events where your cursor thing simply doesn't move fast enough and you cannot under any circumstances succeed. Likewise, for example with puzzles; there's often no indication, visuals or otherwise, whether you are on the right track or not, and (for example) when getting the head of a certain somebody failing during the puzzling sets you right back to the very beginning of that section instead of splitting it into reasonable sections ... or even just stuff like collecting bait on the map, or resources from resource nodes being sooo clunky and tedious ...
... lastly, the story/writing. It's fundamentally okay, but it's SO incredibly rushed. "We need two bodies for that head. Go murder some girls." "Okay." Bam, done, nobody reacts in any way. Need the sorcerer you imprisoned to cooperate? "Gimme access the library." "Okay." Bam, done, he's doing the thing. ALL of it is like that. There's never any build up, never any aftermath. It's not a story arc, or a character arc, it's just fragments tagged onto each other with nothing between.
... effectively it desperately needs "smoothing out".
So yeah. Plenty of potential. But for me there's too long a list of awkward decisions the moment.
I find this one fairly okay, but it's got a lot of aspects that are just a nuisance.
The UI isn't great, esp. when trying to compare equipment, but generally feels like it often makes things more complicated than necessary.
Balancing feels all over the place, with no good indication of what's strong, how good abilities are (and if they even work as they are supposed to...) or which enemies are tough.
Maps range from "looks pretty nice" to "it's basically empty space, enjoy walking for 5 minutes everywhere", including a ton of objects/effects/events that don't have their traversability properly set (whatever that's called in RPGMaker; you know, whether you can walk over something or not ^^); expect to constantly get blocked by some invisible stuff or insurmountable obstacles like, err, footprints.
Quests can be tedious with very little information or very obvious and almost just a simple click somewhere. Sometimes the game indicates something and you got no idea what that information even means ...
A lot of aspects that have established game design practices for a reason work very oddly in this game. For example fishing; as far as I can tell you can get a combination of (essentially) QTE events where your cursor thing simply doesn't move fast enough and you cannot under any circumstances succeed. Likewise, for example with puzzles; there's often no indication, visuals or otherwise, whether you are on the right track or not, and (for example) when getting the head of a certain somebody failing during the puzzling sets you right back to the very beginning of that section instead of splitting it into reasonable sections ... or even just stuff like collecting bait on the map, or resources from resource nodes being sooo clunky and tedious ...
... lastly, the story/writing. It's fundamentally okay, but it's SO incredibly rushed. "We need two bodies for that head. Go murder some girls." "Okay." Bam, done, nobody reacts in any way. Need the sorcerer you imprisoned to cooperate? "Gimme access the library." "Okay." Bam, done, he's doing the thing. ALL of it is like that. There's never any build up, never any aftermath. It's not a story arc, or a character arc, it's just fragments tagged onto each other with nothing between.
... effectively it desperately needs "smoothing out".
So yeah. Plenty of potential. But for me there's too long a list of awkward decisions the moment.