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» Vengeancekael:[c] 「Profile :: Hive Staff」 |
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Reviewing on request.
» Rules: [c] 「Map Submission」 |
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Verdict + Beautiful terrain + Advanced UI + Sounds - Gameplay - Troror Engrish - Content |
Well, the terrain's pretty detailed and simply put a beauty, there's nothing to say about it, it's a must for someone like yourself Kobey. /o/ (I especially like the Keeper of the Grove cave)
The UI is quite advanced, first the hero selection with the icons, then the hero inventory that is easy to use.
You've also done a good job with the books and also specific dialogues with buttons.
Though the fun factor is lacking - The beginning leaves more to desire, you're just going around talking to multiple people, finally you're told to go talk to people at a different place and then again to go back to your initial location to talk someone else, finally, at the end you have to talk to someone in a cave, but the main storyline ends there.
Stahp, dialogue's always nice, but the beginning of a map should excite the player and later on focus a bit more on the storyline through conversations.
The pet system doesn't really seem feel like a pet system either, you just get access to another hero you have to control, with its own set of spells to level up, etc.
Would be better to make it follow you automatically and to have the option, but not be forced to, to level up/use its spells manually.
You're developing a single player rpg, but in its current form it's just another MMO, you go around, talk to people, grab an optional quest, go kill a bandit or gather plants for someone and you get gold. Yippy yay~ The advantage of an SPRPG is that you can have a lot more dramatic effects on the environment - Make the world change (literally), be able to make decisions during a dialogue/..., characters move around. But mainly also make the player more powerful, an equipment system is nice and all, plus all of those retardedly numerous stats, but making the player feel more epic should be the priority here to make your map enjoyable.
The RPG has lots of potential, but it feels like you've been working too long on systems and not actually been focusing on the gameplay and storyline - There are books around the world that you can pick up and read, which is always an addition for lore fanatics, there's interaction with characters (though only with people for a quest) and caves to enter which are very atmospheric.
Minor things still to mention would be the beginning, (oh and btw where's the cinematic?) Martin talks about mushrooms, then about you bleeding, then you say where you are, like just wat. If you want the guy to appear wise, then make him more mysterious and don't mention the shrooms, lolol. (Also the soundtrack doesn't really fit)
The QWER management is also a very important factor which you've added, you can assign the hotkey you want to your spell.
You've also added appropriate sounds, for quests, environment, etc.
Troror Engrish -> It starts off well with really well written dialogues, but then it degrades to your level. ;D
To close it off, the map gets -1 because of extremely lacking content and it's not getting a DC because it's just not that enjoyable, aesthetically it is quite impressive, but you still need to work more on the gameplay.
[Also dat Geries. May I interact with myself to touch myself??]
The UI is quite advanced, first the hero selection with the icons, then the hero inventory that is easy to use.
You've also done a good job with the books and also specific dialogues with buttons.
Though the fun factor is lacking - The beginning leaves more to desire, you're just going around talking to multiple people, finally you're told to go talk to people at a different place and then again to go back to your initial location to talk someone else, finally, at the end you have to talk to someone in a cave, but the main storyline ends there.
Stahp, dialogue's always nice, but the beginning of a map should excite the player and later on focus a bit more on the storyline through conversations.
The pet system doesn't really seem feel like a pet system either, you just get access to another hero you have to control, with its own set of spells to level up, etc.
Would be better to make it follow you automatically and to have the option, but not be forced to, to level up/use its spells manually.
You're developing a single player rpg, but in its current form it's just another MMO, you go around, talk to people, grab an optional quest, go kill a bandit or gather plants for someone and you get gold. Yippy yay~ The advantage of an SPRPG is that you can have a lot more dramatic effects on the environment - Make the world change (literally), be able to make decisions during a dialogue/..., characters move around. But mainly also make the player more powerful, an equipment system is nice and all, plus all of those retardedly numerous stats, but making the player feel more epic should be the priority here to make your map enjoyable.
The RPG has lots of potential, but it feels like you've been working too long on systems and not actually been focusing on the gameplay and storyline - There are books around the world that you can pick up and read, which is always an addition for lore fanatics, there's interaction with characters (though only with people for a quest) and caves to enter which are very atmospheric.
Minor things still to mention would be the beginning, (oh and btw where's the cinematic?) Martin talks about mushrooms, then about you bleeding, then you say where you are, like just wat. If you want the guy to appear wise, then make him more mysterious and don't mention the shrooms, lolol. (Also the soundtrack doesn't really fit)
The QWER management is also a very important factor which you've added, you can assign the hotkey you want to your spell.
You've also added appropriate sounds, for quests, environment, etc.
Troror Engrish -> It starts off well with really well written dialogues, but then it degrades to your level. ;D
To close it off, the map gets -1 because of extremely lacking content and it's not getting a DC because it's just not that enjoyable, aesthetically it is quite impressive, but you still need to work more on the gameplay.
[Also dat Geries. May I interact with myself to touch myself??]
Recommended |
Suggestions:
- Recommended resolution size: 1920x1080 GG one of the least popular
- I get moved behind the Pet Trainer when I interact with Merchant Ida
- Work on the unit facing during cutscenes
- Y u no clear selection circles during cutscenes
- The lobby description is too long
- It's written twice "Choose your class" during hero selection
- Dem in-game credits mayn
- Pet Dragon Turtle: 'Ravage' & 'Crushing Strike' have the same hotkey
Moderated Version: 0.9.3.0
Date: 26/Mar/2013 16:59:51
14/11/2011 - Vengeancekael: Dumpy humpy this is a lot of fun.
19:59, 28th Dec 2011
Vengeancekael: Humpy dumpy this is great check it out.
19:59, 28th Dec 2011
Vengeancekael: Humpy dumpy this is great check it out.