Saiffu 26 Posted August 24, 2013 (edited) [Title Screenshot] As far as Game Play is concerned, it is sort of like just any other game out there. A certain NPC gives out a quest and you have to finish it to further advance through the game. I was confused though on how the game started. At the very beginning it stated that they just finished a task and they had to go to their dad right after the task and this "dad" that I am speaking of suddenly gives out another task right after the main character spoke to him. (considering that the main character is his son, he would not be so carless to give a task right after the other) I had an easy time looking for the dad but maybe for others it would not be. I suggest you tell a specific spot where the dad is or at least a hint where he is, as it may get annoying sometimes when you have to do a quest and you do not know any clue where the quest is. Just like when the dad told the main character to go to Mint Forest, there were no specific instructions on how to get there, considering it was just the start of the game, I suggest that you at least help the player on where they would accomplish the first quest. Players would not know the components of the map or even the world map so maybe giving a slight description on each of the places would give the players an idea on where and how to start. The game uses a side view battle system and as the screenshot below illustrates, the enemy battlers are not placed well. I suggest you fix that. It may look annoying and make the player lose interest in the game with just these slight mistakes. You may try to add more complexity in the battle as a lot of scripts are already available on the internet all you have to do is to import them in your game and credit the one who made the script. There are several scripts which enhance side view battle systems like Turn Based or even Action Time based on some attribute of the characters. I did not have a slight idea too on what are the special/unique abilities each of my character had. Maybe even just a short introduction about the characters would have helped me on deciding what actions I would do. What surprised me too is that the main character had the lowest damage out of all the 3 of them. I also disliked how I was not able to see the HP Bars of my opponent. Those simple add-ons/visuals to the game would mean a lot to a player. Trust me. I would understand if you would have not inserted any hp bars on special battles, but even just on simple battles, try to consider putting one. When we encountered Ryrude, he transported us onto the 'Gate of Trials' and I had to choose one out of 6 classes. It would have been nice if you have stated the benefits of each class and what makes it different from all the others. I had no idea which one would be best as for me as I had no idea what were the capabilities each class had. A nice description about each class would have been nice. as for the monsters which we encounter on the map, they are all the same for all the monsters. You might want to change the visuals of the moving monsters to blend with the monsters we would fight in battle. It would make more sense than just having a monster roam around each map all the time. Some of the skills are also weaker compared to the normal attacks which the characters make, making skills a bit useless. Try to strengthen them a little bit. For the story, I did not get hooked up and got interested in it. I basically did not have interest to read as the way you constructed the sentences were wrong, try to correct your sentence errors and try not to display only two sentences per text box. It annoyed me that the dialogue had to continue on a next batch of text box. Nothing else to say here as the demo presented does not tell anything else but having Xion's mother sick and having Ryrude tell them that they were part of the mystic knights and they had to look for all of the other mystic knights. Try to look for that story which would let your players have interest in the game. If it is not the gameplay which a player is interested in a game, it would be the story. The music blended in with each scene and that is what I liked, good job on picking the right background music everytime. For the Mapping, I was not amazed on the appearance of the map, it did not catch my feeling or I did not adapt the environment of the map. Places looked so patterned and there were no random placement of environmental stuff. Your rooms are too large making it look empty and dull. Try to create a room which is just big enough for the required event. The trees in Mint Forest are passable and I think the pathing is wrong. It also annoys me that the bushes/Flowers/Plants cannot be walked on. Isnt it more logical if the trees were the one which we could not go through and the bushes/flowers/plants were the one which we could step on? For the effects in the map, there would have been a lot of moments where you would have inserted those. Special Effects could have a very big factor on the feel of the game. Simple balloon icons are already a help and maybe special animation effects on some certain situations would have built up the mood. For example, when the girl who comes out right after you defeat the saint dragon appears, you might have wanted to add some glowing effects which would further enhance the entrance of that girl in the scene. Having her appear right after the dragon died without any eyecandy made me lose more interest in the game. It kind of shows that you are just making a game for granted, you must exert a lot of effort if you want players to play your game. How would we have the interest to play your game if you yourself dont have an interest to improve and aim for a higher goal? Widen up your imagination and visualize your game as it is in your mind. As long as you can think of it, it is always possible. This game still has a lot of places for improvement. You may want to check your sentence errors as it REALLY has a large impact on the game. Try to take in mind everything I said and please widen up the way you think. You must think outside the box these days as every game Idea/Story has already been used at our generation. I would rate this as 2/5 at its current state and I hope you do not take this negatively but something which would push you to work harder to improve your game. Thank you for reading and happy game making. Edited August 24, 2013 by Saif Ü 1 Share this post Link to post Share on other sites
RoseGuardian 42 Posted August 24, 2013 (edited) Thank you for the review and I am not offended at all. It encourged me to want to do better with the future releases of the game. Thank you very much Edited August 24, 2013 by RoseGuardian Share this post Link to post Share on other sites
Jonnie91 1,149 Posted August 27, 2013 I really like your review style Saif U! It's great to see more members reviewing games! Keep up the good work Share this post Link to post Share on other sites
Saiffu 26 Posted August 27, 2013 Thank you Jonnie91. I'll try to review more demos/games if I have the time. Share this post Link to post Share on other sites