Screenshots:





Category: Platformer, RPG, puzzle
File Size:About 3.36 MB
GM Version:
Vista Compatible: Yes
Changes Screen Resolution: No
Download Link: /note: you will probably have to unzip the folder/
Edited by Lotias, 04 September 2012 - 03:06 AM.
Posted 24 April 2011 - 02:36 AM





Edited by Lotias, 04 September 2012 - 03:06 AM.
Posted 24 April 2011 - 03:04 PM
Posted 24 April 2011 - 04:49 PM
Help is accessable through pushing F1, but that's not written down yet in the game. I'll try making left click advance through dialog, thanks. That's really odd that you can spam magic, I'll look into that. And the attacking sprite is very short; I'll try making it longer so you can dodge.Very nice! I love the story so far, it's quite intriguing. The graphics have obviously had some work go into them, too, which is always good. Just a few suggestions;
- Have the help accessible from a menu or at least in some way able to be read again.
- Make left click and space advance through dialogue; this is because those who choose to move using WASD instead of the arrow keys will usually find the spacebar awkward to use.
- Melee combat with enemies seems a bit sudden to damage you as well. Normally melee combat rewards players that are able to move quickly and adapt to the enemies, in this case it's just clunky.
- The magic appears to drain energy quickly, but I could still use it past a certain threshold (the energy bar had reached zero yet I could still fire magic bolts) making it easy to just spam.
Other than that, I like the game a lot!
Good job.
&&global.energy>((10*global.level)*global.spell)-1And when I play it, when the energy is less than that I can't cast. No idea what your problem would be.
Edited by Lotias, 24 April 2011 - 06:21 PM.
Posted 24 April 2011 - 06:40 PM
Posted 24 April 2011 - 06:46 PM
Edited by Ritokure, 24 April 2011 - 06:54 PM.
Posted 24 April 2011 - 07:02 PM
Edited by WeebleZeeb, 24 April 2011 - 07:36 PM.
Posted 24 April 2011 - 07:37 PM
I noticed that the sword's range stunk- I'll have to make the mask bigger.
- Story seems solid, but I'll have to complain about laser-guided amnesia cliche.
- Combat is slow and clunky, even by RPG standards. Not much skill involved right now, except hit-and-run with spells. Also, your sword's range somehow manages to be even worse than the enemy's range.
- A few parts of the HUD seems unnecessarily small. Seriously, I can barely read "Energy" without going full-screen, even though there's plenty of empty space to do so.
- The graphics are really nice. The forest looks good and the Wasp Fly is nice... but what the heck is wrong with the Sceron's head?
- You can save any time you want - both with F5-F6 and by pressing S literally anywhere once you get to the final Event.
- No encryption of any kind in the game save or enemy data. I could make myself a Level 99 character with good ol' Notepad.
- I'm not sure about the controls. I got used to it after some time, but typical PC RPG controls would be better - like using the 1-2-3 keys (or F1-F2-F3) for different items.
These are the only complaints I have. Game is really good and has great potential, but just not much to do right now. You really can only do the most basic stuff.
Good luck though.
Edited by Lotias, 24 April 2011 - 07:47 PM.
Posted 26 April 2011 - 11:50 PM
Posted 27 April 2011 - 12:28 AM
Edited by Supertoad25, 28 April 2011 - 02:22 AM.
Posted 28 April 2011 - 01:58 AM
Posted 28 April 2011 - 02:23 AM
I don't get it why would you grind for material? It's only useful for progression through a level.
Posted 28 April 2011 - 02:28 AM
Yeah the quests are basically going to work like stages; finish all the quests in a stage, progress to the next one.
I don't get it why would you grind for material? It's only useful for progression through a level.
Stages? In an RPG?
Unheard of.
Posted 03 May 2011 - 06:21 PM
Posted 27 May 2011 - 05:14 AM
Posted 27 May 2011 - 05:58 AM
Posted 27 May 2011 - 07:52 AM

Posted 27 May 2011 - 02:28 PM
Posted 27 May 2011 - 05:20 PM
I like the look of your changed HUD- I'll work on changing it as similar as I can to that. Thanks for the example image, makes things a lot easier.Overall this isn't half bad, it has some minor things that you should be able to pretty easily fix up.
The first and biggest issue is a problem a lot of GM games have, your sword attack doesn't have enough range. It should reach a great deal in front of you, even if its just a dagger I would give it a fair amount more reach.
Second thing, like others have said, the HUD takes up way more space and is way more intrusive than it needs to be. I made a quick mock-up below to try and balance things a little better. You can kind of see where I was going with it. You dont need such big and bright boxes around everything on the hud, generally the more of the game world you see the better. Also keep in mind what immediate information you need quick access too on the HUD, and what information can be reserved for a pause or inventory screen. Like do we really need to constantly see what the players attack and defense is? Most games only give you that information in inventory/character screens because it's not really something that changes often.
And my last smallest complaint was why the energy only recharges as he walks? It just doesnt make much sense to me, and I dont see its use from a gameplay standpoint.
Other than that, this is looking pretty promising. Keep up the good work, hope to see more from you.
Posted 28 May 2011 - 12:21 AM
Posted 28 May 2011 - 12:24 AM
Edited by Lotias, 28 May 2011 - 12:25 AM.
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