Cool =]
Write a tutorial =]
Good idea though =]
QuestLine is about learning who can provide certain items and how you can use them to procure other, more interesting items. The goal is to find as many routes through the game as possible -- even the ones that end in a gruesome death.
Instructions:
Click on locations to visit them from the travel screen.
Once you are at a place, you will see three tabs on the bottom of the screen. Use these tabs to switch between items, places, and people. Click an icon to ask the person on the screen about the object you clicked.
If you want to try and give something to someone, or use an item on a creature or object, drag it from your inventory onto the target.
To pickup items from a room, just click on them.
A quick note:
I should mention that the number of endings you've seen should be saved, so you're most definitely not obliged to find them all in a single visit.
Cool =]
Write a tutorial =]
Good idea though =]
You seem to think this is entertaining...
.....I have been playing rpg's since 1976 and that one(Adventure by Atari for the 2600), blows this away. A shame becuase I can tell you worked on this. It's just not appealing,...nothing personal.
it was ok
the only BIG problem that i had with it is, when you place your item sometimes it comes back to your inventory box and sometimes it doesn't and i just had a problem, where three got stuck right on top of each other and i couldn't get to the elixir
Knife K
Alright, I like this kind of spheel where you get an item and need to figure out what to do with it in order to piece together the larger puzzle - but this is pretty buggy and one major thing keeps agitating me.
1. You didn't make the sprites, had you made the sprites AND put more time/effort into this work all of the areas would be more space effective, interesting, and less buggy within themselves... After all, when do trees and the sky have exits built into them?
2. Too much trial and error, not enough clues. Sure, makes it more interesting, but some people are just going to get ticked off after the first ten endings or so and blam you. Example: some of the clues felt like they were pretty late.
3. There is no way to tell if you're using multiple items or not. I thought you needed to step on the snake but then realized you just needed to have the boots in your inventory so you wouldn't get bit. Might not seem that bad, but it's making me wonder what ELSE I'm not realizing...
4. As hilarious as it is, the annoying ghost text glitch is driving me nuts... Gold K, Knife K, Magic Book to Ancient Sword... It's just about as bad as listening to two songs at once because they forgot to finish the scripting!
5. Not only is the graphic appeal missing, but so is the audio appeal. The audio portal has tons of fitting songs that could easily be added on to a top-most frame with an on/off audio button which is fairly simple to script. It would definitely aid your score.
6. If you want to get a high score for the number of endings you find, just run into the volcano the instant you start a new game a few hundred times...
1. Please believe me when I say that if *I* made the sprites, the graphical appeal would be infinitely less than it already is (no one should ever be subjected to my artistic abilities). That said, I don't particularly like the position of the "exit" either, and I'll probably eventually swap it out for just a plain button-with-text that doesn't interfere with the backdrops as much.
2. The trial and error vs clues issue is a subjective one, I think, but I'm sorry you felt the balance was tipped too far towards trial and error.
3. Figuring out which items you should have with you when you do certain things is part of the trial and error process of playing the game -- it certainly makes sense that if you felt the game was too "trial and error" based, the inventory item issue wouldn't sit right for you either.
4. I'd like very much to fix this issue, but so far I haven't been able to get it to happen for me. If you (or somebody else who reads this) can tell me more about when it's happening, I might be able to track it down.
5. Audio really wasn't in the mix when I was putting this game together, and I do need to consider audio arrangements carefully, since the game is not limited to NG, but it might be something that gets added in the future.
6. The game should only credit you once for each unique ending you found so, barring a catastrophic bug, you should only get +1 ending for the volcano once, no matter how many times you jump into it.
Thanks for the review!
I'll trade you this for that, and that for this...
Good concept, But I feel you could have done a little more with the backdrops for each of the locations. The Slums have no buildings in it, and what's the point of having a Cell Location AND a Dungeon? one would think the Dungeon would have a cell inside of it. a few cells actually.
Maybe between traveling from location to location, throw in a random attack by another Ork or a Snake
And Falling into the Volcano totally sucks, you get a -1 for that.
You're right about the backdrops -- it's another thing I'd like to improve if I get a chance to update the game (I actually try to get these little games out on a one-game-every-week schedule, so things like backgrounds often get neglected as the deadline looms closer).
The Cell and Dungeon are different locations for entirely technical reasons: the game has no concept of moving around inside a location, so putting the cells IN the dungeon wasn't an option. That could be changed, but on the other hand, it might mean you couldn't see all of the locations from the travel screen at the beginning, and I'm not sure if that would be a good or bad thing. So, I'm on the fence on that, but I'll put it on my list of "things to seriously consider doing as soon as I have infinite time" ;)
Of course, it's totally up to you what you think about the volcano ending, but it is, at least, one of the easiest endings to find!
Thanks for the feedback!
I forgot to mention: the reason there are no random encounters is that the game really doesn't have any combat mechanic, so a random encounter with an orc would probably always kill you unless you had (entirely by luck) acquired an item you could kill the orc with first. If you had that item, the encounter would be pointless, since you'll always win. Adding combat seems like it would make this a very different game.