Meowskivich will probably ignore this message

Sun Nov 04, 2012 11:37 pm
I played the 1.2 version of this game today. This time I stuck with it as long as I could. It was a bit shorter than I expected, only spanning two dungeons, one town, and miscellaneous things on the world map. I spent about 50 minutes on it, and a lot of that was just money/level grinding. The differences between the player character classes are negligible at early levels - all you really need is a Healer and something else. The differences between the items are even more nebulous - almost all of them offer pitiful gains and I don't notice any differences when I equip them. Unless an item is the best in its category, it's not worth buying, especially when money is so artificially precious in this game with enemies and even bosses refusing to drop anything more than chump change. The economy in this game is unbalanced and frustrating.
There's something that's been puzzling me for a bit - there seem to be two separate tutorials, one in the dungeon at the start of the game and one in the town. The one in the town is much more friendly and informative, and even provides a worthwhile reward at the end of it; the one in the dungeon, managed with sign posts, is overly wordy and misleading and effectively leaves the player on their own to figure out how things work.
With both of them in the same game, it feels redundant. I would recommend picking one or the other, but either way, the beginning of the game needs a lot of work to better introduce new players to this game's unique features, like the class system and the need to charge EP for attacks.
The item at the end of the town's tutorial is a training dummy, and it is hands down the most useful item in the game. I hate to admit it, but this item is unbalanced in that it immediately makes the game easier. You can use it anywhere to start a battle with an enemy that will never attack you, leaving your player characters free to charge all the EP they want so that they'll never enter a battle without being fully prepared. If you have a Healer in your party, it gets even easier, since the Healer can continuously charge EP and heal the party with it. This eliminates the need for inns and other forms of out-of-battle healing. Its positive imbalance counteracts the negative imbalance of the game's economy and other problems, so I would prefer that the training dummy be left unchanged until the rest of the game is balanced.
That being said, I really like the idea of a training dummy item and I think it works well in this game. If this game were longer, it would prove its worth by giving players free opportunities to test out new abilities learned through level-ups and new player characters hired in a town. Another great item idea is the "Pocket Save Point," or PokeYacker in this game. With it, you can save absolutely anywhere, and the price is well balanced - you can always afford at least one, but you can't stockpile them easily, so the player has to be smart about how they use them. I have one warning for Meowskivich, though. The ability for a player to save anywhere at any time has been known to interfere with scripts that change things on the map. Be sure to test extensively with save-reloading if you ever implement any plotscripted cutscenes.
Overall, I'd say this game shows some potential. It's definitely got a strong gimmick going for it, with visually distinct player characters (excepting one palette swap) that operate on different strengths and weaknesses (which are neither apparent nor important in the early part of the game). The idea is great. The execution is clumsy and confusing and there's not enough time for the different characters to distinguish themselves in battle. The rest of the game is a run-of-the-mill "my first game" environment that doesn't have anything memorable in it. There's a lot of self-indulgent "humor" all over the game that I can't imagine being funny to anyone except the author. OHR developers in general have a rough time when it comes to comedy, but I'd recommend playing
Okédoké! for a firsthand look at a great game that's both fun to play and funny to read.
Meowskivich,
what will you do during the remainder of November to make your game better for the HotOHR2 deadline? I don't think your graphics need re-doing when there's so much more that needs to be done. Original music won't help your game either. You need to focus on expanding the game's world so that the player characters have more time to grow and become distinct from one another. The tutorial at the start of the game also needs improving so that new players aren't completely dumbfounded by the EP system and your multitude of player characters. The items and economy in the game need balancing so that new items aren't simultaneously worthless and a waste of hard-earned money.
Finally, I'd like to point out two little problems that can easily be fixed. First, in a number of places, wandering NPCs can block thin passageways. Add in some NPC movement Zones and assign them to wandering NPCs to prevent this from happening. Second, in the first dungeon when the player is given a Ticket to hire a new character for free, it's possible for players to accidentally exit the hiring menu before getting a new character. The NPC with allies to hire then vanishes permanently, leaving the player with a useless Ticket item and one less player character. I don't think it's necessary for the NPC to be a "traveler" who is busy and needs to leave immediately after the player talks to him. Just give him some different dialogue and keep him on the map to prevent any accidental cancellations on the player's end.