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Red Slime
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 PostMon Sep 09, 2013 5:07 pm
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Just finished this up last night. This was my first exposure to Motrya (I never played the earlier versions) and I must say I was floored.

Kudos to you and your whole team, JSH!

Hmm, I'm wrestling with whether or not I should write out a full-on "review" of the game or just kind of list out my likes and "dislikes" (read: nitpicks)... I really wish I had thought to take screenshots as I played.

I'll just list out some stuff here, steam-of-consciousness style. If you'd like more detail I can elaborate.

(Some of) What I Liked/Loved:
1. Lytesnap (goes without saying, right?)
2. The battle system: Each fight was a real challenge and there is some innovative stuff going on here. It's very rewarding when you figure a battle out and take the enemies down.
3. Presentation: By and large the game has a very consistent, engaging graphical style that I dug. Music and sound effects were fantastic, too (filesize is a little hefty though, eh?)
4. The characters: I love that even the "background npcs" have been given names and a unique voice / characterization. I hope we get to hear more from all of Murlor's school-chums again before the end of the game.
(Some of) My Dislikes (nitpicking ahead):
1. I was confused by the way you learned spells. I read the included readme and all the tutorial stuff in-game but I still didn't understand why some scrolls taught certain characters a new spell but not others and some didn't teach anyone anything (e.g. Toxic I believe). I thought from the descriptions that it was a case of "you can either equip the scroll and have a reusable weak version of the spell that costs no lytes OR you can 'eat it' to gain a powerful but lyte-costing spell version" but that didn't seem to be the case... I guess some of them just teach certain guys spells and some don't and it doesn't matter if you have it equipped? Maybe I just didn't pay enough attention...
2. Map layouts. While I by-and-large loved the graphics sometimes it can be a little hard to tell where the "wallmap" (to use the OHR term) was; sometimes I seemed to be able to just walk all over things that looked like obstructions (e.g. the stage in the restaurant) and sometimes I was obstructed by things that didn't look like obstructions (e.g. many chair-backs I guess). Also, the maps seemed very often to be "askew" by which I mean the npcs seemed to be moving slightly off compared to the backgrounds. It took me out of the game a little to realize that the reason I couldn't, for example, go down the alleyways in the thief town was not because they were too tight but because my guys weren't able to line up correctly (if that makes any sense).
3. Typos/Alignment stuff. There were typos/grammatical things I noticed (can't give any specifics unfortunately). Okay, and here's the pickiest of nits: I'm guessing you used a series of backdrops for the text boxes, yes? They sometimes were cut off by a few pixels at the bottom of the screen and other times floating a few pixels above the bottom of the screen (i.e. usually they were flush with the bottom). Also, certain dialogue boxes appeared in the middle of the screen (sometimes over top of the action). Again, this is the most minor of quibbles but it was something that I noticed.

I went into way more detail on the nitpicks since I feel like that's what you'll actually care about in terms of feedback. I liked the game enough that I'm thinking about playing it again (maybe this weekend) to take some screenshots and do a proper review.

Again, kudos. Job really well done!
Liquid Metal Slime
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 PostMon Oct 21, 2013 4:40 pm
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Thanks!

If you can find any of those typos on replay, please send 'em to me. I want to kill each and every one of them and thought I had.

Yeah, the boxes going off the screen bugs me too. I don't know why I didn't fix it. I meant to, I swear. I'll add that to the list of touch-ups for whenever I get back to working on the game.

(edit)

I have updated the file to address the text box surfing problem and fixed a few spelling errors I found. In all likelihood this will be the final update until Chapter Three comes.

I hope people eventually play and enjoy the chapter.

(edit)

For those (2) of you who have an OUYA: You can download Motrya from the OUYA store now. Hooray!

(edit)

An amazing bug managed to slip by the testers and me... it's fixed today. (Dayang had stopped learning the Toxic ability for some reason) If you were having trouble with high defense enemies, this will probably help you. I also added the ability to skip the intro.

The save file to begin at the end of Chapter 1 is still totally fine to use. I'll push out an OUYA update soon as well.

http://www.jshgaming.com/motrya
My website, the home of Motrya:
http://www.jshgaming.com
Liquid Metal Slime
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 PostWed Oct 23, 2013 1:37 pm
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Motrya is now on Android devices through the Amazon store!

http://www.amazon.com/JSH-Gaming-Motrya/dp/B00G2KAB3I/ref=sr_1_2?ie=UTF8&qid=1382535211&sr=8-2&keywords=motrya
My website, the home of Motrya:
http://www.jshgaming.com
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