I didn't like walking slow on overworlds when it was done in Macabre, and I don't like it here either.
Anyway, another review:
Grapnes 2: Kepnalcide by Taco Bot
0: America is invaded by communists, and a son sees his father killed in front of him and is sent to a prison in the middle of the desert after losing an eye. Years pass, and one day some other prisoner decides he is going to organize a breakout. Taking advantage of it, you fight your way out, board a conveniently-placed boat, go off to another country, and... then do random stuff unrelated to all that. There's one guy you come across who had their color taken from them, which I see being the start of some larger plot, but as-is all the starting stuff seems pretty pointless.
Apparently the plot's going to be rewritten, which is good. Having all the current pieces actually mesh together would be a plus.
But...
Am I supposed to care about the fact that the main character's homeland was taken over and that he's illegally entered a foreign nation, potentially bringing the wrath of whoever those red guys are down upon them? Am I supposed to take it for granted that this nation has such lax security regarding its borders that it won't actually do anything about the pirate living right outside one of its border crossings who can provide perfectly adequate forgeries for nothing? Why do I go from fighting geometry and silly monsters to fighting very human bandits? Even if your game is silly, putting an iota of thought into how these things go together can make something a lot stronger than what's here now.
1: The first thing I wrote down while playing this was that the music was too good for the quality of the rest of the game, so that goes here.
Graphics are bad, and there's no getting around that. You have humanoid characters with perfectly spherical heads, mountains that try to be like those from the first Zelda game and don't quite make it, and overworld tiles that have no edges whatsoever. Even if they weren't bad, though, your main character is still a blue square with an out-of-place mecha eye from a country of blue squares whose conquerors are the same squares palette swapped. Everything that isn't a palette swap or an edit of the main character is designed marginally better, but there's nothing here I'd call out as necessarily good design [except maybe those cactus enemies, at a stretch].
This isn't to say that the fact that the characters are simple is why they're bad. You can have appealing yet simple characters. There's a certain something missing from your designs right now, much of which likely stems from the immense mismatch you have in tones when a character whose father was killed in front of them and who was forced to spend much of their youth imprisoned is a square with stick figure limbs.
2: The main gimmick to the battles are the blueberries [which, contrary to their name, aren't all blue]. They are in 6 colors, and are used from a spell menu: when used against an opposite-color enemy [red <-> green, yellow <-> purple, and orange <-> blue] they do extra damage. Each attack also uses up a corresponding blueberry, so in theory you have to be careful about what attacks you're using, so as not to use them up too quickly on trash.
Of course, this fails on two counts. Enemies aren't that dangerous, but they're just big enough HP sponges, and battles are just slow enough, that you end up conserving more resources just using the berry attacks instead of saving them for later on. You also get a good number of berries out in the field, and I somehow managed to get them to respawn, giving me enough that I felt comfortable selling off a good few just to get enough money for items [keep this, by the way: buying berries in stores would be painful, given their price].
This is all beside the more important issue: it's just not a very interesting system. Really, it's just matching up elements with a tiny bit of flavor, but more importantly there's no real thought in whether or not to actually use the attacks, as could be the case in a more fleshed-out system. Either you have the correct berry and you'd be a fool not to use it, or you don't. Even simple skills can be interesting when they're part of a more in-depth battle system, but that ain't here.
Second character's a nigh-useless damage sponge/item user, but that's been mentioned earlier. Same goes for the painfully low encounter rate on the mountain, making my grinding to get enough items to survive the first boss's pointlessly high HP even more of a chore than it would have been with a more typical encounter rate.
Bosses: there's two of them [three, if you count the obligatory guard in the camp], and none of them are that interesting. Of the three, the most challenging was the bandit boss, but even then, once you get rid of their companions [hint: get rid of their companions first] it's just a case of surviving its singular attack for much longer than is interesting. Do any of them even have more than one actual attack?
The dungeon areas are fine. The second half of the mountain dungeon has some puzzles, which I would have liked a lot more if I hadn't had to go through them multiple times for reasons. The forest has a very literal hedgemaze, but thankfully that's off to the side [an aside: there's not much you can do about it right now, but timing-based minigames with very fast-moving objects just don't work well when you're working in something that's at 18fps]
3: I got to the end-of-demo message, at the very least. Fought through a hedge maze filled with killer robots that were easier to defeat than the enemies outside, and then fought a very boring entish boss.
Serious question: where do you want to go with this? What do you want to do with this? Is this something you see putting serious time into? Is there anything you plan on doing later on with the simple systems you have in place that would justify such work? When would the plot stop being of the random events sort and become something more cohesive? No matter the tone of game you're going for, these are all questions you should be asking yourself at this point.
It's slightly less aimless than Quodia, I'll give you that, but putting down potential threads is not the same as even starting to follow them up. Start making something more concrete out of what you have now, if the systems you've put down for yourself so far even allow that.
Rating:










