Playing the game "Dragon Chaser" by DragonChaserKev reminds me more or less of the standard fantasy adventure plot: The heroine without memory was killed by uberstrong-monsters.
Ah! Wait ... Maybe I was not supposed to walk the map?
Well, let's try again:
This time the heroine without memory enters the town.
The people there are very, very talkative. I guess they've never heard about the useful advice for going-to-be writers and storytellers that goes "Show, don't tell."
The player gets a information on monsters, on people coming to town as refugees and that the hero should talk to the mayor, whom unfortunately I failed to find.
That's then I gave up looking ...and the hero went to another town. There seems to be a backgrounds story or some world building at work. The towns folk there suffers from the monsters as well, families were separated.
The map, the world map is interesting, but full of monsters, if you don't walk on the path that leads from one town to another. But don't expect to be able to walk through a town and leave it at another gate. Instead you have to walk around towns and back to the path.
I have not played the whole game. So I can only comment up to the point where I played.
**Bravo! Great Design!**
- - the graphics look nice, very simplistic that has make it nice
- hero battle animations
- the monster sounds
- the NPC that complaint when I walked behind the counter
- Grimbal's magic quill
- - Make more use of "Show, don't tell". Do not make NPC tell what the player/heroine is doing, let the player say/do something. This could be done, for example with menus or by asking yes-no-questions.
- Give the player a goal, so that the player does not feel as lost as the heroine without memory
- maybe add some music?
The main goal of the game remained unclear to me, so I guess there's room to accentuate the plot and main goal. From the title, I guess it's something about dragons... Besides that, the game is interesing, there's a lot to explore. And it really looks good with it's "old schoolish" style!