The Great 2011 Review Contest [Reviews: 200]

Make games! Discuss those games here.

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Gizmog
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Post by Gizmog »

Gomey's 2011 Year In Review #0 - The Preramble

I remember 2011 being a good year. There was a bit of a fall-off from 2010's HOTOHR hype, and fall-out from some controversial contests but still a pretty good showing of the OHR's talent. From ambitious newcomers remaking classic shooters and budding filmmakers battling it out to two old school gentlemen completing their eight bit epic, 2011 showed just how much is possible with our beloved engine.

Memory can play tricks, however. Novelty can wear off. Greatness can be forgotten. Was 2011 really a good year? Did it produce anything that will stand the test of time? Walk with me, friends. Together we will look and together we will see.

Table Of Contents

Chapter 1: The Broken Promise of Princess Flesh
Chapter 2: Hot OHR Tributes
Chapter 3: Final Dragon Legacy
Chapter 4: The Fight Battle Contest
Chapter 5: Motrya... For Casuals!
Chapter 6: there is nothing left
Chapter 7: Arms Race
Chapter 8: Don't Push The Button 2011
Chapter 9: Mostly Involving Robots
Chapter 10: Dungeon quest
Chapter 11: doodle quest
Chapter 12: Castle on the Night Land
Chapter 13: The Fangame Contest
Chapter 14: Weegee
Chapter 15: The Tower
Chapter 16: Kim und Jose
Chapter 17: Nordomin: Quest of Creole
Chapter 18: Film Festival Contest
Chapter 19: Deforestation
Chapter 20: Metal Gear Duck
Chapter 21: Deforestation 2
Chapter 22: Triangle
Chapter 23: Deforestation 3
Chapters 24,25, & 26: Harry Potter
Chapter 27: The HangovOHR
Chapter 28: Habla No Ingles: The Movie
Chapter 29: Fat Frog: The Movie
Chapter 30: Monster Lot
Chapter 31: Grayscale
Chapter 32: Doom: Evil Unleashed
Chapter 33: First Fantasy
Chapter 34: 48 Hours Contest, Part 1/Ludum Dare "Escape"
Chapter 35: The Labyrinth
Chapter 36: Escape the Zombie Horde
Chapter 37: Escape from Strong Castle
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Post by Fenrir-Lunaris »

JSH357 wrote:I can’t recommend this title unless you... ...don’t mind playing a pornographic game with two hands.
Shortened for brevity, but that's pretty much the best synopsis yet. And really, I'd prefer people play my games with both hands...

Interestingly enough, the discussion thread for the game is STILL going strong, and for better or worse I'm committed to finishing it up. If I've learned anything from making that game, its creating more interesting battles (chaining, transformations, every enemy having unique skills) and those are gimmicks I'd like to add to my other projects.

The joke about man-eating guinea pigs is still hilarious. :v:
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JSH’s 2011 OHR Game Blog #4 – Nordomin: Quest of Creole by Duke of Dellot

You know what? I’m betting on Duke. Nordomin is an interesting little RPG that has a lot of potential in its present form. It tries a lot of things most OHR developers don’t. You’ll notice you have a lot of options from the start—several heroes based on various elements, a selection of gender, and tons of branching dialogue. This makes for a rather unique experience. I personally opted for an egotistical male Wind magician, and only ended up with one complaint about the demo. There’s also a crafting system, teleportation, and some basic puzzles that are unobtrusive enough to be engaging.

Nordomin has a simple visual style that reminded me immediately of Wandering Hamster. It’s cartoony and reasonably effective. The game also contains (what I assume to be) an entirely original soundtrack. It’s not the best stuff, but it’s not the worst I’ve heard either and could be improved as the author gets better. Major props have to go out for making an entirely original work. I also enjoyed that the game thrust me right in to the action, with the two main characters escaping their home from the very beginning. The pacing is nice, though perhaps the threat originally presented could have been a little more prevalent during the escape sequence. I don’t know; something to chew on.

The battle system is also interesting, pretty reminiscent of games like Sword of Jade. First, battles are initiated Chrono Trigger-style, which is a plus. You gain MP by using your spells, and then can unleash more powerful spells by burning the gained MP. Unfortunately, because the demo is so short you don’t get to see this battle system truly flex its muscles. The enemies in the first area are simple and don’t require thought beyond spamming your spread attacks. This isn’t actually a bad thing—as the game expands, the easy start should prove to benefit the game.

The only thing I really have to whine about is the first boss. It’s really hard, as in has an attack that one-shots both of my characters hard. I could probably handle it with a bit of grinding, but as I mentioned previously, nothing in the first areas gave me a clue that the difficulty was ramping up. I think Duke of Dellot needs to nerf this boss a tad and make the second wave of regular enemies a bit tougher, just to show a progression.

Overall, I was impressed. Nordomin is one of the better OHR games released in 2011, even though it’s a 30 minute demo. I hope the Duke updates this, and that it doesn’t become his Duke Nukem Forever.

Rating: 7 Babes Captured out of 10
Last edited by JSH357 on Tue Jan 10, 2012 7:08 pm, edited 1 time in total.
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JSH’s 2011 OHR Game Blog #5 – Triangle by SDHawk

Triangle was an entry in the wild hotbed of insanity that was the 2011 OHR Film Festival Contest. Wherever you stand on the issues that went down, it’s hard to deny that this game had an effect on people. Was it a vile attack against the contest organizer? Was it a bit of satire made with the intent of reminding us all what once was? You can be the judge, but I think it better to look at the game on its own merits.

I believe that Triangle was more like a true artful film than any other entry in the contest. In the words of Hachi-Roku, “after a certain part of the movie, NOBODY SAID ANYTHING,” and yet you knew what was going on. The emotion was felt, whether it was disturbing or not. The dialogue was silly and atrocious, but it was effective in painting a picture of Mr. Triangle as the director saw him. The hand-drawn backgrounds were eerie and used to great effect.

I must mention that Triangle, in concept, is meant to reflect a game I made the year before—Duck. It’s a darker, more serious take on a character created by a new OHR user. The difference, though, is that the director of Triangle did not create the character he chose to analyze, so it was inevitable that the game came off as an attack. (NOTE: I realize what I’m about to say here is probably controversial, but please understand that I think it needs to be said) I can say now that if RMZ did not in some way regret what his Mr. Triangle character once was, he’s either a disgusting person or a liar; the fact that the character has taken a less homophobic turn since is testament to this. If RMZ had made a game like Triangle with the same goal (revisiting the original character, warts and all) before Triangle got released, it should by all rights have had a similar take on the character. The reboot planned afterward seems more like revisionist history than actual acceptance.

In short, this game cannot escape from the controversy it represents. It IS the controversy. But that’s okay with me, because this is a subject that more authors should really try and deal with. What do we think of our past works? Do we regret things we’ve said, things we’ve done? Can we accept them how they are and grow because of it? Sometimes it’s better to put these things to rest, or kill them as we saw in this visceral OHR film. Come at me if you have a problem, bro.

Rating: 7 5-O’Clock Shadows out of 10
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JSH’s 2011 OHR Game Blog #6 – Grayscale by Master K

Grayscale by Master K is a game that could be good if it were less immature, more complete, and a whole lot better balanced. The visual style of the game is very nice, and I have little issue with it. It uses the default OHR music, which probably needs to be changed simply because it’s all unfitting. I really like old Game Boy games, so seeing the monochrome style made me smile, but I wish it was used in a better game.

The references have to go. Yeah, most of them are to Pokémon, which is sort of fitting, but they come off as too kitschy and gimmicky. The author needs to let Grayscale stand on its own because he has a decent idea for a setting. I don’t mind the silly dialogue, but when half the NPCs are either making fourth wall references or just saying “Hey” there’s not much to get here. Instead of just having the plot be generic and make reference to the fact that the world’s monochrome, why not have the fact that it’s monochrome be important to the plot? Maybe a sorcerer cast a spell that made everything gray, and the hero must embark on a quest for color? It’s not going to win an Oscar, but it’s better than the motivation present in the game, which is nil.

Balance is also an issue in the game. Your character has thousands of magic points and spells that cost 2 or 3, kills all enemies including bosses in one hit, and never gains relevant stats besides Speed from armor because the numbers are scaled so high. I don’t mind playing an easy game, but at least give me the illusion of difficulty. This game needs work, but it has a cool enough aesthetic that it could be good if the work is done.

Rating: 3 Running Shoes out of 10
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JSH’s 2011 OHR Game Blog #7 – The HangovOHR by Skullduggery Studios

The HangovOHR is an intro sequence that probably shouldn’t have been released. I assume this is based on the movie The Hangover, but as I haven’t seen it I can’t confirm this. The intro is well-scripted and has pretty decent graphics, but ends before anything particularly interesting happens.

I enjoyed the use of browns very much in the visuals. The browns helped to elaborate on the setting of the dismal jilted wedding stand, and I could feel it in my bones. The bright blue of the text boxes also made me feel sad, standing in opposition to the more humorous tone of the dialogue.

Perhaps strangest of all was the absence of any sound. I propose that this silence is purposeful; it is meant to reflect the bizarre stillness that accompanies the end of a relationship, the stillness that washes over the heart although everything has changed. Truly Skullduggery Studios has begun what will become an OHR classic, and is not in any way an act of plagiarism.

Rating: 1.5 Slovenly Affairs out of 10
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Post by Mewmew »

Mewmew's Review Of Grayscale

Grayscale is Master K's first game to hit Slimesalad. The story starts off with Body having a thirst for adventure, which leads him to a forest outskirts of the town...

Version 2 of Grayscale starts Brody off at level 99 making each random encounter in the game a breeze. It's difficulty to judge the true balancing of this game, since the hero starts off at level 99 for testing purposes. Unfortunately, there isn't much to see for this one after the forest event. You can explore the Forest Manor and Canus City. (I loved the Forest Manor's atmosphere)

The graphics in this game is adorable, but some of them unfortunately... stood out a bit sorely, the trees in particular, seem a bit odd with the spacing between them-- making a forest with this tile set would be very difficult. I found the in game achievement system a really neat idea... but felt it was kind of odd how we can bring up the level 99 shop from it and purchase completely overpowered gear XD

The conversations in the game seems a little off place. You'll have people referencing a lot about pokemon, while others have simple one word sentence in the text box. Perhaps giving NPCs a more suited text that reflects their environment, events or life? (However, I did enjoy the silly Slime Cafe dialog!)

In the end, Grayscale has potential but leaves much to be desired. It is very good work for first game though--- this is definitely Master K's stepping stone game for better games to come!

Rate: ♥♥♥♥ / 10
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Gomey's 2011 Year In Review #4 - THE FIGHT BATTLE CONTEST

It never takes long for a contest to get started in OHR-ville, and 2011 was no exception. 90% of any OHR Contest is fighting and scrapping over the rules, the results, the prizes, and through the year we'd see plenty of that. Eerily enough, the first contest of the new year was a contest about fighting, Moogle1's "Fight Battle Contest".

Starting at midnight of January 6th and continuing to February 1st, the rules were simple enough: Make a game with one battle and make the heroes can only have one attack. Debate raged. "Can that attack heal instead of harm? Can there only be one enemy? How many attacks can the enemies have? Can we make our own battle system? Where do babies come from?" While Baconlabs and Shizuma poked and prodded at the regulations, forcing Moogle to simplify and explain everything, a real menace was sneaking up from behind. 6 hours into the contest, 6 days into the year, JSH had made the first unofficial entry, "Motrya for Casuals".

For the next few weeks, Baconlabs continued to challenge the rules and debate whether or not he wanted to enter, even posting at one point three teaser images and asking the community which one he should make. He seemed to be the forerunner, but as the deadline grew on the horizon, no one had released an actual entry until the wee hours of January 26th, when Shakeyair finally got the contest started with his chilling masterpiece, "there is nothing left". RMSephy would throw his own "Arms Race" into the ring that evening. Continuing the trend early on the 31st, I would release my first game of 2011, the aptly titled "Don't Push The Button 2011" and Momoka would finish things up that evening with one of the best named games of the year "Mostly Involving Robots".

Baconlabs, for all his questions and promises, was nowhere to be found, possibly for the best. What followed would be one of the most anemic voter turnouts in OHR History. Excluding contestants, only 3 people bothered to vote. Momoka abstained from judging and Shakeyair refused to judge his own entry and was unable to play Sephy's. I don't believe results were ever published. The final tally of public votes in the thread is as follows:

Shakeyair's there is nothing left = 24*
RMSephy's Arms Race = 16*
Momoka's Mostly Involving Robots = 15
TheGiz's Don't Push The Button 2011 = 9

* = games ShakeyAir was unable to vote for, though he would've been unable to change the outcome.

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Gomey's 2011 Year In Review #5 - Motrya.. FOR CASUALS

Motrya was the undisputed game of the year in 2010. A unique RPG borrowing elements from many of JSH's favorites in the Final Fantasy series, the only complaints were that the card games were too darn addictive and the battles too darn hard. It was inevitable that JSH would try to eliminate these "problems" to appeal to a wider audience. The result was Motrya For Casuals.

Even on the title screen, you can tell there's something off. Motrya's haunting main theme has been replaced with a Mitch Hedberg routine. Exsoin and Murlor face off for a duel in the Yormus Academy. Punching Exsoin does no good, so you try just healing yourself and letting Exsoin damage herself with her Blood Blade technique. Gradually she weakens and weakens until... something's going on in the music. Something familliar. It's then that you realize it:

JSH just trolled you. God damnit! Nobody thought anything of it then, but this was a foreboding omen for the rest of 2011, in which no contest would be safe from JSH's trolling. Though disqualified for breaking the rules, Motrya for Casuals was a pretty good gag and a memorable part of the Fight Battle Contest.

Score: 10/10

2011 Score (per January 6th): 357/100

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Gomey's 2011 Year In Review #7 - Arms Race

RMSephy is a guy who's been around the community forever and one of my favorite people. He's talented and friendly as hell. 2011 was a good year for us Sephy fans, as he managed two releases. His second one, a Live Like You're Amish entry was the last game released in 2011, and thus the last game I'm going to review here but, it's time now to talk about his first game from January 26th, "Arms Race", a Fight Battle Contest entry.

"Arms Race" has no story, features mostly stick figures and yet was the most unique of the FBC games. Our four stick figure heroes, conveniently named after their colors, fight a random progression of enemies. It's all done in one battle, taking advantage of transmogs or spawning or something crazy. It reminds me a little of a pinball machine; when hit, each enemy boosts one of your heros' stats, and so there's a strategic element of keeping enemies alive long enough to get the most benefit, or letting one guy really buff up. Each enemy has their own gimmick, and learning which one does what is fun.

The random progression makes things well, random. Some playthroughs you'll get really lucky and others you won't. This adds a little replayability, but can hurt long-term strategy. If all goes according to plan, you'll get the legendary sword and beat the final boss using the same logic as previous enemies and go home a winner. Otherwise, try your luck again. The game keeps track of how many times you've won and how many times you've lost which is a cool touch and further encourages replayability.

A fun little game, "Arms Race" demonstrates RMSephy's mastery of the OHR battle engine and makes me long for the day when he'll finish something longer. In hindsight, I think this was a better game than "there is nothing left" and a great demonstration of at least 50 ways you can make a battle more than "Hold down the spacebar".

Score: 10/10

2011 Score (per January 26th): 80/100

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Gomey's 2011 Year In Review #8 - Don't Push The Button 2011

This was mostly just an excuse to fuss around with the battle system, as I recall. I've never been too good with it, and given the recent addition of battle text and all that nonsense I thought it'd be a neat concept to try out. I remember having a weird sense of deja vu throughout development, especially about the miniature version of the title screen that served as the game's enemy.

I know I didn't use the original "ticktock".bam because for some reason a .5 second bam crashed the OHR, though I can't remember if I made a replacement or borrowed JSH's "Don't Push The Button OST Remix" thing. I also know I really half-assed it on the commentary, there's only like 15 as opposed to the original game's 100, and I went for some kind of a meta "Make This Game" thing which in hindsight seems really dumb.

Still, I learned a lot about the battle system and shook the rust off. Finished last in the contest and deservedly so, but when I started it didn't seem like anyone was going to seriously enter. Compared to my work later in the year, this is really a stinker but hey, at least I didn't get disqualified!

Score: 1/10

2011 Score (per January 31st): 66/100

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JSH’s 2011 OHR Game Blog #8 – Don't Push the Button 2011 by Gomey

Once upon a contest dreary, while I pondered weak and weary,
Over many a quaint and curious volume of forgotten games,
While I nodded, nearly napping, suddenly there came a ticking,

OK Just kidding

Don't Push the Button 2011 was the first game Gizmog released after declaring semi-retirement from making games. Appropriately, it is one of his most maligned efforts and it’s not hard to see why. This remake is akin to George Lucas’s nightmarish overhauling of the original Star Wars trilogy, and lacks nearly all charm that the original game possessed.

The tick tock sound, stripped of its BAM sound quality is too fresh on the ears to truly pester the player. As a result, while the game taunts me with its flashier graphics and less pure “make a game” message, I just get bored rather than feel tempted to push that holy red devil. It’s a case of overabundance perverting what should be a base desire, and I won’t stand for it.

This game is not what the Don’t Push the Button canon represents, and should be banned from all public OHR forums. I’ve already submitted a bill to Bob the Hamster and am waiting to hear back when he’s done playing Minecraft. I can only hope that the children never experience the horrible treatment an OHR classic has received from its own creator.

Rating: .5 Buttons Pressed out of 10
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JSH’s 2011 OHR Game Blog #9 – Armored Devil by BlastedEarth

Armored Devil is the first game I’ve played by best username title holder, BlastedEarth. I wasn’t expecting much from this and was pleasantly surprised when I started playing and saw how cool the game looked. It’s a little overly red, but other than that far above 90% of OHR games in terms of visuals. The battle animations and sound effects are phenomenal, and a perfect case study for anyone struggling on implementing them in the engine. I also very much enjoyed the setting, controlling mechs that apparently harvest souls. It reminded me of Shin Megami Tensei: Strange Journey. I wish I could say Armored Devil is a good game, but it’s got some real problems.

I didn’t mind the opening scene too much, but starting off with an anal rape joke is probably going to turn some folks off, just saying. That isn’t really one of the bigger issues. No, the worst thing about this demo is the sky-high encounter rate. The enemies are easy to plow through with your awesome mechs, but when you have a battle every couple of steps in Armored Devil’s gigantic map, it gets tiresome in a hurry. While this might be me being an idiot, I couldn’t seem to progress too far in this game anyway. I hit a point where there was only a wall and couldn’t find a path forward. That’s a shame, because I really wanted to see what this had in store.

All in all, I hope that Armored Devil isn’t just a one-demo wonder. BlastedEarth could spruce this up and make it something to remember, and just a few minor changes could improve the game significantly. If you’re in to sci-fi/demon RPGs, give this one a shot, but be prepared to debug key your way through it.

Rating: 5.5 Lost Souls out of 10
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JSH’s 2011 OHR Game Blog #10 – Escape From the Zombie Horde by Spoonweaver

When I was in elementary school, about the only thing I looked forward to during my day was Computer Lab. This happened one or two days a week. We'd be sent off to a room with some old, crappy Macs from the 80s and allowed to play educational games. I don't remember all of them, but I do remember a math platformer called Path Tactics and, of course, everyone's favorite: The Oregon Trail. In the third grade, my teacher decided that I was too good at math and should be attending math with the fourth graders. Unfortunately for me, I was placed in a math class overlapping Computer Lab. The only enjoyable part of my day was gone. You can imagine how crushed I was.

That's how I felt when I played Spoonweaver's Oregon Trail clone, Escape From the Zombie Horde. This is a lazy, pointless variation of the original, and it kind of hurts to sit through. See, that's just it: you sit through this. There's no interactivity beyond the initial set up of the game. It's BORING. I wanna shoot zombies down for rotten meat! I wanna ford the river! What the heck was Spoonweaver thinking.

I'll give the guy some credit for throwing this together in 48 hours, but when you update a game beloved by as many people as The Oregon Trail, you really need to do it better justice. Simply making a game that plays itself does not cut it; this ain't the movie contest. I spit upon Spoonweaver's first born.

Rating: 2 Brains out of 10
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JSH’s 2011 OHR Game Blog #11 – Harry Potter and the Philosopher's Stone by JSH357

Since I made this game, I suppose I'll elaborate some on what the heck I was thinking with this series. I'll try and split it in to three parts since there are three games. The first one, I chose to name it Philosopher's Stone over Sorcerer's Stone even though the latter is more familiar to Americans simply because I'm a purist and the Sorcerer's Stone is not a legit magical object like the Philosopher's Stone is.

I chose to make the characters Duck and MJ ones because they're probably the most memorable of the characters in my games not counting Motrya. This is partially due to the cartoony, simple nature of the graphics. I'll get more in to why I didn't draw actual Harry Potter characters next time, as it's a pretty funny story.

The voice acting was accomplished with a text to voice service Spoonweaver linked me to. I would have it speak the line, then I'd slow it down in Audacity to get the weird intonation you hear in the actual game. Originally I had planned to make a game out of all seven books, each one with increasingly ridiculous accents. The last one would be entirely in Hindi. Sadly, this did not come to fruition because I was visiting home when the contest was running and couldn't be arsed to make more OHR games that I knew wouldn't win the contest.

Rating: 2 Strands of Hagrid's Beard out of 10
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