RPG Maker VX Ace

RPG Maker VX Ace

Those Long Days
Orwin  [developer] 8 Mar, 2014 @ 6:09am
The Feedback Thread
Hey,


I'd love to hear your feedback. Actually, this is the reason why i've uploaded this project to the Workshop, since it's not a commercial endeavour.

So...let's get to it!
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Showing 1-5 of 5 comments
saraamo 9 Mar, 2014 @ 10:24am 
Sorry, I didn't like it so far. The game has nothing to do, you have to touch things randomly until you can unlock the escape feature. Dialogues are repetitive with all that you have to be optimistic thing. The two maps I've seen are too wide and poor. It would be better if you were in a real cell (a small one, not a loft) and then you can escape using object found in the cell in other places that you can explore to find other objects to escape from that etc. The music didn't seem appropriate for ad escaping game, too relaxed. Best parte of the game is the image in the title screen, not well linked with the graphic of the game, it would be better if the tileset of the game were more like an old house or a prison. I think it would be better to start over, sorry. The idea is good, with a good intro when you start and some flashback of when you were put there it can be a really good game, for now is too early to release it, it's not even enough long or interesting to be a demo. I'm really sorry, but I think you should read sincere feedback to improve.
Orwin  [developer] 9 Mar, 2014 @ 11:25am 
Hi!


It's great to have feedback, and you're actually the first one to do it. My sincere thanks.

Now, replying to your comments:


- The game has nothing to do

+ Indeed, you're right. There are two ways of escaping the cell, but both involve chance and touching the right object. This has totally to do with my huge limitation on using Maker, since i'm a total beginner to it. Therefore, the time and proficiency constraints were taxing to the game's experience. Wish i could have done better and faster under my constraints, but unfortunately it did not happen so.

Actually, the game itself, albeit its title, was more made as an interactive experience, hence the Visual Novel and Text Adventure tags. Still, it probably needs to be more lore heavy in order to make up for its lacking gameplay.

Finally, i got an excuse for not having made good mechanics, but i don't have any for not making good narrative, since it mainly involves text.

- Dialogues are repetitive

+ Also true. My invetion was to portray an optimistic, cheerful behavior; the lack of backstory and the insistence on creating a light-hearted tone probably made the character shallow.

- A real cell

+ Thought about it, but i believe that the game would not be attractive at all - due to the simple nature of a cell's furniture and appearance, if its main map was grey and dull, as cells should be. Making a common cell the main screen that the player should face would imply, i believe, in creating a more diverse set of scenes for the player to interact with, something that i wouldn't have managed to pull during the last Global Game Jam, when the game was created.

- Songs are too relaxed

+ I wanted to create a kind of introspective mood with them, but it seems that the character's dialogues are not helping with it. I don't see a clear relation between the idea of escapes and rushed, tense music. This one seems to be a matter of taste.

- The tileset is inadequate

+ Maybe, but that's what i have when using standard RPG Maker VX Ace. Actually, the game's final graphics are to be totally remade, for those are but placeholders.


Thanks a lot for weighing in.
Last edited by Orwin; 9 Mar, 2014 @ 11:28am
saraamo 14 Mar, 2014 @ 6:33am 
Yes but when you change tileset the things you put before will be probably messed up don't you think? The gameplay it's not bad, but it's confusionary, You don't know what do you have to do in order to proceed. I unlocked the fortune teller exit mode and I don't know what I did to unlock it. I tried to predict the future and I couldn't and in some way the next time I tried with a new game I could. It would be better with some hints, like the one you have when you talk to the ball. Then you know what to search to exit. Don't worry, the first time is always confusing, but it will get better with time.
Orwin  [developer] 14 Mar, 2014 @ 3:32pm 
Thank you!

I'm thinking of ways to make the game more intuitive without giving away the ways to exit, and i'm also intending to improve the dialogues.

Thanks a lot for your time to criticize my work.
saraamo 15 Mar, 2014 @ 4:35am 
It's nothing, I really think it could be a really good game :) Good luck ;D
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