Nuntar
Level: Smitemaster
Rank Points: 4590
Registered: 02-20-2007
IP: Logged
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Re: 2016 Year of RPG voting (+1)
Feedback on entries, together with author's commentary on my own entry:
Tales of Yore (Hub)
Not bad, but for the eventual release, I'd prefer some way of tracking overall progress, either by having monsters you can only kill after returning from each entry, or by using REP (setting the REP multiplier to 0 and awarding 1000 REP per complete entry, for example).
It would be nice to have an autosave in the hub, and standard checkpoint graphics for autosaves in the levels that use one, so you'd have to do something else for the "step on to enter level" tiles.
This or That (= Pits of Peril)
Interesting concept, nicely done layout. Very easy; I completed it on my first try with no resetting, just by making sensible choices. Balancing was pretty good, with a few trivial choices here and there to speed up progress a little.
Overall, a fun diversion. Score: 7
Herpaderp
A selection of normal-DROD puzzles, with the only RPG optimisation being the forced reset after discovering the Lucky Blade on the second level. Not bad puzzles -- the mimic room especially had a nice linchpin -- but nothing outstanding. Could have done without the self-depreciatory intro texts. Score: 5
Legend of Loquacious Chivalry (= Principled Application)
Pretty good dialogue, but a couple of errors stand out. Beethro uses both "you" and "thee", and the reflexive of "thee" should be "thyself".
Why does the map reveal 3S in full?
Interesting concept of starting off at a high stat level (and x5 multiplier) so as to experience high-stat play without being affected by optimisation decisions in earlier levels. Choices were interesting and well-balanced throughout, with it being pretty easy to gain enough power for the main boss, and the optional boss requiring more thought and preparation. Didn't need to reset at any point. Score: 9
Six Times as Splendid
Not a good music choice for something that plays throughout the level.
Custom monsters give no REP.
A very interesting concept, and it was very satisfying to see the room gradually become easier and more and more of it become possible to clear. However, the final boss is very tough. After what I was pretty sure was a good run, I was just short; I checked the boss's stats, determined that it wasn't worth taking the last two power gems, redid 6N and wound up beating the boss with 8 HP to spare. Honestly I would have enjoyed the entry more if it had more leeway, but it didn't hurt it much. Score: 8
(I never used the Flippers or Warp Token.)
Something Short
Too short. If this were the start of an entry, I'd say it was not a bad start, but for what it was, there were too many choices that weren't really meaningful because you couldn't build up enough stats to kill the mud baby, or make killing the eyes worthwhile; and you had to get ATK for the eye guarding the green key. Score: 5
One (= The Only Room)
Pretty good for a one-room entry; just needed to think carefully about what order to do things in, in terms of what would benefit more for the next monster in line. It still felt it was over too soon, and I would have preferred to see the concept expanded over more rooms. Score: 6
Second Invasion of Tueno (= Invasion Outposts)
Remake of the first area of Tower of the Sorcerer. Not sure what score to give it. It's competently done, but it seems to be very close to an exact remake, so you didn't do any of the balancing work yourself. Score = 5
Escalation (= The level)
Really interesting concept of working from base stats to top stats in a single level by having a x10 multiplier throughout. Pretty well carried out, with interesting decisions and a sense of being rewarded for good choices earlier. There were a couple of setups that I wasn't sure whether they were intentional or not, in particular that killing the tar mother in 1S re-opens the black gate (if closed).
Bridge autosave is badly placed, I kept forgetting it was there and activating it when crossing the room. In any case, it would be helpful to have the autosave available earlier, so I recommend finding somewhere to put it in 1W (for instance (13,9)).
Unfortunately, the final boss is way too tough: 7200 expected damage after taking every gem and the best sword and shield. This pretty much requires the player to use accessories in particular places, which is an unfair punishment. It would be better if the Serpent were the main final boss and the Slayer an optional boss. Score: 8
[EDIT: Managed to win the fight by saving the speed potion for the Slayer, which seems to be required. My stats were 2356 / 410 / 400 / no keys, score 3308. In the end I never used Wall Walking.)
Perfect Cherry Blossom
My entry (easy to guess). The idea of a power-up that increases the multiplier rather than increasing stats directly was inspired by Touhou, and PCB is the first Touhou game that uses it, so I decided to make the power-up a cherry blossom to pay homage to this inspiration. (The graphics for the cherry blossom were edited from a photo I took in Sendai, 2013.)
As an RPG mechanic, it rewards the player for leaving power and shield gems until later, but I made sure it's still completable whether you leave gems until as late as possible, or take some of them early. There is a big decision as to whether or not to kill the brain in 1N, and again, either way is possible.
At some point, I'd like to have a try at a larger hold using this mechanic. Would people be interested?
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50th Skywatcher
[Last edited by Nuntar at 10-12-2016 12:18 AM]
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