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Castle Paradox
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Tue Nov 11, 2008 12:24 am Post subject: |
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Moogle1 wrote: | Gerania was reviewed in the October Hamsterspeak. You might take a look at that. |
Ah thanks for the info, I'll take a look. :-)
Edit: Okay the review is a bit weird. Okay apparently the game is really traditional and not an 'art game'. This is intentional and because it's apparently a remake of the works RPG Maker game I ever made (Gilbert probably never read the readme.txt). So far I understand his points. I often switch between 'message' games and 'traditional' games actually. In fact when I play an OHRRPGCE game I do it because I want to play a traditional game just with a new story again. Of course if you are only looking for 'message' games or original ideas you've never seen before Gerania is the wrong game for you apparently.
However, Gerania still has many unique features that aren't even mentioned in the review like "Fateful Encounters" and "Unique Dungeon Design". As I said before I'm particularly interested if anyone played it to the end to even know how the dungeon design is like...
Plus I don't how much Gilbert grinded in Gerania, but I'm pretty sure you can't win many battles by just keeping space pressed. The order in which you attack the enemies is very important in this game and many battles require skills to be used if you don't wanna lose half of your hp in a single battle. So that part of the review is a bit weird. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Tue Nov 11, 2008 7:28 am Post subject: |
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I see the point Rya is trying to make and I definitely agree that any lack of creativity is overstated. It certainly isn't the most standard battle system ever and the review almost makes it appear that way. However, (now I haven't played this in a while, so bear with me) I think that the features of your game, while unique to a degree, weren't exactly huge leaps in gameplay from the traditional battle system.
Also, the execution of the innovations you were trying to make were shaky and inconsistent. I remember fighting a "fateful encounter" with that red, green, and blue colored slime stack and defeating it very easily (without using any skills) and having plenty of health left to show for it. The encounter didn't feel very fateful. However, I bumped into that same formation later and found it much more difficult. I don't know what the difference was... I suppose a lot of it could be chalked up to luck.
Anyway, beyond that I can't remember anything else really standing out in the game (remember, this was a while ago). What exactly about your dungeon designs was unique? I don't recall.
EDIT: Rya, I also noticed that Gilbert never mentions any qualms with the message of your game or lack thereof. He's not commenting on your message, he's commenting on your gameplay. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Wed Nov 12, 2008 12:08 am Post subject: |
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Yeah I was referring to the gameplay too. I mean there are those games that want to be "completely unique" and those games that want to be "like a traditional JRPG just with a few new features" and Gerania is surely trying to be the latter.
Quote: | Also, the execution of the innovations you were trying to make were shaky and inconsistent. I remember fighting a "fateful encounter" with that red, green, and blue colored slime stack and defeating it very easily (without using any skills) and having plenty of health left to show for it. The encounter didn't feel very fateful. However, I bumped into that same formation later and found it much more difficult. I don't know what the difference was... I suppose a lot of it could be chalked up to luck. |
That's weird, the Slime Tower should have a lot physical defense so normal attacks will hardly hurt it, yet it's still a good tactic against it because it will spawn minions if you use elemental magic on it. If you haven't learned Bolt yet, usually only non-elemental attacks is the best way to defeat it, however if you learned Bolt already the best way is to first use it on the Slime Tower then a red/green slime tower spawns, which is easier to defeat than the blue/red and blue/green slime tower. In that battle there are actually around 20 combinations of attack orders you could use, but only one will let you survive to the highest percentage. It's so complex even I don't know the perfect tactic out of my head (except that using Bolt first is a good idea).
The second fateful encounter involves the tactic to not attack a certain monster before you haven't killed another one. In the third one you should attack a certain monster first or you're as good as dead.
Quote: | Anyway, beyond that I can't remember anything else really standing out in the game (remember, this was a while ago). What exactly about your dungeon designs was unique? I don't recall. |
I thought the dungeon design is pretty complex and that hardly anybody will actually manage to find the path to the end. It also involves the use of traps. Trying to open every single treasure is even harder. In fact already just getting all treasures in the first village should be pretty tricky.
Maybe you guys are just too good players that you consider the battles easier while I consider them extremely hard and you consider the dungeon design normal while I consider it as so hard nobody will ever reach the end of the demo. o.o _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Wed Nov 12, 2008 7:12 am Post subject: |
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Quote: | Maybe you guys are just too good players that you consider the battles easier while I consider them extremely hard and you consider the dungeon design normal while I consider it as so hard nobody will ever reach the end of the demo. o.o |
Nope, that doesn't sound like me. Much more likely, I just quit after I died and didn't even consider that there might be more worth playing. I'll have to play the game again. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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