Play gameSirens: The Cold North's itch.io page
Ranked 53rd with 4 votes
|People's Choice Vote||#53||4|
Judge feedback is anonymous.
Graphics were a mix of RTP and other asset packs. They fit together well enough. The mapping was pretty good, too, and the areas you could go were well designed. Menu was straight forward RTP fare, no edits, but there was a simple quest hud that showed in the top left corner.
Music was quite well done. It fit the scenes very well and nothing was jarring or seemed out of place.
Sound was used but it was very basic stuff, nothing that really enhanced the atmosphere. Again, nothing was jarring but nothing was stand-out either.
Writing was very good - there were no errors in grammar or spelling as far as I could tell, and the dialogue flowed quite well. Characterisation was done well, even if you didn't get much of it due to a bug cutting off progression. The main characters had their own 'voice' and their banter was light and fun. You could tell they had a connection.
The story itself seems like it might be interesting, however we didn't get too far into it due to the progression-breaking bug. It was perfectly adequate from what we'd seen so far.
Gameplay consisted of battles and walking around interacting with events.
The battles were balanced well, but we only saw a few of them so whether it would have remained like this is unknown. There was only one skill available to both characters, which didn't showcase much of the magicite system (spells use up an amount of Magicite items in order to be cast). Otherwise it was typical RPG Maker affair. There were some visual scripts used to show fighter turns and the like but it was nothing that really stood out and used the default of the script visuals.
There was a quest tracker that was activated in the top left corner, keeping a track of what you needed to do. Unfortunately there was a bug about 20 minutes in where you couldn't progress past the quest for talking to the people in the town and the quest tracker disappeared after reporting back.
Slow walking speed made exploration a pain, especially since running was disabled.
The game characters were fun and there was a lot of promise for the rest of the game being something I might really like, but before it picked up the progression just stopped. The slow walking speed did not help things - plodding along at a slow pace is really only acceptable when you have small maps, and this game didn't. Sure, they weren't huge maps, but they weren't small either - large enough to be a pain to slow walk through.
I was also a little miffed that we couldn't go in houses since that would have given us more places to look through, but no go. There was also one NPC who said to interact with stuff because you wouldn't know if they had information or the like but then nothing was interactable. This was annoying and was kind of bad design - your introduction to your story should also introduce the gameplay aspects of your game so that your players know what they can and can't do. This means giving them the chance to interact with things if you have interactions in your game, battling and crafting, etc.
Telling the player that they can interact and then not letting them is beyond frustrating for the player who wants to be rewarded for actually listening to what you're telling them. It was a bit annoying.
At least battles weren't boring but they weren't really interesting either. There was one spell to be used and otherwise you just had to keep attacking over and over. Not exactly riveting stuff.
The theme of the game seems like it might have been diplomacy and political in nature, however we didn't get to see any of this aside from some discussion by the NPCs of the town wondering about the visit of the king from the south. The fact that the game didn't allow you to progress past a certain point really put the kibosh on seeing where the game would go theme-wise.
RPG Maker MV
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