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From RPG Maker Game Reviews:

Score: 55/100

   

Concept

You’re a talking rabbit named Mai who meets a new friend at school.

   

The Score

Story: 1/10

The storytelling seems to be very loose in this game, with a lot of changes of direction and unconnected events.

 

For example, after you meet a bat girl at school, she asks you to go to her house to explain to her father how the grading in school works so that she doesn’t get in trouble. But when you get to her house, you do not have a conversation with Bat Dad. Instead, you have to sneak around him to retrieve the girl’s phone so that you can call for an escort home because you’re afraid to walk through the woods alone at night. In other words, you’ve gone to the house for nothing.

   

Characters: 5/10

The choice of characters is interesting, and they do have their own personalities and abilities. Besides their artwork, though, the characters are not particularly likable.

   

Writing: 3/10

The developer is a native French speaker, I believe, so there’s some awkward wording in English. But beyond that, the writing is simply uninteresting to read. There are also some points that are unclear for the player, such as what certain items do; you can't tell until you use them.

   

Mapping: 10/10

The maps are simple but charming.

 

Art: 10/10

The best part of Kitty Pride is the custom artwork. From the maps to the sprites to the character busts, everything looks very unique and well-done.

   

Creative Game Design: 10/10

Another high point of the game could be the card battle system. You can build and customize your deck to use in battle. There’s also an option when you go to school to take “courses” and earn points. But see my comments in the next section.

   

Gameplay: 3/10

Despite the interesting card battling system, it’s difficult to see how it fits into the game. I only ran into one instance in which I felt justified in fighting someone. A Rabbit Aggressor was bullying me. In every other instance, I seemed to be fighting for no reason.

 

The quiz system in school asks questions that you would generally not know the answer to. It gives you a long explanation afterward, but what good does that do when you’ve already answered the question? The only thing you can do is retake the “course” once you’ve gone through it once and know the answers.

 

Technical: 10/10

Kitty Pride runs well, and the dev has made good use of plugins or making other modifications to customize the game.

 

Music: 6/10

The music is a little strange, a little funky. But it fits the mood of the game quite well. It’s just not anything that stands out as being particularly catchy or memorable.

 

Sound: 7/10

There aren’t many sound effects, but what’s there is sufficient and fitting.

   

Recommendation

As it stands, I appreciate the CuddleFox’s artwork and the design of the battle system, but I can’t recommend playing the game until the story gets a little tighter.

  

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Great! Let me know when it's ready. I'd like to review it for https://www.ChristianGamesNOW.net/

Doesn't work for me on Chrome.

From RPG Maker Game Reviews:

Score: 61/100

  

Concept

You play a young man or young woman training to be a knight.

  

The Score

Story: 5/10

The character says that he has no reason for wanting to become a knight. With no motive, it’s difficult for the player to invest in the character’s story. From what I saw in my short time with the game, the story was an uninteresting progression of earning your way into the knight training program.

 

There is an intro scene that hooks you, though, and could provide some interesting plot points later in the game.

  

Characters: 4/10

Again, the character has no motive, so it’s difficult to connect with him/her. The only personality trait the character shows is a bad attitude. Other characters are likewise flat with seemingly no reason for doing what they do.

  

Writing: 6/10

There is some humor in the game, which I appreciated. There are also quite a few typos, which detract from the storytelling.

 

Mapping: 7/10

The mapping is generally very nice. To leave a map, though, you have to step on the same square on which you entered, making it awkward to peek into a map, then leave again. You have to take a step forward, then turn around. It’s better to have the character enter the map a space in front of the exit tile. Then, they can simply take a step back if they want to leave instead of a step forward, then a step back.

  

Art: 10/10

All of the art that I saw was made with RPG Maker assets and the Character Generator. Most of it was well put together and fit the mood of the game nicely. The only problem was with the scale of some of the enemies.

  

Creative Game Design: 5/10

I can’t say that I saw anything different about Crossroads of Fate. It seemed to be a standard RPG Maker game with the standard mechanics and presentation.

  

Gameplay: 4/10

Most of the game plays as you would expect, but the battles are a little ridiculous. There’s a point where you have to fight 4 opponents, one right after the other. Nothing wrong with that. The problem is that they’re supposed to be your peers, and yet they do not match your level at all. They have super powerful skills (you have none), and their attacks are incredibly weak compared to yours. It comes down to whether you can buy enough health potions and swing enough times between chugging said potions to defeat them. It makes the whole scene very tedious rather than challenging or fun.

 

Once you get one of them in your party and take her into battle yourself, her powerful skills are no longer available.

 

Technical: 8/10

The game did crash one me once, but ran smoothly otherwise. I’ll also take a point off for the map transfers I mentioned above. That would be easily fixed by choosing a different tile for the character to enter each map on.

 

There is a HUD for you to see your health, and normally I would like this feature, but in Crossroads, it’s unnecessary as you don’t take any damage on the map and therefore don’t need to track it outside of battle and the main menu. Other plugins, however, do change the look of the game slightly and aid in setting it apart.

  

Music: 7/10

I like a lot of the music blacksred Empire chose to use, and there are quite a few pieces even in the beginning section of the game I played. I’m not sure it all goes together, though. There’s no overall cohesion to the musical selection, so the pieces seem a little haphazard.

  

Sound: 5/10

There are very few sound effects in the game. The developer seems to rely more on visual events and the music.

  

Recommendation

I think Crossroads of Fate could be a very interesting game if blacksred Empire does some work on helping us get to know the character more and provides a compelling reason for why he/she is entering the knighthood. Other details, such as evening out the battle system, fixing the typos, and adding sound effects to the game shouldn’t be difficult to do.

  

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I'm glad to hear you're continuing to work on the game. It'll be that much better when you're finished. And thank you for your responses. If you would like help naturalizing the language (most of it really is pretty good), let me know. I'm a book editor by profession.

From RPG Game Maker Reviews:

Score: 91/100

  

Concept

You are Elisa, looking through your dead friend’s drawings to understand what he was thinking.

  

The Score

Story: 10/10

Creaptive Heart shines in a couple of areas, and this is the first. The story is very engaging. Though a bit confusing and “artsy,” it does make you want to figure out what’s going on. By the end of the second drawing you explore, you start to get a very good picture of your friend’s state of mind.

  

Characters: 8/10

Ciclope has done a fine job of helping us get to know her characters from their conversations, thoughts, and attitudes. The only aspects that are missing are personality quirks and distinct patterns of speech to make them more memorable.

 

Writing: 8/10

Overall, the writing tells the story very well. There are a few instances, however, where I noticed some typos or awkward phrasing. I also wish there was more writing in some places to give the player more explanation about what to do (but more about that in the Gameplay section).

  

Mapping: 9/10

Most of the mapping is great. The areas are well-laid out, look nice, and, when it comes to the drawing maps, very creative. The only detractor was the similarity of the drawing maps. You’ll see many of the same elements even though they’re supposed to be different drawings.

  

Art: 10/10

The original art that went into Creaptive Heart is fantastic. Everything is custom, from the character sprites to the character busts to the map elements, and all of it looks very professional and is well-suited to the mood of the game.

 

Creative Game Design: 10/10

The concept of Creaptive Heart is very creative. You enter and explore the drawings of your friend. Ciclope also sets the game apart with on-map combat and moving obstacles.

  

Gameplay: 6/10

Most of the game is exploring and asking yourself what is going on. Then, once per area, you have to defeat an enemy or a group of enemies. All of the combat is on the map screen, but it’s also challenging. Maybe a little too challenging.

 

There’s also a lot of guessing about what you’re supposed to do to these enemies. For instance, in the first area, you have to shoot fire from your lantern at them, but the game doesn’t tell you to shoot them with your lantern or even how to do it. You have to avoid the second enemy while collecting an item, but again, the game doesn’t tell you what you’re supposed to be doing, so you end up dying at least once before you figure it out.

 

On some screens, it was a little confusing to determine who was talking, so different colors of windows or names would have been helpful.

 

Technical: 10/10

Creaptive Heart runs well and makes great use of lighting effects. Not only do you have your lantern but when you lose health, the screen flashes black, making it even more difficult to see the enemies and where you need to go.

 

If you’re familiar with RPG Maker games, you’ll also notice evidence of other plugins that help the game stand out as unique.

  

Music: 10/10

The music that’s in the game sets the mood very well, but most of the game doesn’t have music. Normally, I would say that the lack of music makes a game seem empty, but not in this case. The story is so engaging that I hardly noticed the absence of music. In fact, the silence created the mood just as much as the music did.

 

Sound: 10/10

The sound effects are well-placed and plentiful enough to help immerse you in the story.

  

Recommendation

If you like mystery games and don’t mind the “artsy” style, you’ll probably find Creaptive Heart to be quite engaging.

 

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From RPGMakerGameReviews.com:

Score: 88/100

  

Concept

You’re the angel Eremiel, sent to find out why souls aren’t coming to Heaven after their time in the Abyss.

  

The Score

Story: 10/10

The story seemed interesting. Unfortunately, I didn’t get to see much of it.

  

Characters: 6/10

There’s only one main character, Eremiel. He seems to be doing his duty with a godly heart, but there’s nothing that makes his personality stand out.

 

 Writing: 10/10

The writing is great. It’s clear and moves the story along as you talk to spirits whom you rescue.

  

Mapping: 10/10

The few maps that I saw were very well laid out. They had interesting shapes and were full of scenery.

  

Art: 10/10

I like the title art, but I didn’t get to see if it had anything to do with the game. Is it supposed to be Eremiel? Is Eremiel a female angel? Is it a female demon who is the reason souls are being trapped in the Abyss?

 

The rest of the art is RPG Maker assets, and Frogboy has used them well.

  

Creative Game Design: 10/10

Eremiel shines in this category. All of the combat takes place on the map screens. It’s action combat as you shoot holy energy and use power-ups on enemies as they approach you. The power-ups change your attack in a variety of ways. The best is when you can snag an area of effect ability. Others boost your health.

 

There’s also a HUD to tell your health, money, and time remaining to use your power-up.

 

At the beginning of the game, you can choose between three difficulty levels. More on this in the next section.

 

 Gameplay: 4/10

Here’s where Eremiel falls short for me. I love that the game uses on-screen combat. I love the idea of rescuing souls as an angel serving the Lord. Unfortunately, I did not get very far with this game. I had it on the Easy difficulty level and found it far from easy. I couldn’t even get past the second enemy map! If that was easy, I’d hate to see what Insane is like.

 

I might have given myself a few more tries on the game if I could save it after the first map, but there’s no menu screen and no way to save until you reach a checkpoint.

 

Technical: 10/10

Frogboy has done a really nice job of making a smooth gaming experience that utilizes the plugins he needs to make an on-map action-combat game.

 

Music: 8/10

Most of the music is RPG Maker, which is fine. It’s catchy and sets the mood of the game. There were a couple of maps that didn’t have any music though, and sounded empty.

 

Sound: 10/10

The action on the maps had appropriate sound effects. As I say on all my reviews, a great step would be to add voice acting for the dialog sequences, but that’s really going above and beyond for an RPG Maker game.

 

Recommendation

If you’re up for a challenge, play Eremiel. You might enjoy the arcade-style push to get through the waves of enemies more than I did. It certainly seems that it would be a rewarding story to see the end of if you can get that far.

  

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Okay. Interesting. I would add a brief description in addition to the fuller explanation in the manual. Something like, "Bear stance - provides 3 strength-based battle skills". Or however you can word it to give the player an idea of what they'd be getting.

The main skills that I found confusing were Brozag's. I couldn't tell what his different stances did. For instance, it said "Bear stance," but what benefit does that give him?

From RPGMakerGameReviews.com


Score: 79/100

  

Concept

You come to the city of Adventus, looking to build a clan who will help you fight in the Arena. Build your party, gear up, and gain strength until you qualify the big event.

 

The Score

Story: 6/10

I imagine that there’s more to the story of the game than I was able to see. So far, the player’s only concern is building their family’s honor by rising in the arena ranks. I’ll be interested to see what else happens as the game progresses.

 

Characters: 8/10

You don’t get a lot of interaction with your party members, but they do all have unique backstories and skills that they can learn.

 

Writing: 8/10

The writing in The Mighty Clan is generally very good. There are a few instances where I wished the descriptions of skills would have been clearer to understand. There was also some awkward wording that could be cleaned up.

  

Mapping: 10/10

I could only see the town map on my playthrough, but it looked very nice. I appreciate how the shop owners are standing outside so that you don’t need to go into their buildings. Not only does it save the developer from creating those maps, but it also saves the player time from having to enter the buildings when all you want to do is buy something and be on your way.

  

Art: 10/10

There are a few scenes with original art in the game, and they work to set the mood very well. What SolonWise has done with the RPG Maker character generator also looks very nice.

  

Creative Game Design: 10/10

I like how you can choose to play a male or female starting character, as well as selecting between three levels of difficulty. There are plenty of options to gear up, including learning new skills and buying potions, weapons, and magical items. You can also upgrade or enchant your items at the blacksmith or reliquary. You can get temporary buffs at the tavern and choose from among three starting party members who are there waiting to join a clan.

I also love how you can choose which level of monsters to fight in the arena. Depending on how strong you’re feeling at the moment, you can choose to fight more or fewer enemies. It’s also possible to lose a party member to permanent death, so the game provides real consequences for your choices.

The enemy book is also a nice touch.

 

Gameplay: 7/10

I had a lot of fun playing this game. You have a lot of choices about what strategies to use and how to build your party.

There are a few downfalls to The Mighty Clan when it comes to gameplay. One is that the NPCs repeat themselves when you talk to them. For instance, when you’re speaking to a merchant and want to make a new selection, they’ll repeat their opening line. If you’re not sure which party member to pick and want to come back to them later, they’ll say all the same things as before.

Second, when learning new skills, there’s no real description of what certain skills will do. Even after you learn it, you can’t tell by the description.

Third, you need to buy a special item to be able to save the game. To me, this is a game-breaking mechanic. I need to be able to save my progress and close the game whenever I want to. I can’t be delayed by having to afford a special item.

 

Technical: 5/10

The game runs smoothly with sparing use of plugins or alterations. The only mistake I found was that when one of my party members died, the game kept warning me that he would be lost every time I tried to stay at the inn. I had already spent one night, and he was already out of my party, but the game kept giving me the warning that I would lose him.

I also couldn’t leave town and progress in the game like I wanted to with the dead party member “still” with me. This should be an easy fix for the developer, though, and I’m sure the next release will have this problem solved.

 

Music: 8/10

I enjoy the background music. Unfortunately, there’s no title music yet.

 

Sound: 7/10

Sound effects are minimal but well-placed. There aren’t many map events that call for sounds. One thing that would make this game stand out is voice-acting for the characters. Maybe after the game is complete, the developer can go back and add in voice-overs.

 

Recommendation

Keep an eye on this game. It’s shaping up to be a good one for those of us who enjoy building a party up to be the best that it can be and making choices that matter.


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From RPGMakerGameReviews.com:


Score: 87/100

 

Concept

You play a servant girl named Mel. Your counterpart in the house where you live and work is Raven, the very mean daughter of the manor and a student of magic.

 

The Score

Story: 10/10

The story progresses very quickly and is rather engaging. Isabella Ava does a very good job at making you hate Raven and root for Mel early on.

 

Characters: 10/10

All of the characters you meet have their own pronounced personalities that set them apart and make them memorable.

 

Writing: 5/10

The writing is good from a creative standpoint, but you can tell that Isabella Ava isn’t a native English speaker. Once she’s finished creating the game, a great finishing touch will be to have a native English speaker proofread the dialog and item descriptions. Along with all of the other fantastic aspects of the game, polishing the writing will make for a very professional package.

 

Mapping: 7/10

The maps for Mel’s Saga look very nice, including the use of lighting effect. I only wish some of the outdoor maps were larger so that the player could get a fuller view of the areas. I think it’s perfectly fine for the interior maps or some outdoor areas to be smaller than others and narrowed in with the large outdoor areas taking up more of the screen.

The dungeon areas are very elaborate and enjoyable to explore.

 

Art: 10/10

I wish I could give this area a higher score than 10. Talk about a nice touch! Isabella Ava uses original artwork for her character busts, enemies, cards, and to help tell the story during the cutscenes. It’s a very effective method and one I’m sure all the guys will appreciate!

  

Creative Game Design: 10/10

There are quite a few game mechanics that stand out in Mel’s Saga.

 One is the fact that it’s a card battling game. You gain cards as you progress through the story. So, every important event that happens to you becomes a card you can use in battle. You can customize your deck to include the attacks and buffs that you want, but it’s different from other card battling games in that the enemies use skills rather than cards.

 You can also look for items by picking up barrels and similar items and throwing them.

 Also, I love how you can jump and get to different areas on the map.

 Finally, when you enter an area with enemies, you won’t see them on the map, but you will get a radar in the upper-right corner to help you navigate toward or around them. If you really don’t want to fight, you can also go into Stealth mode.

 

 Gameplay: 10/10

Mel’s Saga is a very enjoyable and smooth game to play, especially given the fact that you can avoid enemies as much as you want to. If you want to grind and level up, you can. Otherwise, you’re free to explore and keep the story moving.

  

Technical: 10/10

Isabella Ava has made use of some key plugins to provide a unique user experience. One difference she’s made is with the keyboard controls.  

  

Music: 7/10

The music that’s there is good, but it would be nice to add music to every scene. As it is, most of the areas seem a little lacking without some atmospheric music.

  

Sound: 8/10

The sound effects are great. I especially enjoy the noises for when the characters are talking. The game could use a little work on looping sounds, though.

 

Recommendation

The more I played Mel’s Saga, the more impressed I became. If you enjoy RPGs with a card battling mechanic, or card battling with a story, follow Isabella Ava’s progress as she develops this adventure.


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From RPG Maker Game Reviews:


Score: 89/100

  

Concept

You start Burden RPG with a beating heart in your inventory. Your son is either missing or dead, until he shows up through the world in your basement. And he wants to play…

  

The Score

Story: 10/10

I actually played through to the end of this game. It was that engaging! There’s plenty of mystery, and the story comes to a satisfying end. There’s a part near the end in which you can make a decision. It’s worth it to save and reload so that you can see what happens with each story path.

  

Characters: 5/10

There isn’t much characterization in this game. You have Dad, Mom, and a host of creepy kids. But none of them show much personality. The game relies more on the general storyline and the puzzles.

 

Writing: 10/10

The writing in Burden RPG is excellent. It’s clear, moves the story along, and is interesting, with no errors.

  

Mapping: 8/10

The maps are fairly simple. At the same time, they’re varied in appearance, and the dev has used them to create a sort of maze. so I won’t complain about them too much. The flickering lights are a nice touch.

 

Art: 10/10

I appreciate the custom character art. The style fits well with the theme of a young family.

 

Creative Game Design: 10/10

Most of the game is built around exploring and solving puzzles, which, along with the horror aspect of the game, was a nice change of pace from many other RPG Maker games I’ve played.

 

Gameplay: 7/10

There is a section of the game in which you have to solve a series of puzzles to progress. Each puzzle is given by a different person. The puzzles are fun and challenging, but I wish there was a way to remember who gave me which puzzle, or to remind me what the puzzles were. In other words, it would have been nice if all the NPCs repeated themselves until I completed each of their quests.

 

There are also a couple of puzzles that give you no clue as to how to solve them, such as a moveable rock and a hole in a wall. The only way to find them is to walk into the walls.

 

Other than that, gameplay was smooth and enjoyable.

 

Technical: 9/10

Burden RPG runs well with no glitches. I’m not familiar enough with the VX system to recognize any changes the dev made. I did notice that there’s a place for a portrait in a lot of the text boxes that were left blank when no one in particular was talking, such as when the system narrates for you what you’re looking at. It’s probably VX default to keep that blank box there, but it would have been a nice touch if the dev could have found a way to get rid of that portrait box when it wasn’t being used.

 

Music: 10/10

The music is deliciously creepy, suspenseful, and well-composed.

 

Sound: 10/10

Most of the sound effects are very realistic. They’re well-placed and give the game a deeper sense of immersion.

 

Recommendation

If you don’t mind horror, love a good story, and want to exercise your brain a little, play through Burden RPG!

 

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(1 edit)

From RPG Maker Game Reviews:


Score: 77/100

 

Concept

You are Grigori, son of the late local blacksmith. The Darklord Crix cursed your family, and now, it’s up to you to go get your revenge and break the curse.

 

The Score

Story: 5/10

I was interested to hear more about who Darklord Crix was, but nothing else about the story caught my attention. There are a couple of quests early on that are meant to move the story forward, but they didn't hook me.

 

Characters: 7/10

The characters I meet were varied in the appearance, personality, and voice. In my First Impression review, however, I didn’t see much of their backstory or have any other real interaction with party members after I recruited them. That made it difficult to connect with or feel an attachment toward any of them.

 

Writing: 8/10

The writing isn’t bad. Typos are kept to a minimum and all the descriptions of items, skills, etc. are easy to understand. The language the characters use is rather formal, in keeping with the setting of the game. It was a little over the top for me, but others might enjoy it.

 

Mapping: 3/10

The scenery for the maps adds to the realism of the game. I would have preferred to have the enemies portrayed on the map in a different way, though. As it, every campfire you see burning is actually an enemy. Whereas I like to see where the enemies are, it would have been better to have sprite characters for them or let them come up as random battles. In fact, there are random battles, making the “campfire” enemies seem unnecessary.

There were also some paths I couldn’t walk down until I needed to. There was nothing in my way. My character didn’t make an excuse for not wanting to go that way. I simply couldn’t walk to the next map in that direction until the game was ready for me to.

Along the same lines, some bushes only appeared when a quest to gather them started and made broke the immersion of the game.


Art: 10/10

The graphics are impressive and keep a complementary style in every aspect of the game. The art style definitely helps the game stand out among other RPG Maker games for its realism.

 

Creative Game Design: 10/10

SimProse Studios has included some interesting mechanics in the game. One is the ability to change out equipment while you’re in battle. Another is the possibility for your equipment to break. Being that your character is the son of a blacksmith, this makes a lot of sense. It also adds a lot of realism to the game.

You can also gather a party, and when you select one party member, you can’t select the other option presented to you, so it feels as if you’re making choices that matter. Wanting to see what the other possible party members are like also adds to the replay value of the game.

 

Gameplay: 7/10

The pace slowed down for me in the battles. It seemed like I or the enemy missed or dodged about half of the time, which only served to drag out each encounter. The best way to hit them was with a Spell.

Other than that, I enjoyed the game and found it to be fairly engaging. I did appreciate how challenging the battles were. Gearing up, using items, and recruiting party members were definitely necessary for me to complete the first quest.

 

Technical: 10/10

Chaos Dream: Retribution makes subtle use of plugins and/or code modifications that add to the game’s appeal. If you have an older computer, be aware that it may lag a bit as the game loads new graphics or voice sound files.

 

Music: 10/10

The music is varied and appropriate for each scene. I can’t say that any of the tracks would stick in my head, but they were pleasant to listen to.

 

Sound: 7/10

Chaos Dream: Retribution shines in this department. Some conversations are voice-acted, and there are plenty of custom sound effects to complement the action, such as when an enemy or character gets hit, or the ambiance behind the music.

The only reason I’m taking points off here is because the voice-acting is inconsistent, meaning you never know when you’re going to get a voice-over and when you’re not. And there were some instances that I thought warranted a voice-over, but it either wasn’t there or didn’t load, such as when I found an important person I was looking for.

 

Recommendation

I’m impressed with the visuals of the game and expect the story to get more interesting as the game continues. If you’re looking for a more realistic-looking RPG and don’t mind the slow battling, try Chaos Dream: Retribution.

From RPG Maker Game Reviews:

Score: 58/100


Concept

You play Shooty (because he likes to shoot things) and the catfish Zaat, a sort of adventuring duo hired to do odd jobs no one else wants to do. Your boss, Slim Grim the floating skull, sends you to check out what’s going in the mines in the next town over.

 

The Score

Story: 3/10

I like the premise of being hired problem-solvers, and there is a mystery as to what’s going on in the mines, but it failed to hook me. There are also a lot of NPCs you can talk to that don’t add anything to the story. They’re humorous, but after talking to a few of them and not learning anything new, I grew tired of the inconsequential conversations.

 

Characters: 10/10

Each of the characters has their own personality and is very recognizably different from the others.

 

Writing: 5/10

The writing is fairly decent and humorous, but there are quite a few typos.

 

Mapping: 5/10

I like the unique tileset the developer used, but it seems rather limited. Every interior scene has a lot of similarities. It also seemed odd that the NPCs didn’t walk around on the map.

 

Art: 10/10

This is the high point of the game. While I’m not a fan of the style, everything looks very unique, and each character is custom-designed.

 

Creative Game Design: 3/10

Most of the creativity here is in the art style. I do like that the battle system includes a skill called Diss and that it actually does damage instead of simply acting as a debuff. Who says words can’t hurt you?

 

Gameplay: 3/10

I enjoyed finding new gear and gaining new skills, but other than that, exploration and battle didn’t really motivate me to keep playing. The battles, boiled down beyond what the skills were named, weren’t any different than most RPG Maker games, and there was never a danger of me losing a battle, so I didn’t feel challenged in any way.

 

Technical: 8/10

The game runs well but doesn’t stand out as doing anything exceptional in this field. It would be good to see the game use a custom icon rather than the RPG Maker MV default.

 

Music: 6/10

There’s a blend of music in the game, from techno to mysterious ambiance. There are some screens, however, that don’t have any music at all, which left me feeling like something was missing.

 

Sound: 5/10

There aren’t many sounds in the game, and what’ s there isn’t anything special. There are also some sounds that don’t match the action they accompany. For instance, a character vomits in the bar, but the sound is pleasant, like you just opened a treasure chest or something.  

 

Recommendation

I realize this review is coming off on the negative side, but that doesn’t mean this is a bad game. If you’re a fan of the art style and lean more toward casual gaming with a fair dose of humor, I would encourage you to give Shooty and the Catfish a try.

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From RPG Game Maker Reviews:

Score: 86/100

Concept
Yu is about to marry Princess Hime. He’s supposed to meet her at the castle, but then, he finds her stuck down a well. She doesn’t want to talk about it or let you near the well, but she does want you to help her find a special magical item that she left in the castle. As you travel, you need to pick up everything you’ll need for the wedding. There’s also an intriguing story hint about everyone being clones...

The Score
Story: 10/10

So far, I’m finding the story very interesting. There’s a mystery about why everyone looks the same and about who dug the wells that the princess wants us to avoid. I have a feeling that there’s going to be a very satisfying end.

Characters: 7/10
I didn’t see much characterization in the game. I couldn’t tell one person’s personality from another. At the same time, I didn’t mind the lack of developed characters because they aren’t what drive the story forward. 

Writing: 10/10
The writing is fantastic. It’s clear, witty, and humorous. There are no typos or grammar issues, which lends credibility to the developer’s professionalism. 

Mapping: 8/10
The maps are simple but full and charming. They fit the style and mood of the game.

Art: 10/10
The visual style of Yu is purposefully retro and makes the game stand out from other RPG Maker games. I like the custom sprites and character faces.

Creative Game Design: 5/10
This game doesn’t do anything out of the box, but what it does, it does well. I appreciated how many hints were given to the player about what to do next.

Gameplay: 10/10
Yu fits the profile of a standard RPG that follows the mechanics of talking to NPCs, battling, learning new skills, and finding loot and equipment. That’s not to say anything against it. I found the game to be very enjoyable, and while I didn’t get that far, the developer says that there are multiple endings possible, which adds to the replay value.

Technical: 10/10
The game runs very well. The controls are user-friendly, and the developer has made some nice changes in presentation that fit the mood of the game.

Music: 10/10
The music is fast-paced and fun. I especially enjoyed the battle music. It’s unique and catchy.

Sound: 5/10
There aren’t many sound effects for map events, which makes them feel a little empty. In other words, where I was expecting a sound, there wasn’t one. Still, the sound effects the developer does use are pleasant and fitting.

Recommendation
Well, Yu Will be a Prince is a game that I would definitely like to play to the end. If you enjoy a good story and the tried and true mechanics of a classic RPG, I don’t think you’ll be disappointed.

Hi, Alkain! I just started playing your game. Nothing happens after I click to read the email.  I can't re-select the  computer after this dialogue closes and I can't go down the stairs until I read the email.


Excellent! I'm still having fun with this, by the way. Nice job on the AI!

This seems like a fun game. A few suggestions for gameplay:

1. I would like to be able to zoom in on cards the enemy played and also on my own cards once they're on the board. I want to zoom in on the cards, not the entire board.

2. The Tutorial popping up every few seconds is annoying.


Otherwise, well done! I look forward to more.

This looks like an interesting game with good artwork and music. It's a bit difficult to get started though.  I didn't make it through the first match. Here are my suggestions.

1. Have an arrow indicating the object above the first opponent is the card he's referring to. I kept looking for the "card" and almost stopped playing because I thought the object above him was just a placard for his character.

2. Get rid of the timer, at least for the first few matches. I didn't even have time to read all my cards before the timer passed.

3. I get the marbles, but I need a better explanation of how to earn points.

4. Launch with an optional tutorial that tells which cards to play from your hand and why they're the best play for that round. That will help new players get the hang of the game.