Thank you.
LegoNenen*C.N.Gentle
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Hope whatever I share here is helpful, I am a bit tired. Took me around 40 min?
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Encountered some bugs
- first encountered when entering the stone table place: anytime after fixing it, if a battle happens the table will broken *though it'll correct this when the battle is over. (similar things happen to other locations that experience Change while also having battles)
- Also clicking on going somewhere again, because of no reaction whenever there's lag, means it'll try doing it multiple times, which can sometimes start a fight :P
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I like the fact that it's not the default battle system at least (not to say that cannot be done well tho)
A point of criticism for me is that, at least, I didn't always get if the 'perfect' spot is supposed to be related to the battler image but maybe that's not even intended to be part of it...
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Now in regards to the thesis...
Specifically addressing: Can someone be an artist while also using "AI" tools in the production of their art?
As long as they actually make something that uses the outputted stuff (and not just claim the outputted stuff as itself 'their art', as the prompter is little different from an Art-Commissioner in that case).
Art is a form of communication, and the less an Artist 'controls' the process/production, the more difficult it is to actually have any communication with others (Similar issue with using stock assets/rtp). That's one of the main issues with considering 'AI-Gen' doing any form of 'democratization' of art, putting your own effort will always be a part of Art, and all that 'pretty picture' quality that 'AI-gen' can bring to the table isn't from you.
Somewhat related:
Personally I'd still recommend to credit the makers of the Stock images. Even tho, I assume, they're Public domain/no-credit-necessary-royalty-free or whatever hence not being credited?
Seem the real lazy was all the devs we met along the way :P (I know I had a problem being lazy this jam when I should've been deving XD)
Anyways, I suppose I'll just say a few thoughts even if it echoes others. Definitely would have liked to have more of the story told through the game. Making the default attack hit all enemies was an interesting choice, but it seemed to be more effective then the TP skill that does the same, so I simply stuck to the default attack when going against multiple enemies. At some point the battle started to feel tedious, esp with the lack of narrative to underpin the reason anything is happening.
A rather weird technically impressive title. Feels like a commentary on 'just believe' type thinking that's somewhat popular seemingly, which obviously doesn't work as much as those people seem to pretend it does, reality doesn't mold itself to the beliefs of random people or even whole cultures, otherwise the world might work something like this game here.
Thanks for the totally fair review! (it's SO rough, but I decided that I was going to submit no matter how well put together the end result was going to be, too many jams beforehand where I didn't submit. So while there many bugs that would even have been easily solved, It was better for me to post this as it was I think then to drop out)
While technically there actually is an indication of how many info cards you have BUT that's only mentioned (if I remember correctly) when going to the portal too soon... You're right that it wasn't clear. The player should be told that getting those is the goal and that they actually received them. And the rest of the game suffered from a similar lack of communication.
The future 'definitive edition' will certainly address all issues in some fashion.
Definitely enjoyed this nostalgic experience. (reminded me of playing the platypus games, thoguh perhaps it's not quite the same level of polish here :P) At first I wondered if there was also a tower defense mechanic, but once I realized it was ok to let them through, I relaxed.
Having me 'insert a coin' on loss was cute, and having the finale of combining forces was funny (ya got an audible snort from me at least :P)
Quite short so I was able to try both battle systems.
Definitely echoing other s though in that the timed-battle system felt better to play (and it was easier and faster XD) Kinda wish there was an ability to dodge attacks like your other game :P (even if I didn't really need it)
on the magic system, I found the spark attacks to be a wasteful usage of MP since there was no difference in damage seemingly, and yeah it felt like it was just dragging too long with both fights since they're nothing but make enemy number go down, increase own number when needed.
Having never seen or read DBZ... All references flew over my head :P
The problem I had with the skill equip system made me a bit afraid to try adding actual moves to characters at first, but I tried parsing out a possible logic (such as magical to magical, arcane to arcane, whatever :P) that clearly wasn't there for everything I was worried about XD. - but yeah, the only issue I actually had was with head and body.
I didn't want to waste alot of time save-scumming :P
A note: my PC is a potato, and because of this my experience here was filled with plenty of lag. However, not so much to render it unplayable for me (and therefore unrateable)
Great graphics and interesting combat system. Though I struggled to figure out at first what was actually going on with the turns and actions (now I understand that the spheres are essentially action points, each skill spends a differing amount, and each turn provides allows you to spend more then before)
I found the skill/equipment system to be rather strange, some things didn't make sense to me (some characters couldn't use some sorts of skills, but I was able to 'buy' it for them anyway therefore wasting resources, no indication of this provided) and it felt tedious to find the stuff that was actually available. Not saying it's bad, just that I think there's probably a way to better implement it.
I didn't go very far, got one crystal, entered another world. But the story was simply there, good enough I suppose as an excuse to play, but not compelling (I haven't tried any of the previous titles in the series... so perhaps that may have changed my expectations?)
Thank you for such an indepth review!
Sprites, both ship and harold, were made by others (though the plan was to make my own, at least through plenty of modification using these sprites as a base) I'd have to double-check for specific names :P (can't remember atm).
All the bugs will definitely be squashed if I can manage it >:)
This was pretty fun.
Though I didn't get get to beat Harold, but I did get to his serious state, before the time (45 minutes) went up, esp since I lost to Lucius, Marsha, and Therese after a longish fight XD.
Love the custom graphics (just wish that all the menus could have gotten that treatment too, along with some sort of rtp-revamp perhaps)
Hearing the party get all energized (esp that music!) right before the demons show up was interesting being that they weren't the ones I'm playing XD
Quite a cute entry, though it really feels like it ends way too soon.
I like how you provided a savepoint right before the 'quiz' since it allowed me to try for both losing the quiz and winning it. (I wonder if there's more variations within that now)
The only obvious issue/problem I have is that the crystal colors didn't really look like what the instructions said? The 'green' ones were blue while the 'red' ones were purple. Which confused me for a moment, but I'm also just tired from IRL work :P
Wish the story would have been longer but I totally understand the problem of time and cutting stuff.
I won't say too much more then was said by others, though I liked how the first person combat looked (even if it's gameplay wasn't too interesting beyond it being dual-wielding as well.)
Definitely interesting premise for a story though, one which I really would like a fuller experience out of. Any game where you play as a former hero/older character is already something that sparks interest in me.
The custom graphics was definitely really nice. Esp. the montage stuff. I wonder why Harold was the only one to blink though :P
Entering the test/cheat room and exiting afterwards breaks some stuff with the king cutscene. But obviously it's not normal to enter it anyways, so simply closing that room would prevent that I'd imagine. I also noticed in the chasm that right before meeting david, he's already considered part of the party (though named therese XD) so I assume that was some of the cut content.
Anyways, this is definitely something I'd love to see built into a full experience someday.




