[RMXP]Dungeons of Eternity
#31
Posted 05 November 2011 - 05:16 AM
Swamp - Fixed
Smithing - Will look into
Book of Water - Fixed
Beach - Fixed
Desert - Fixed
All changed. So, tell me, mind reviewing the game, serge?
#32
Posted 05 November 2011 - 09:31 AM
Also, I had that error with the beach map, but blamed my computer at first; it seems to have a problem with both the RPG makers I have.
I haven't been able to finish it for two reasons.
1. the bugs that often come up, as aforementioned by Serge
2. you keep updating! Haha
-Grimm
#33
Posted 05 November 2011 - 02:57 PM
#34
Posted 05 November 2011 - 08:00 PM
Lizzie S, on 05 November 2011 - 05:16 AM, said:
OK, here it goes:
Review: Dungeons of Eternity (Demo)
Dungeons of Eternity is a simple game with a simple premise: you're inside an endless labyrinth of interconected dungeons, and you -the protagonist- need to get out. How are you going to do it? Again, it's simple, traverse the dungeons until you find a way out. To accomplish this you'll need to fight your way through a horde of seemingly endless enemies using blade and spell, loot their dead bodies, and upgrade your gear using a very intrincate skill system. At the end, the boss is waiting for you, do you have what's needed to slay him and find freedom?
BATTLE SYSTEM **
This game uses Cogwheel's RTAB but not to it's full potential, the battles feel slow, dull, and repetitive with a system that should be able to keep you on your toes. Add to that the fact that each time you enter a battle (every 5 steps) the music is cut a and starts again once you leave the battle, this makes the battles a bit annoying.
MUSIC ***+
Even if this game uses only the standard music included in RMXP, it does it a good way. Most of the maps achieve a state of balance between what you see and what you hear, but in others the music just seems out of place.
GRAPHICS ****
The use of only RTP and "RTP style" tilesets and characters make this game have a sense of coherence. The maps are just wonderfull, they make full use of the layers, fogs, and tints, which adds a lot to the immersion into the game and it's setting.
GAME MECHANICS ***+
The puzzles are, again, very simple, making it easier on the player to keep advancing, but you are left wanting something a little bit more complex. The level desing is pretty good, it makes full use of a very compact area and thus avoinding the problem of a lot of backtracking. The skill system it's very interesting though sometimes it feels like it has no impact on the game whatsoever, having one magic skill or another feels exactly the same, the weapon skills are exactly the same only applying to different types of weapons, and the bonus they give make no difference when you can just find a completely better weapon -even if it's from another category- and use just that. The smithing menu is a very awesome mechanic allowing you to improve your amor and weapons, but this being only a demo, makes it feel very limited. The alchemy menu is great too, but suffers from the same problems as smithing. The mechanics are certainly good, but they sometimes leave you wondering, why should I pick x skill over y skill when I can do x even without the skill.
STORY ***
Yes, I know it's a dungeon crawler, but that does not take away the fact that there should be something more than "you're trapped, do you think you can get out?". Adding little pieces of story, like why are you trapped here, what are the plans of that guy that trapped you, who was here before me, would add a lot to the experience.
OVERALL ***+
I really enjoyed this game, it has a lot of potential and a lot to improve too. I would really like to see this project finished and not get scrapped like the thousands upon thousands of RMXP games. That would make me sad, very sad.
And now to the glitches and errors:
Swamp map: The chests remain untouchable, this time I found the one in the center of the map cannot be reached, and the one in the bottom right corners is still unopenable (is that a word?).
Earth cave: some of the mining holes and chests were already open once i got there, I was growing paranoind in this one as I tough you had added some onther enemy to the game, but maybe it was just my bad memory playing games on my mind, will re-check this one later.
Beach map: it has only a small problem in the mapping department you can walk through the hills, see attached pic.
errorbeach.png 526.86K
6 downloadsThe tiles circled in red have their passage priorities midified as I could move through them.
It seems that is now mostly bug free as i've been able to beat it 4 times in a row.
Also, I have a challenge for the other forum members.
HARD MODE: Put all your stat points into AGI, all your skill points into Medicine, you're only allowed to use the starting equipment and healing magic, no smithing, no alchemy, only use the potions you find.
NIGHTMARE MODE: All stat points go towards INT, all skill points go into Daggers, only use starting items, no smithing, no alchemy, cannot use any other items you find.
Edited by Serge, 06 November 2011 - 01:57 AM.
#35
Posted 06 November 2011 - 09:24 AM
Then I was like . . .
Then i was suddenly like
Then I was back to
And then I was like . . .
And that is my tale of fail . . .
But largely, it kept killing me at the cave map.
heh
Redownloaded it, the cave is now fine, and I haven't had any issues.
Might try this hard mode though- I always put full on agility anyway.
#36
Posted 07 November 2011 - 08:43 AM
Your "chest could not be opened from this angle thing" has a detrimental affect. xD
I CAN'T open it from the proper angle.
#37
Posted 07 November 2011 - 06:47 PM
WHERE. ARE. THE. MUSHROOMS!?
Seriously, I can only find one, and since you said you made them all the same I feel like i'm going blind. And that Ogre "I could sit here all day", I hate that guy already, add him as a boss just so I can kill him.
Oh, and if I pick dark magic at the start I get an INT potion instead of a book is this correct?
#38
Posted 08 November 2011 - 12:47 AM
#39
Posted 08 November 2011 - 04:33 AM
Also fixed the mushrooms. huge error: they were all on the same switch. So no, serge, you aren't going mad. Also, one more thing... for fun, put in your name as
Pink PuffAnd yes, capitalization counts. You won't notice a change til you beat the demo. But it's worth it!
#40
Posted 08 November 2011 - 05:23 AM
Now I feel like I'm the one driving you crazy.
#41
Posted 08 November 2011 - 05:33 AM
It better be a magical dragon.
#42
Posted 08 November 2011 - 05:34 AM
EDIT: NVM Fixed
@kiri: no, no dragon
#43
Posted 15 November 2011 - 01:16 AM
It seems that you pretty much got it down now, just one error, in the desert map the switches were already activated when I got there.
And good one with the trick, first time that the game has defeated me.
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