I'm not a very, uh, technical person when it comes to music. Definitely a good way to keep someone on-track as the explore the world! I'm not sure if that was fixed with the latest patch.) The automatic inclusion of the town map and an objectives description was very thoughtful design. (Although it did throw me a dispose sprite error a few times upon closing it. The pause menu was very nice to look at as well. I loved the animated escalator autotile, as well as the look of the counters there. Overall, I think my favourite tileset had to be the Pokémon Center. One detail I liked with the interior set of the city was how you used transparent windows and a panorama to show the buildings outside. The tilesets especially, being from scratch, would have taken a long time to put together. I can tell that you put a lot of effort into the tilesets and UI. Don't tell anyone, but I definitely have a soft spot for vaporwave aesthetic. Because of Purrloin's typing, you can then only use Tackle. Meanwhile, the only attacking moves that Porygon learns until the high 20s are Tackle and Psybeam. Along with that, the most popular Pokémon I faced against with the grunts were Purrloin. The majority of the encounters in the tunnels were poison and normal-types. Secondly, the game's Pokémon selection isn't too great. If you're going to force the player to grind so early on, I would consider adding an EXP share, or at least encounters that gave a higher exp yield. ![]() Running all the way back to the tunnels, catching a Pokémon, and then trying to train it up on level 1 Rattata and Zubat wasn't so great. The gate key, but I had a couple issues with the game's balancing.įirst off, I didn't care for the first major battle being doubles. Some of this might have changed because I only updated to the latest patch after I got My other criticism about the game is the balancing. At the same time, you could incorporate more detail and challenge. (Via variable.) That would create variation between playthroughs. Each time they reach the next ladder, you shuffle which floor they are to go to. Perhaps you could have, for example, five floors, three of which the player is required to go through. There are still ways you could incorporate random factors into this. I think the game could benefit if you did design the tunnels more like traditional routes: variation in layout, overworld encounters, puzzles, HM hazards/etc. The tunnels weren't interesting to explore, nor were they particularly difficult. I threw on a Repel, picked up the items, and found the ladder. In addition, by the time I got to the 5th or so floor, I felt like things had become very repetitive. The only tiles you could have there were the walls, floor, and ladder pieces. ![]() While Essentials' dungeon feature is cool, it leads to the environment being really bland to explore. The area that suffers the most from this is the tunnels. In some areas, like the resistance lab/office, the NPCs are just blank. ![]() The city only has a handful of NPCs, most of whom are trainers. While the tiles are nice, most of the city is just endless, empty sidewalk. Made with Pokémon Essentials, mkxp-z and RPG Maker XPĪ major issue I have is how empty the game's world is. RGSS Linker, RGSS FmodEx (C++,Ruby), Audio (FmodEx)Īffiliated with Game Freak A Relic Castle Game Jam #6 Game Other music (In rough order of appearance):įrom "Persona 2: Innocent Sin" Soundtrack (PSP)įrom "Pokémon X and Pokémon Y" Soundtrack (3DS) ![]() Based on MIDI arrangement by Petya Krasavin
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