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Crossover Crisis (demo abviable)

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Alright, I started playing through as well!  I'm up to the end of Mt. Kolts right now.  I've kept a NotePad++ file full of notes as I went along so that I could talk about things a bit more.  I'm not sure what here falls into the category of "It's an alpha release, I know about that and just haven't fixed it", or "That is a work in progress that hasn't been fiddled with fully yet", so disregard parts of this if that's the case.  Also, I may not remember things that were mentioned in other threads.

-Fiddling with things in Terra's status menu is a great way to break the game. Tongue  I can remove her commands permanently, which can also crash things in battle if I remove them all.  I suspect that you may know about this, but this is just in case.  I bet the fix for this isn't too hard for one of the ASM guys.

-SoldrA and SoldrB... look a little ugly as names.  You may want to give them names like vanilla did instead of trying to cram "Soldier" in there, unless you have another alternative.

-Terra's "near fatal" pose seems to be facing the other direction now.  This creates an oddity where Arvis' replacement (Was his name Magna?  I'm not sure anymore) is having a conversation with her when she's facing the other direction.  You may want to flip her around in the event code; it's a one byte change.

-I like it that the HECU is defending Coldfront instead of the guards like in vanilla.  Vanilla really never showed any Returner vs. Empire conflict, unless the Returners in question were your party, and it also reinforces that Coldfront is neutral (assuming you haven't changed that).

-Yeah, I can tell that you're going to need some proofreading at some point.  Your English isn't too shabby, but I noticed a few sentences that didn't make sense or had spelling mistakes. I didn't try too hard to find every single last issue though, as things may change during development.  I won't try to help correct any grammar issues though, as I think anything that I could write would sound a lot more bland than what you wrote.  I will list off some of the spelling mistakes I noted, but this is not a comprehensive list:

    -"Monstrosities" has no "u" in it.  That whole dialog box in particular probably needs to be reworded though.
    -I saw a couple instances where you wrote "were" instead of where by mistake.
    -At one point you wrote "recommend learning"and spelled both incorrectly.

Those were all in the Beginner's Room, if that helps you to know.  While I'll admit that sometimes the dialogue sometimes feels off, at other times the translation sometimes make this hack feel very reminiscent of actual SNES games, in a way that most other hacks don't really manage.

-You managed to make the characters sound quite distinct.  Although I've never seen Headdy before, I could tell that he was a Sega character before you even mentioned it in the Beginner's room. Smile

-The guy that shows all the status effects should probably be moved a bit away from the wall.  If you talk to him from below, your character's sprite is hidden, and that's just a waste of time. Tongue

-I had to giggle a little at the "Yet Another Room" header. lol

-The Eensies on chocobos look pretty cute. Pray

-I like how Kefka's anger pose makes him look like a pouty little child.

-I guess if there's anything that it would be easy to guess an elemental weakness on, it would be Pokemon.

-I noticed that Twila's "Up Thrust" is a "weaker, but pierces defenses" type move.  That's playing with fire a bit, because you have to be really careful to make sure there's actually use cases for both Forward Slash and Up Thrust.  As it is, I feel like Up Thrust had little use after the Magitek Armors.  The Moss enemies were the only things that have taken substantially more damage from it so far, and Terra's Fire wrecked them anyways, so it didn't really matter.  I recommend micromanaging the defenses of the enemies  a bit more around that point in the game (Cave of South Figaro, Mt. Kolts, maybe even the Lete River) a bit more so that Forward Slash is either doing substantially more or substantially less than Up Thrust against any particular enemy. That way the player is making some sort of choice between them depending on what enemies they're fighting.  For example, the Cockatrice might want low defense so that you want to use Forward Slash, and something else might want high defense, etc.  I'm assuming both Forward Slash and Up Thrust are physical, at any rate.

-When you get the Sky Knife, nobody can equip it anyways. Tongue Maybe that should be moved to a different chest?

-Due to the mechanics, the choice between a Leather Hat and a Hairband is essentially meaningless. The difference between two Defense and two Magic Defense at this point in the game is like a hungry person choosing between a blueberry or a peanut; neither is really that filling to begin with.  I'm not sure what can be done about that, but I'm just pointing it out.

-I noticed that when you equip the Red Lum, your equipment is Optimized as if you had equipped the Genji Glove in vanilla.  I hope that is a property that can be changed in the ME, and not something that was hardcoded because the vanilla coders suck at life.  ;[

-Holy cow are Headdy's throwing weapons expensive.  I'm not sure at this point what Headdy's long term design is like, but it's hard to justify spending 750 Gil for a 300-350 damage attack.

-Bosses feel a little... bland, I guess?  Not in terms of characterization, but more in terms of their script.  I feel like they sit there for a while, and then occasionally throw out an attack.  At the very least, they could probably stand to have their speed bumped up a tad.  The HECU Leader is probably fine, but I think the Cyborg guy and Gilgy could use a little... je ne sais quoi, if you know what I mean.

That being said, most of these things are just nitpicking or random improvements.  Overall, there have been a lot of nice little details here and there, and I think it's turning out pretty well so far.  I just wish I knew a few more of the universes you were pulling stuff from, but I tend to beat games to death rather than play a wide variety. Laugh


Confused Moogles FTW
 



Messages In This Thread
Crossover Crisis (demo abviable) - by Kugawattan - 01-01-2016, 10:21 PM
RE: Crossover Crisis - by Kugawattan - 01-01-2016, 10:23 PM
RE: Crossover Crisis - by madsiur - 01-01-2016, 11:49 PM
RE: Crossover Crisis - by Tenkarider - 01-02-2016, 04:29 PM
RE: Crossover Crisis - by Kugawattan - 01-03-2016, 09:09 AM
RE: Crossover Crisis - by Gi Nattak - 01-16-2016, 06:16 PM
RE: Crossover Crisis - by Kugawattan - 01-16-2016, 08:26 PM
RE: Crossover Crisis - by Gi Nattak - 01-16-2016, 09:18 PM
RE: Crossover Crisis - by Kugawattan - 01-16-2016, 09:29 PM
RE: Crossover Crisis - by Lockirby2 - 01-17-2016, 01:41 AM
RE: Crossover Crisis - by Lockirby2 - 01-19-2016, 10:27 PM
RE: Crossover Crisis - by Kugawattan - 01-21-2016, 06:47 PM
RE: Crossover Crisis - by Lockirby2 - 01-21-2016, 11:13 PM
RE: Crossover Crisis - by Kugawattan - 04-12-2016, 07:41 AM
RE: Crossover Crisis - by Kugawattan - 08-06-2016, 04:44 AM
RE: Crossover Crisis - by Lockirby2 - 04-12-2016, 09:28 AM
RE: Crossover Crisis - by Gi Nattak - 04-12-2016, 01:27 PM
RE: Crossover Crisis - by Kugawattan - 05-15-2016, 12:00 PM
RE: Crossover Crisis - by Lockirby2 - 05-15-2016, 12:13 PM
RE: Crossover Crisis - by Kugawattan - 05-15-2016, 12:37 PM
RE: Crossover Crisis - by B-Run - 05-23-2016, 11:43 AM
RE: Crossover Crisis - by Kugawattan - 05-23-2016, 01:46 PM
RE: Crossover Crisis - by B-Run - 05-24-2016, 07:58 AM
RE: Crossover Crisis - by Kugawattan - 05-24-2016, 11:57 AM
RE: Crossover Crisis - by madsiur - 05-24-2016, 08:53 PM
RE: Crossover Crisis - by B-Run - 05-25-2016, 08:25 AM
RE: Crossover Crisis (demo abviable) - by B-Run - 06-24-2016, 09:07 AM

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