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<blockquote data-quote="AenaonDogsky" data-source="post: 31619" data-attributes="member: 1480"><p>A beautiful-looking mini-collectathon with excellent mapping</p><p></p><p><strong>Thoughts:</strong></p><p>[SPOILER="Thoughts"]- the little hopping in and out of bed movement animation was awesome!</p><p></p><p>- tile choice is beautiful</p><p></p><p>- mapping is excellent, from what I've managed to play this jam, it seems to be the most organic, naturally mapped game I've played</p><p></p><p>- player hat color is a bit saturated, perhaps use a more washed out color that falls in line with the rest of the pallete?</p><p></p><p>- the implementation of the rejuvenation theme is a bit literal, but it's still fine as far as I'm concerned. Especially given the time you had</p><p></p><p>- tip-giving npc is a nice addition</p><p></p><p>- I am getting quite a bit of lag in northern garden. Unsure why. Tile animation? eg grass?</p><p></p><p>- northern garden hidden in grass diamond southeastern area has visible void</p><p></p><p>- diamond-resource exchanging guy in your house was a bit sudden. It'd be more fitting to either implement him in the story in some way, or have him appear later someplace else. Also, at least up until then, the player hasnt been given info regarding these resources or what they do/ are needed for. Also, since certain events activate the availability of those resources, how would it make sense for them to be available this way? Moreover, trading in the very same resource that is supposed to restore the land, to get some more sticks or pebbles etc doesn't make much sense!</p><p></p><p>- a Pawniard is a bit excessive for the early game, especially considering that Drashimi's ability will simply make Pawniard's attack rise to insane levels by taking hits</p><p></p><p>- "you scurry back to a pokemon center" plays upon loss, you can easily replace these messages with "home"</p><p></p><p>- I like the fact that you begin with a lot of balls.</p><p></p><p>- a Deino is also excessive for an early-route trainer. Sure, drashimi can learn twister, but still, you have to take into account a player with lower levels. This is usually taken for "artificial" difficulty, if your intent was to challenge the player. My strategy was to catch a high level mon from the northern route, before the black belt with deino, then go to the western route and get past pawniard. Also, are dragon mons ubiquitous because of the fairytale setting? if yes, then you should also have included some early fairies to help players and also tie-in with the themes</p><p></p><p>- a small mapping nitpick is the stone right next to the stairs leading to northern garden, I sometimes bumped into it because it was kinda in the way</p><p></p><p>- since you aren't using any music for most maps, and irregardless of whether this was due to not having enough time, you should have avoided making the game this humongous in file size. Even if you had to use, say, ten tracks, why would the file size be this huge? Unless you want to use a lot of music, (which you wouldnt really need to) then get the tracks over in audacity and export them with a lower bitrate</p><p></p><p>- i was told to collect wood but there's no wood to collect, why would a "wood wallet" be a prerequisite for that? Wait, it's a switch activation problem, the map didn't refresh and the wood wasn't obtainable until a connected map had been entered</p><p></p><p>- I think hawlucha on two different trainers in the same area is a bit much</p><p></p><p>- how would a hiker be able to "unlock terrain for you", I mean, I understand collectathon reward mentality and justifications, but couldn't he just say "WOW, LIKE, I DEFINITELY HEARD SOME KINDA LANDSLIDE HAPPENING FAR AWAY, COULD A CAVE ENTRANCE HAVE BEEN OPPENED"? It'd definitely be in the spirit of Banjo that way xD</p><p></p><p>- though the trick is obvious the 2nd time, some diamonds are well-hidden behind trees</p><p></p><p>- my wooper simply pawned his pawniards</p><p></p><p>- I think this game would benefit from EXP.SHARE</p><p></p><p>- The gathering aspect does not feel excessive</p><p></p><p>- wouldnt diamond collecting benefit from event touch and simply having a display of the current number of diamonds float above the player in real time upon gathering?</p><p></p><p>- Grandma wanting you to grab muschrooms actually SPAWNING those musrhooms post interaction is not a good design choice for collectathons! All materials should be available before such interactions since this forces the player to backtrack a lot, and hinders exploration which should have rewarded the player for finding them the first time around (also, since the game is open-world, this is doubly annoying for people who took a unique route only for them to have to backtrack again and again when they had already explored the place!)</p><p></p><p>- the game is really fun for having been made in such a short amount of time, I'd say finish the project someday, or even incorporate it into your next game which you said you'd focus on</p><p></p><p>- the game would massively benefit from repels, or very sparse encounters, since running around collecting is what you do most. Bonus points for easily craftable max repels. I debugged in some of them and it made the experience thrice as good for me</p><p></p><p>- wow, never expected a beldum there</p><p></p><p>- it's good that there's more than the required amount of mushrooms and perhaps other resources, helps with ensuring you don't waste too much time looking for that 1 thing you've missed</p><p></p><p>- where do you get cut? cause I never got it and I had only unlocked the third gate. The other gates letting me pass was a bug? alright looks like the guy you meet at the beginning actually gives you rewards for every 30 diamonds with them being cut and rock smash. Wasn't aware of that, did I miss something in the beginning?</p><p></p><p>- that last battle was unneeded for this type of game, consider nobody would have lvl 40 mons by the time they had reached the ending</p><p></p><p>- oooh so collecting the stones and the wood should also make the magical gateways open, I mean it makes sense, but I dont remember seeing their respective messages?</p><p></p><p>- finished with 76 gd[/SPOILER]</p><p></p><p></p><p><strong>Bugs:</strong></p><p>[SPOILER="Bugs"]</p><p><strong>---MAJOR---</strong></p><p></p><p>- Bugcatcher Liam throws an error preventing you from progressing further into shallow pathway!</p><p></p><p>- gate 3 old lady unlock event doesnt automatically tell you it's happened, and also happens each time you talk to her - ALSO, makes every other textbox after hers appear in the middle of the screen and transparent</p><p></p><p></p><p>Minor</p><p></p><p>- interior starting map has snapped edges, interiors by default shouldnt</p><p></p><p>- if you go south all the way right from your doorstep, you can see the void</p><p></p><p>- *retrieve, small typo</p><p></p><p>- most maps lack bgm</p><p></p><p>- lass shelia is a titan!</p><p> </p><p>- shroomish floats</p><p></p><p>- applin has no battle sprite!</p><p> </p><p>- black belt is also a titan!</p><p></p><p>- applin backsprite floats</p><p></p><p>- blitzle floating backsprite</p><p></p><p>- west route southern part black border</p><p></p><p>- no enter and exit SE</p><p></p><p>- picnicker katie is also a titan!</p><p></p><p>- schoolboy and preschooler has no trainer sprite</p><p></p><p>- fisherman is yet another titankin</p><p></p><p>- lotad's sprite is positioned too low (so you could say it's a.... Lowtad....ha...ha..)</p><p></p><p>- wooper is floaty also some mons are animated some arent, better keep one or the other</p><p></p><p>- ralts couldnt control its levitating powers and is suspsended a bit higher than expected</p><p></p><p>- wooper backsprite floats</p><p></p><p>- inexistent hawlucha battle sprite</p><p></p><p>- jogger has no trainer sprite</p><p></p><p>- you can jump ledges horizontally</p><p></p><p>- cave tile shadows are grey instead of transparent black</p><p></p><p>- western cave interior is also constricted by snapped edges</p><p></p><p>- cave fight with gangsta uses interior background</p><p></p><p>- western walkway to stardew lake westernmost side shows both a weird connected map and the void[/SPOILER]</p><p></p><p><strong>Strong Suite:</strong> Mapping, Charm, Uniqueness, Graphics, Gameplay</p><p><strong>Feel:</strong> Collectathon, Adventure</p></blockquote><p></p>
[QUOTE="AenaonDogsky, post: 31619, member: 1480"] A beautiful-looking mini-collectathon with excellent mapping [B]Thoughts:[/B] [SPOILER="Thoughts"]- the little hopping in and out of bed movement animation was awesome! - tile choice is beautiful - mapping is excellent, from what I've managed to play this jam, it seems to be the most organic, naturally mapped game I've played - player hat color is a bit saturated, perhaps use a more washed out color that falls in line with the rest of the pallete? - the implementation of the rejuvenation theme is a bit literal, but it's still fine as far as I'm concerned. Especially given the time you had - tip-giving npc is a nice addition - I am getting quite a bit of lag in northern garden. Unsure why. Tile animation? eg grass? - northern garden hidden in grass diamond southeastern area has visible void - diamond-resource exchanging guy in your house was a bit sudden. It'd be more fitting to either implement him in the story in some way, or have him appear later someplace else. Also, at least up until then, the player hasnt been given info regarding these resources or what they do/ are needed for. Also, since certain events activate the availability of those resources, how would it make sense for them to be available this way? Moreover, trading in the very same resource that is supposed to restore the land, to get some more sticks or pebbles etc doesn't make much sense! - a Pawniard is a bit excessive for the early game, especially considering that Drashimi's ability will simply make Pawniard's attack rise to insane levels by taking hits - "you scurry back to a pokemon center" plays upon loss, you can easily replace these messages with "home" - I like the fact that you begin with a lot of balls. - a Deino is also excessive for an early-route trainer. Sure, drashimi can learn twister, but still, you have to take into account a player with lower levels. This is usually taken for "artificial" difficulty, if your intent was to challenge the player. My strategy was to catch a high level mon from the northern route, before the black belt with deino, then go to the western route and get past pawniard. Also, are dragon mons ubiquitous because of the fairytale setting? if yes, then you should also have included some early fairies to help players and also tie-in with the themes - a small mapping nitpick is the stone right next to the stairs leading to northern garden, I sometimes bumped into it because it was kinda in the way - since you aren't using any music for most maps, and irregardless of whether this was due to not having enough time, you should have avoided making the game this humongous in file size. Even if you had to use, say, ten tracks, why would the file size be this huge? Unless you want to use a lot of music, (which you wouldnt really need to) then get the tracks over in audacity and export them with a lower bitrate - i was told to collect wood but there's no wood to collect, why would a "wood wallet" be a prerequisite for that? Wait, it's a switch activation problem, the map didn't refresh and the wood wasn't obtainable until a connected map had been entered - I think hawlucha on two different trainers in the same area is a bit much - how would a hiker be able to "unlock terrain for you", I mean, I understand collectathon reward mentality and justifications, but couldn't he just say "WOW, LIKE, I DEFINITELY HEARD SOME KINDA LANDSLIDE HAPPENING FAR AWAY, COULD A CAVE ENTRANCE HAVE BEEN OPPENED"? It'd definitely be in the spirit of Banjo that way xD - though the trick is obvious the 2nd time, some diamonds are well-hidden behind trees - my wooper simply pawned his pawniards - I think this game would benefit from EXP.SHARE - The gathering aspect does not feel excessive - wouldnt diamond collecting benefit from event touch and simply having a display of the current number of diamonds float above the player in real time upon gathering? - Grandma wanting you to grab muschrooms actually SPAWNING those musrhooms post interaction is not a good design choice for collectathons! All materials should be available before such interactions since this forces the player to backtrack a lot, and hinders exploration which should have rewarded the player for finding them the first time around (also, since the game is open-world, this is doubly annoying for people who took a unique route only for them to have to backtrack again and again when they had already explored the place!) - the game is really fun for having been made in such a short amount of time, I'd say finish the project someday, or even incorporate it into your next game which you said you'd focus on - the game would massively benefit from repels, or very sparse encounters, since running around collecting is what you do most. Bonus points for easily craftable max repels. I debugged in some of them and it made the experience thrice as good for me - wow, never expected a beldum there - it's good that there's more than the required amount of mushrooms and perhaps other resources, helps with ensuring you don't waste too much time looking for that 1 thing you've missed - where do you get cut? cause I never got it and I had only unlocked the third gate. The other gates letting me pass was a bug? alright looks like the guy you meet at the beginning actually gives you rewards for every 30 diamonds with them being cut and rock smash. Wasn't aware of that, did I miss something in the beginning? - that last battle was unneeded for this type of game, consider nobody would have lvl 40 mons by the time they had reached the ending - oooh so collecting the stones and the wood should also make the magical gateways open, I mean it makes sense, but I dont remember seeing their respective messages? - finished with 76 gd[/SPOILER] [B]Bugs:[/B] [SPOILER="Bugs"] [B]---MAJOR---[/B] - Bugcatcher Liam throws an error preventing you from progressing further into shallow pathway! - gate 3 old lady unlock event doesnt automatically tell you it's happened, and also happens each time you talk to her - ALSO, makes every other textbox after hers appear in the middle of the screen and transparent Minor - interior starting map has snapped edges, interiors by default shouldnt - if you go south all the way right from your doorstep, you can see the void - *retrieve, small typo - most maps lack bgm - lass shelia is a titan! - shroomish floats - applin has no battle sprite! - black belt is also a titan! - applin backsprite floats - blitzle floating backsprite - west route southern part black border - no enter and exit SE - picnicker katie is also a titan! - schoolboy and preschooler has no trainer sprite - fisherman is yet another titankin - lotad's sprite is positioned too low (so you could say it's a.... Lowtad....ha...ha..) - wooper is floaty also some mons are animated some arent, better keep one or the other - ralts couldnt control its levitating powers and is suspsended a bit higher than expected - wooper backsprite floats - inexistent hawlucha battle sprite - jogger has no trainer sprite - you can jump ledges horizontally - cave tile shadows are grey instead of transparent black - western cave interior is also constricted by snapped edges - cave fight with gangsta uses interior background - western walkway to stardew lake westernmost side shows both a weird connected map and the void[/SPOILER] [B]Strong Suite:[/B] Mapping, Charm, Uniqueness, Graphics, Gameplay [B]Feel:[/B] Collectathon, Adventure [/QUOTE]
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