(05-17-2011 11:10 PM)Hunter of Shadows Wrote: Okay
I started playing it...and here are my thoughts so far, I won't go into spelling, bugs, or anything like that, I'll be going solely into design.
And the word of the day is frustration
This custom story could have been a lot more enjoyable, but a lot of it was just damn irritating, I'll start with the carriage ride, this was well done, except for the part with the tinderbox, that was so redundant that it was actually annoying in of itself.
Next, I'll start with how it was hard to find the hostel to begin with, none of the doors were labelled, and half the time I couldn't tell if the doors were jammed or just needed a key.
Now, I personally think the village could have used some more frequent lighting, if you're going to deny the player any tinderboxes or the lantern, then being forced to run from light source to light source is somewhat annoying as well.
But here is my biggest gripe of all, denying usage of the lantern, because after I found the way into the hostel, not only was it pitch black and difficult see anything, but you also put SPIDERS down there, whom I could not dodge, you might have thought hearing the pattering of the little creatures is scary, and it was at first...till they started hitting me, when they did that, and I realized I couldn't do anything about it, I started to get annoyed, fast. I couldn't avoid the spiders(even if they do no damage, doesn't make them less annoying), nor could I see where I was going.
But I digress, I dislike not having the lantern, because fumbling my way through the dark is not enjoyable, it would be far less unpleasant if there were no spiders.
Here are some other things
The music in the hostel is...spastic, it turns on and off at the drop of a hat, if you're going to have music, make it ambient and everywhere, not just in one area so that the moment you leave the room it shuts off. Also...what was with the loud banging noises? Sounding like something was being thrown or broken, it might have been intended to be scary, and it was indeed alarming the first time it happened...but after that, when there was no apparent source of the sound, the player quickly loses interest in my opinion, simply because a ghostly banging noise with no connection to the world they are immersing themselves into is...silly.
It quickly got to the point where the banging noise didn't even register to my brain anymore.
But so far, it all looks like with a little more work this would be an extremely good custom story, but for me, I quit when I learned I had to go back into the flooded cellar and stub my toes on a twenty different objects, get mauled by oversized spider's over and over, and most of all, be really lost and have no idea where I'm supposed to go.
I share many of these sentiments. It could have been so much better. I played through the entirety of it, and it just doesn't get any less annoying or confusing. There are about 7 different items which are described as "able to open some doors." After using them, they are not removed from the inventory, even though they are only used once. So basically they are just keys. Since none of the doors are labeled and none of the items say what door they open, I had to run around the village 1023490823 times to find the right doors, and once inside, I got...another item to open a door.
If I recall correctly, there aren't even any monsters in the entire story. Except the spiders, but since they are non-lethal, they don't count. Also, the banging sound you heard was a spider jumping into a door. It gives the door a bang like a monster hit it, but I am not sure if the spiders can destroy it or not. All I can really say is, if you didn't enjoy the first bit of it, you won't enjoy the rest. And that's not me trying to be mean, it's just the truth. There is a large amount of potential here, but so much of it is wasted.
Plus, the story is completely vague and there doesn't seem to really be a POINT to running around the village for an hour and a half. Your buddy is lost in the village. K. Now what? He isn't really mentioned again, nor is anyone else. You end up in some ritual area and after walking down a hall and losing your sanity, the game ends without telling you ANYTHING.
I think Stonecutter needs to go back and finish it, polish it, make it nice and shiny, and then re-release it. But that's just my two cents.
Agreed, Anxt. Also, the FPS-eating rain should really be fixed. I played the Alphamail-Story today and in one of the later levels it makes great use of fog in an outdoor area. So maybe fog could replace the rain for a huge performance boost without losing atmosphere.
05-19-2011 03:27 PM
Joined: Dec 2010
I was all time prepared to shit my pants during this map (and i shit' d bricks many times) But anyway pretty beautiful map and awesome story. I somehow really feel peaceful at outside while watching moon same time, after this motel part Damn it was scary.
(05-19-2011 03:27 PM)bobbo Wrote: Agreed, Anxt. Also, the FPS-eating rain should really be fixed. I played the Alphamail-Story today and in one of the later levels it makes great use of fog in an outdoor area. So maybe fog could replace the rain for a huge performance boost without losing atmosphere.
Haha, even with the original map, I only got down to 25 frames at its worst. Ah the benefits of building your own computer...
However, this makes me a little more worried about my custom story. I will have to have other people test it to make sure nothing is too slow.
Also, I will write a much longer review on this story sometime. I actually haven't quite finished it. I have one last bit. I must say, even though there are some really frustrating/broken things in this story, some things were done SO AMAZINGLY WELL I can hardly believe it! I think people are more negative about this story, because they are a little disappointed since this story had more potential than almost any other story! Please keep working on more stories Stonecutter!! This was really good for your first story. Great custom models too!