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The Valley of Ashe

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RPG Game that is currently in development. Demo has about 2-6 hours of gameplay. Much more to come, as the story is just getting started! Looking forward to your feedback. Thanks for checking!

Updated monster/difficulty balancing. Added in environmental interactions, lore and background to be found in the world. Spent some time updating cutscenes and mapping in 2nd half of the demo as well. 

New artwork and music is on the way!

Roasts

Lucidz 1 year ago

Game Graphics Level Design
I had to choose something to improve but level design isn't fair. This looks really good. The graphics remind me so much of a chrono trigger or later ft. Very true to the style.

I assume this is just an actual play through which makes reviewing it tough because you're basically showing the most boring parts in the game.

It looks incredible tho!
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tome571 1 year ago

Thanks for checking it out! I'll be upgrading a Mac/iOS version in the next few days, so hopefully you get a chance to try it out. Happy Gaming!
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TMM 1 year ago

Mechanics Story/Writing/Dialogue
Games like this rest entirely on their stories and while I get where you're going with this, in fact I got where you were going with this after the second dialog, this is a too hamfisted to do what you want it to do. I'm relatively sure I align with you politically but even for me this seems like too much on so many levels it seems hard to give a specific instance where you went wrong.

given that this site is called 'roast my game' I'm just going to say, keep the engine, keep the combat, rewrite every single line of dialog.
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tome571 1 year ago

Hey TMM, thanks for the feedback. If I may ask, how far did you get into the game? The theme isn't anything to do with the starting conflict, and the plot grows and twists quite a bit after the first hour or two (depending on your play speed). Regardless, I'm glad you like the engine and combat, and if the story turned you off this early, then perhaps it is for others as well. Maybe framing in a different light, or bringing in the plot twists sooner might help. Either way, I appreciate the time you took to play it and giving some feedback. Thanks!
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AoDLegacy 1 year ago

Story/Writing/Dialogue Mechanics
So, to start, I am actually enjoying myself with this game to some extent. The story is certainly passable, I'm current at the second town, suspecting rather strongly that something big is about to happen, but it hasn't happened yet. I do take a minor amount of issues with some of the writing, for example, the hunting session doesn't really feel like much of a hunting session, and if the random encounter is meant to serve as this, I feel as though the game should probably alert you to when you've accomplished the task, or is it just filler? That was something I felt could be addressed. Additionally, when the two mercenaries showed up, one of them wasn't visible, this deeply confused me, as he was standing in the doorway so I couldn't tell he was there. I'd suggest fixing that so others don't go 'huh? Who is this guy talking- oh there he is.'

I selected mechanics for a few reasons. Chiefly when I hear complaints about the RPG Maker engines, it's that all the games tend to be carbon copies in the mechanics department, as well as graphics, with no variance. What I'm doing with my own project is trying to add something that brings something else to the gameplay (and makes fighting less about grinding, more about actual survival). Not necessary here, but it's something to consider, 'what do I bring that is different?' This is more of a general game development sense rather than strictly related to your game, as I enjoyed the gameplay, though it IS the first MV game I've played, so future games would make me bored if the story didn't hold up.

Additionally, running back to town gets rather tiring, especially with the random encounters stressing me out as I run to refill my MP in the inn again and again. A way to refresh the MP bar would be a godsend. I like the fact there is sprinting, so a snail's pace doesn't utterly drive me insane.

Entering the cave area to get supplies, I did actually get pretty banged up, (the blacksmith guy died), so I was a bit concerned for a little about the strength of the monsters compared to the ones outside, but after a little it got easier to handle.

Graphics are undoubtedly defaults, but I have no issues with that, as long as the story and mechanics are decent, which they pretty much are.

Really there is little I could describe as poor quality or not well done, the one thing I found puzzling was the King just went 'hey you're invited' with little to no ceremony. A courier / messenger with fan fare or something seems more appropriate, considering the King is sending a message. It could be that the King made a humble stroll, but I don't imagine that's the case.

Overall, you got something good going for ya, keep up the good work, I will let you know if I discover any more things on my journey in The Valley of Ashe. It was a fun little hour of my time.
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AoDLegacy 1 year ago

Side note, the main cast is certainly well written, but characters like the king feel a little more flat... nit pick honestly.
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tome571 1 year ago

Thanks for taking the time play and give me some feedback!

At the second town, you are definitely at the point where something big is going to happen. The ice cave is tough - be around level 10 to finish it - and after that, the story really opens up.

The no character bug is one that I hadn't heard yet. I have about 3 versions out that people are playing. The most updated version is the one linked here, so I must have gotten something mixed up for this version. I'll definitely get that adjusted for the next update. There were a few places where passibility needed adjusted as well from some others' feedback. Thanks for the heads up on the bug!

Also in the next update - I have 2 artists working on new characters (faces, sprites and battle sprites), and new creatures. They have been in the works for about a week now, so in the next week or so I'll get those added in, as well as the bugs fixed. Check out twitter for some of the preliminary drafts on some of the new models.

Some type of item/potion etc. to refill MP is noted. I know Valen's MP is kept low, so an MP recovery might help the pace of game a bit.

I love the idea of a courier for the king. There are a lot of small presentation details that have been suggested, and I am going to work on implementing - this being one of them. Adding text to some signs, being able to read open books, and little mini cut-scene events like the courier idea, really add to the overall immersion and fun of the game. These are all on my list of upgrades to add in as well.

That is why taking the time to play and let me know is so awesome! I just want to make a great project that others want to play. So, letting you, the player, tell me what would make it better is always great. Thanks for taking the time to play and give some feedback. Have fun for the rest of the demo! The juicy parts are just coming up!
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AoDLegacy 1 year ago

No problem man, I had plenty of fun doing it! I just saw a few of the designs on Twitter myself, they look nice! And yeah, I actually checked to see for flavor text, such as signs text. I was like 'Awww, no text.' I think when I reached the second town I was above level ten or so, I don't remember. In any case, something that just occurred to me, I'm not gonna know where / whom to head toward now that I'm in the second town, all I was really told was 'hey go to this town' to my knowledge, maybe some form of direction would be nice.

This is more of an idea that just popped into my head, but maybe before the player is actually taken inside a dungeon/area, the game could display the name of the location like: 'Enter [Random Place Here]?' and give a choice, so the player knows where they're headed. I know the only reason I didn't enter the tower when I went to the caves first time is 'that's probably not a safe place yet'.

Overall I like where most of the game is headed, I'll definitely keep an eye out for future updates.
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AoDLegacy 1 year ago

Also, Child of Fire Sylvyth is my favorite character at the moment, I hear the voice of Mine from Akame Ga Kill or something similar when I hear her talk. The pig tails probably add to that.

Just remembered, there were times where I got random encounters and auto won, no enemies showed up. Not sure why that was.


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tome571 1 year ago

Do you think a quest log is necessary or would be helpful? Or, if the transitions to where you need to go at the next area are more clear because of the eventing - like your courier idea - that would make it clear to where you were going? I got the feedback from someone else a quest log would help for when you come back from saves, you know what you were doing.
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AoDLegacy 1 year ago

A quest log and a little more clarity to instructions would be helpful like 'go north, south, etc', 'talk to x person when you get to x place, which can be found by going in x direction.'

Such a thing after coming back to a save would be nice too.
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tome571 1 year ago

Alright, I'll work on editing some events that make where to go more clear, as well as start working on a quest log/journal. Thanks for the Feedback!
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madwizardking 9 months ago

Level Design Story/Writing/Dialogue
The mapping looks great utilizing the default RTP of RPGMaker. I'm biased, though, I like the graphics from the RTP :)

Story seemed extremely cliched so far. It wouldn't be enough to pull me into the game at this point. I would continue just to explore the world though (I like doing that). I have several RPGMaker titles for the exploration. Their story lines are just to drab. If you have the story line (or dialogue) laid out, I would consider taking another pass or two much like a novelist does during their writing process. Breath of Fire took me a while to get into the story since it started out so darn slow :)
Take that with a grain of salt since I haven't seen the rest of the game. Perhaps you have some great plot twists along the way.
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madwizardking 9 months ago

EDIT: I don't see a way to edit posts.

I just noticed the Demo download button. I'll give this a try. My quick analysis was based on your video.
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Vegeta 3 months ago

Game Graphics Mechanics
The game looks nice and the graphics complement eachother but on the other side of the coin while i can see the pokemon games were a source of inspiration it's too similar. In my opinnion you should think of something to improve the old skeleton.
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TheRichCourt 2 months ago

Game Graphics Mechanics
Wow, what a beautiful game! The artwork here is just gorgeous. The game really brought me back to playing Secret of Mana as a child.

My only criticism so far, would be that I got into a LOT of battles in that first hunting bit. While it might be necessary to get a lot of those fighting bits in, I did very quickly find myself sighing and then just button bashing to get through them. I imagine as I continue to play that will pass though, and there battles will become more challenging.

I'm going to keep this game on my PC, and look forward to playing more, thank you :)
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