Overall very good.
You do a very good job with animating fight scenes, but the dialogue was a bit awkward at some moments, like the part between Kenny's dialogues, "Do you think you can [something] punch?" and "No you can't," there was a drawn out pause that took too long, especially since Kenny took a few seconds teleporting. Play around with pacing the dialogues as you did with the fight scenes. Shorten the time they remain on screen for quick actions and have characters act simultaneously with the longer dialogues for the more clam periods. Perhaps you can even experiment with a few scenes where, instead of showing the actual dialogue, you let the audience guess what the characters say/think through their actions.
Another couple of things that bothered me a little was the minor mistakes in spelling and grammar usage. Also, all the characters spoke the same way as if they were all one person.
I'm looking forward to the second episode.
This is great work.
A lot of the sounds were a bit off from the action, though. Also, the sounds should be manipulated a little, so they are not as sharp. Some battle music would be great as well. Hope you make a continuation of this.
Anyone ever notice that the bodies never actually turns? they are always facing left.
At first, I thought all those messages from each object were either clues or some part of the story we had to discover. After realizing the religious aspect, they completely changed meaning for me (and if the messages doubled as both, that's even more fantastic)!
Although I found the game mechanic a bit confusing at first, everything in the game like the character's eyes closing helped me understand what to do really well. And as soon as I saw the broken street light, the piece of the road, and the mangled bicycle, the story just clicked immediately.
Really great game!
While I have not completed the game, nor am I above level 60, there are a few things about this game to note should you create Arcuz 3.
For starters, as many users have complained about, the saving function does not seem to work. Mochigames recently failed to save our progress, and there is some kind of delay when saving locally. I might upgrade my equipment right before saving, but the upgrades will cease to exist and the items I combined will revert back to their original states when I start up the game again.
Also, there seems to be a regression glitch whenever I start up the game again. My magic resistance would reduce by a factor of four - for example, my current resistance should be 60% but it shrinks to 15% - and the amount of weight I can carry would also lower to nearly half of what it should be. It takes a long time before the two rise back up to their normal levels.
The Shield Bash II skill is defective whenever I use an ability point. Each time I upgrade my skills, the Shield Bash II skill would disappear from my skill tray, forcing me to replace it.
For me, the combination function is also defective. The only problem I face whenever I combine is when I try to combine crystals and stones with my equipment. The small crystals always work fine, but combinations with the medium and large crystals appear impossible. When it fails, the attributes and items disappear as they should, but when the combination should work, the items remain as they are, nothing happens, and I get a message stating that the combination has failed. With this issue, I can never manually upgrade my equipment to effects higher than level one.
In addition, with The Trials, I feel that only the fourth trial truly tests your skills and even then only by a small margin. It would be much more of a challenge if the Shadows' intelligence were much higher, and perhaps, they can even use some of the same battling tactics as the players do instead of swinging their weapons wildly like mindless monsters in the dungeon.
Some minor issues include walking through walls, chests and enemies getting stuck within walls, the equipment sets, and inventory space.
I found that if there is a barrel or pottery next to a slanted wall and if I walk into between the two, I start walking through the wall until I hit the edge of the playing screen. While this is not a major problem, it could be utilized for elements such as secret passages, rooms, etc.
There are many instances when I break a barrel or pot and the chest that comes out flies too far and ends up in or past a wall. As it settles there, the chest continuously shakes. The same is also true with enemy monsters whenever they move too fast and wind up jumping or running through walls. In their case, I would have to walk to either the location where they first jumped through or a place where they might end up before the monsters come back flying through the wall at me.
The equipment sets, while seemingly worthwhile until you level up far past your need of them, present a unique challenge. Not only do they take up space in your inventory, but it is possible to get two identical items for the same set. In my case, I ended up with two pairs of boots for my Master's Set. I have Golden Boots at level 37 and Berserker Boots at level 41.
My last complaint is with the inventory space you receive at the village. It only makes sense that you can store immensely more items in a place you base yourself at, so why is the space at the village so limited?
Overall, Arcuz 2 is a great game that adventurers can get lost in, but its multiple flaws bring the quality down by a large margin. I hope Arcuz 3 is vastly improved compared to this game.
This game is fairly easy for those who've played or known pokemon for a long time, but I noticed that on Aerodactyl, I would still get it right if I accidently switch the "l" and "y". Also, for some reason, I already had Mewtwo even though he was one of the last pokemon I encountered.
For those of you out there asking why you got the 150 pokemon medal even though you missed one, it's because there are 151 total pokemon.
You're pretty good at loops.
Have you tried making other types of music? Or are hip hop loops sort of your specialty?
i'm good at techno and others but i'm best at hiphop
The loop is very smooth and has a nice, relaxing beat to it. There's not much to improve upon this song. Perhaps a challenge would be to incorporate some lyrics into a more ominous sounding song and create a smooth loop with that.
Sounds like a pixelated pirate trance song to me. Some of the transitions and beats after the transitions seemed to stop suddenly rather than blend nicely. You could probably tweak this a little to turn it into a video game loop.
For this piece, there is way too much background, particularly since its empty.
You put a lot of detail into the scythe itself and the blood, but the minimal detailed skull kind of kills the picture. Not only is it merely an outline with some color fills, but the skull has no shadow, and the break between skull and scythe is evident on the top left corner of the shadow.
Because you left much of the outline showing at the end of the blade, the blade appears as if blood splattered onto it rather than the blade piercing flesh. It is okay to cover up the lines with solid blood at the blade tip.
The subtle shades on the blade really makes the scythe look ominous, so good job.
thanks your comment was very helpful, looks like i need more practice on my pictures but ill get it right one day :)
The aura around the skull, whether aura or fire, should hug the lines at the bottom while stretched upward at the top, depending on how the skull is orientated. The horns' and teeth's lines should be more defined to give a more sharp look to them. The eye brows aren't really necessary because the shape of the eye sockets convey the angry feeling already.
This image would do great as a logo.
lol yeah actually i could use this as my own logo.... holy crap DEPES YOUR A GENIUS :D
Did you use MS paint? It looks like you used the line, pencil, and spray tool. It's not great, buddy. Try drawing out what you want before coloring it.
Thank you for the honest truth though you should have read description before giving me advice.
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