ohhellothere wrote:After playing through the whole thing, I have to say I'm liking it so far. I didn't even know rpgmaker could make a 3D maze explorer. I especially like the hallway chases that break up the more puzzle-esque collection levels. Other than the issue with the splash screen I didn't run into any issues for the rest of the playthrough.
The only things I would note:
1. The soulshard sprite seems really large, big enough to cover up a specimen,(This also coupled with the large amount of blur, but im assuming that is an engine limitation and you cant do much about it) making it easy to potentially get caught because you couldn't see behind it. Might be a good idea to shrink it or simplify it.
2. The Clown chase could due with some tuning, after a transition if you don't start moving as soon as it fades in you get caught instantly.
3. I was kinda disappointed that the two mimes basically acted the same, it would be cool to see a level with 2 enemies that have their own different behaviors. They also felt a lot easier than the clown so it would make more sense to me that you have to face the clowns minions before you square off against her, this also leading more naturally into the hallway chase with her being able to follow behind you from the previous level.
But other than those I find this to be a pleasant experience and I'm excited to see more, especially with that line at the end of the second clown level.
Oh my god i forgot about the blur. Turn off Depth of field. That unblurs the game.
Also, the soul sprite is kinda just stuck that way. I'm afraid that if i change it, I'll have to replace all 430 soul shards in the game lol. I may attempt to change it if I can manage without undoing everything.
Honestly, the clown chase I plan to change. The default pursuit AI is kind of...bad.
I often design a level right after creating its enemy type and the clown was designed first. So the mime level came second because I designed them later. But yeah, what you suggest makes sense. I may change it up in the future.