RATF (Rez and the forgotten)
Posted on December 06, 2006 at 8:37 PM
Okay, a few words before you download. This game is very, very old. The graphics are childish compared to my current abilities though I'm told they still have a degree of charm. I made and SUBMITTED this when I was 13ish, I'm 17 now. However, I still think there's something magical about this game. Something from my youth, that I just can't seem to pin down, encompasses the entire experience of playing this game. It creates a rich ambiance I'm rather proud of. I would hope you see this as more of an experience or maybe even an art game, more than an actual game. A big part of it is honestly the music I stole from various movies, so if you find that the least bit pretentious, oh well. This game plays on your curiosities and I think if you dig deeper, you'll be entertained.
Comments are currently disabled on games.
commented December 07, 2006 at 12:02 AM
I won't rate this, becuase I think it's pretty lame that you bumped back to the front page, regardless if you didn't think it would work or not.
[My "s" key is sticky, so there may be typos]
But, since I have something to say, I still will give you your review.
It was interesting, to some it up in one word. The style and story had so much potential, but you seemed to have kept falling from the game that could have been as the game progressed.
It started off strong, I was expecting a captivating story, and some inventive gameplay. I like the mystery of what was going on at the begining, "what was deadland, and who was the deadmaster?" Not to mention "Who the hell was the creature I was playing?" I was hoping you we're going to answer those questions, but afer the game was over there was a screen that went by to fast for me to read all the way, and that was that. It didn't leave me wanting more, it just left me disatisified, which isn't a good thing.
I loved the entire "Deadland" setting, but you could have used more graphics to give that setting more live. I'm talking about much more variaton in the trees and scenery. Make the things seem sureal, some creepy plants would have done the feeling the game created wonders.
The music rocked most of the time. It added a great deal to the feeling, and it sounded great. I did not like, however, the Starwars music, or any other music that is highly reconizable. It took you out of the feeling of the game, and more into thinking about how you reconize that song.
I had mixed feelings about the graphics. I like alot of them, particularly the title screen and creadits. Then in game the graphics fell short. I heard form Hali that you really suck at animating, that wasn't my biggest bother though. All the enemies seemed to be based around the same template, and they all looked very similar. So similar that it got old. The house graphics we're rather boring, and didn't fit. It was like the grass tiles were pixeled, but you used gradients for the house, then you used a photo for the background. Nothing really matched.
Now to talk about the gameplay. Like the majority of the game, it was interesting at first, then starts to slide. The mayjor fualt in the gameplay was it's repedativeness. If you pladed to the first boss, you've basicly played the entire game. The new enemies where just the old ones, with slightly different graphics, and maybe more life and faster. The level design was pretty repatadive too, the was the one circus level that was new, but other than that it was the same thing over and over, with little surprises. The actual gameplay was boring too, you just hold down the mouse then walk, no enemy AI made it quite easy. After you get a system for the bosses there was little more to master.
The coding was rather par, but I can overlook that. I didn't like that you used message boxes for the chat system, I didn't like that you used the image editor alpha instead of image_alpha in some places. Though I undestand how it could have helped to use the other in some places. The enemy AI was very simple, and they seemed to get stuck alot. I didn't like it, to say the most. The background was jumpy when you had it following you, the simple solution is to use draw_background() in the draw event of an object with a really high depth (~1000010). You overused the built in partical effects, you could have done with more custom ones.
So in conclution, some things to keep in mind for your next game:
1. Write a entire deeper story before you start the game.
2. More graphics, and try to keep them matching. Try some more advanced animations too.
3. Don't use reconizable music.
4. My god man, work on some variation in level disign.
5. WAY more varation on the enemies and boses.
6. More advanced enemy AI.
7. Less buggy coding, use image_alpha in some places, and really crack down on removing any bugs that show up. That's one of my biggies.
Don't take this the wrong way, it's only a critique to help make your games better. Your game was still well above average, and I'm glad you finished it, even if it had some flaws. That's something I have trouble with.
Good effort, and you really got some potentail to tap into.