RPG Maker Let's Play - Abyss of Oblivion - Game Critique

RPG Maker Let's Play - Abyss of Oblivion - Game Critique

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Published on ● Video Link: https://www.youtube.com/watch?v=iCAXck3s9zQ



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RPG Maker (1997)
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Let's Play
Duration: 1:00:11
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Hello everyone! In this RPG Maker Let's Play, we take a look at the mysterious world of Abyss of Oblivion by hadecynn, a procedural dungeon crawl with a unique set of story and mechanics.

Note to developer: Options menu on the title screen, please!

So right away, this game got to us with its opening sequence. Most games don't start with a combination of action and title, and it worked. We're soon in the action with Evelyn and Orla, and enjoying the introduction to the world and its systems.

There was some confusion on our end as to who was Evelyn and Orla once they both started talking from the same sprite. Easy fix, though. Just have Evelyn get the speech bubble arrow and Orla have none. That way, the player remembers that Oral is not the character walking around, but an object in Evelyn's hand.

We need to see a comment bridging the gap between the end of the first memory(when Evelyn was cursed), and the game returning control to the player, acknowledging that Evelyn met Orla after the curse. It's as easy as one sentence "I'm glad I ran into you after I was cursed" and will settle the timeline in the player's mind until the next reveal.

This game oozes style and we loved it. Top notch presentation! Also, the maps for the cutscenes are really good, and the procedural maps are OK despite being basic.

Unfortunately, soon after the introduction portion of the game, which we don't have any serious criticism of, the game starts to fall apart on a systemic level. The inclusion of the timer as a core mechanic while continuing to teach the player how to play doesn't work. Timers create a psychological sense of urgency, even when they are paused, and any system being taught during that time has a much better chance of being overlooked or skimmed (you want neither). Also, there are too many elements in the game, they are pushed too quickly, and we started feeling drowned soon after arriving at the first real area. Our advice is to do one of the following: (1) Do away with the timer completely (Teal's option), (2) Do away with the mechanical elements introduced after the introducing the timer (Steel's option), or (3) holding off the timer until all the mechanical elements have been taught and used (their compromise).

Once those issues are conquered, however, this has the potential to turn a profit if the developer wishes.

What do you all think? How can this game become the best it can be?

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