RPG Maker Let's Play - Finding Chibae - Game Critique

RPG Maker Let's Play - Finding Chibae - Game Critique

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Published on ● Video Link: https://www.youtube.com/watch?v=1oobsABDSlA



Game:
RPG Maker (1997)
Category:
Let's Play
Duration: 58:11
360 views
13


Hello everyone! In this RPG Maker Let's Play, we explore the short game that is Finding Chibae by RoooodWorks. This was a game made in a week, and we use it as an example of how and how not to create a short, contest-like game.

On the positives, this game has great mapping and effects, with short puzzles that are easy to solve and an environment that is atmospheric. The characters (all children) are adorable and their banter is precious. The game's plot is simplistic (it's a standard dungeon crawl), but it has its charm.

Critically speaking, though, this game falls apart with its balancing. The character levels, the weapons and armor, and the enemies do not scale in an appropriate way. This becomes very apparent in the second half of the dungeon when elements come into play. Moreover, since elements are so important, the game needs the ability to change equipment during combat. The fighters become useless, putting all of the burden on the mage; and the mage needs a holy-damage spell before the last battle. The villain's story doesn't come across as sympathetic. Lastly, the grammar needs lots of fixing.

When you create a short game, especially for a contest, you need to be as tight as possible in your presentation and execution. Here is a check-list we developed from playing this game:

1. Short, simple plot that has one or two twists at the most.
2. Sympathetic characters and just as sympathetic villains.
3. Simple puzzles presented as part of the map.
4. A few ornate maps as opposed to a bunch of simple ones.
5. Balance everything and check it dozens of times.
6. For every strategic point (like element swapping) have a system in place to enable it (like changing equipment in battle).
7. Grammar and spell check everything.
8. Don't end on a cliffhanger. Give a solid ending.

While these are just as important in a longer game, you have to cram all this into 30 to 60 minutes of a short game. That is the real challenge, and we recommend every game designer try it at least once. If you learn how to present a short, fun game, you will inevitably carry that into your longer, more epic games.

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