RPG Maker Let's Play - Project CLS - Game Critique

RPG Maker Let's Play - Project CLS - Game Critique

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



Game:
RPG Maker (1997)
Category:
Let's Play
Duration: 41:47
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Hello everyone! In this RPG Maker Let's Play we explore the DOOMesque world of "Project CLS" by MastersChief. Thank you, MastersChief, for your support on Patreon!

So right away, we noticed the heavy amount of custom pixel arts, which was refreshing considering how often we deal with RTP and DLC graphics (not to say that those are bad). The visual aesthetic is unique, giving the game an early SEGA Genesis feel that we really enjoyed.

The protagonist looks like a duck in a spacesuit. We know that's not the intention, but that's how it appeared. Henceforth, the hero of this game shall be affectionately and lovingly known as "Space Duck". ;D

Space Duck wakes up in a bad situation, his mining colony being over-run with demonic-like creatures. That setup and the stark narrative, with most of the information coming out in computer logs, give the entire game a very DOOM feeling. We appreciated that but felt a bit more information is needed in the beginning levels to help set the context.

The art style works against the game in some places, like when Space Duck stares out of the viewport into space. Also, the music, while atmosphere with a bit of a dubstep feel, is not bad, it's not notable.

The biggest problem we have with this game is two-fold: The balancing is way off. Even with an HP-absorbing power, Space Duck struggled with the second level and was unable to defeat the boss. Even after realizing that the "anomalous keycard" brought us to a secret room, we were unable to continue, as the enemies there wiped us out. Second, the distribution of items, money, and XP needs work. The first few levels of a game need to be easy enough to teach the player the mechanics, and then you increase the difficulty curve each level. This game was unbeatable for us after roughly 45 minutes.

Maybe have the Caelus command not show up on Space Duck's battle menu, or even be mentioned, until one is gained? That way, the player already knows about the Doom-like paradigm and will willingly accept "magic."

Harvey the Tutorial Guy, while funny, adds nothing in the way of value to the game.

However, this game has a great mechanic behind it: A karma system that directly tracks your heavenlyness or hellishness. Just slap that attribute on either the main menu or the Status menu. With some work, the adventures of Space Duck could be very enjoyable!

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Special Thanks to our Patreon Supporters: Battle Pisces Gaming, Damian Floyd, Jai R, Karthus Press R, Tuomo Laine, Jeff McIntyre, MastersChief, Reillo9, VentusRound, Dungeon Dreams, Inazuma the Lightning, lolshtar, Nandee, NeoSoulGamer as well as everyone who has ever supported us. You all rock!







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