RPG Maker Let's Play - Shooty and the Catfish - Game Critique

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RPG Maker (1997)
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Let's Play
Duration: 1:22:49
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Hey everyone! In this RPG Maker Let's Play, we go into the retro-world of "Shooty and the Catfish" by Visitors from Dreams... and do we have an amazing time.

First off, understand that both of us grew up loving video games in the 90s, so games like Final Fantasy Legends and Pokemon, those old-school crawlers, have a special place in our hearts. However, those games are difficult to make. Because of the limitations of the game cartridges, maps and worlds couldn't be massive sweeping affairs just for the heck of it. Developers had to optimize and tightened everything into as stream-lined a product as possible. They also had to condense story-telling to its most important points, and have combat go quickly. In all three points, Shooty and the Catfish replicate the feel of the 90s.

There are windy dungeons, but the developer offsets that with well-spaced and free healing stations and on-screen enemy encounters that do not respawn. Backtracking is minimal, and we felt like we were learning the layout of the dungeon well (Steel gets lost maybe once... maybe). There is a minimalist plot, but that's countered with tight storytelling that gets the characters and the point across in each screen. And finally, the combat is quick and balanced so very well (Dat Pipe Bomb Tho). For once, we didn't mind just spamming the "fight" command.

Also, the humor, while adult, is hilarious. The puns. Oh God, the puns!

There are some critical points: (1) The monetary cost of bullets and the "MP" cost of food for the first Diss is too much. After "mathing" for a bit, Steel recommends 3 Gold per bullet and 3 Fish per Diss. Otherwise, increase the money count in the early parts of the game. (2) Zaat the Catfish (which we will forever call him) needs to start with a weak Diss (like "Yo Momma!") that costs only 1 fish, to offset Shooty starting with a gun. (3) Don't put the "Gun" Shooty uses in the Key Items. It confused poor Steel. (4) Start the game with Shooty getting out of bed or off the crapper or something, and give us one or two lines to help build his character. Don't just start us with him moving. (5) Give more banter between just Shooty and Zaat the Catfish. It will build up their characters and show that they are best friends. And lastly... (6) Have Shooty coerce Elmer into a "Friendly Duel" instead of just attacking him, as that made Shooty look like a bad guy, and made me not want to play him. Also, by doing that, it absolves of the silly "I'm not dead?!" bit at the end of the Elmer fight.

However, those six points are it, and none of them are major. This is one of the tightest created games we've ever critiqued, and it was a real pleasure. Good job, Visitors from Dreams. Best of the best with this one!

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