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obsorber
  Tue Jun 01, 2010 9:48 am
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DOWNLOAD HERE(69MB) http://www.mediafire.com/?twwfac1knccanlh
(Note: This game doesn't require rpg maker to run because it has it's own installer.)

Genre: Action Survival Horror
Estimated Gametime: 1 hour 30 minutes
Difficulty: Moderate or Hard
Rating: Teen
Status: Complete Version 1.5
Hard Disc Size: 69MB

WATCH TRAILER

http://www.youtube.com/watch?v=mtZRPCBzThU

CONTROLS




SUMMARY OF THE GAME



THE STORY
Professor Zen, a teacher and a scientist working on biological substances for the Kilos Military is given a task to create a serum capable of forming immortal soldiers. The Kilos Organisation thrive for power and after killing what appears to be a demon, hand over the corpse to Zen. Deep underground of the military school, he continues to experiment in old laboratories used by Kilos in the past. The professor is astonished with the capabilities of the substances created from his experiments but one night after nearly completing his task, there is an error. The labs are now shrouded in a mist which appears to have risen to the surface of the school. This outbreak causes most of the students living at the school that have come close to the mist to turn into zombie like freaks. The Kilos Military Police intervene...


Comrad Stillwell
Age: 16
Gender: Male
Occupation: Student
A month before the outbreak, after experiencing a tough past, Comrad joins the Kilos Military with nothing else holding him back. Impressed by his combat skill, the Kilos Organisation sends him to a military school to be strongly educated, living there on campus for a year before receiving strict training. Unfortunately for Comrad, one night he wakes up whilst the school is infested with zombies. “What the fucks going on?” he says. It’s time for Comrad to find some answers and a way out of this havoc...
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Etheelia Lightheart
Age: 16
Gender:Female
Occupation: Student
Etheelia is the daughter of one of the Kilos Organisation’s Executives. She is also a friend of Comrad in the school and like him, she lives on campus too. Although her father forbids it, she decides to join Kilos to understand their secrets. One night, troubled by a strange fog or mist keeping her from sleeping, Etheelia leaves her room but is however attacked by a zombie. “AAAGHH!” she screams. “So this is part of what Kilos is hiding. Maybe coming here wasn’t a good idea after all...” Can Etheelia manage to survive this infestation?
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Ramori Gans
Age: 23
Gender: Male
Occupation: Soldier
Ramori Gans is a soldier of the Kilos Military. He had only recently completed his training and although at times he can be sloppy, he is an excellent soldier in frontal combat. Gans, also given the nickname “RamG” already knows about Project Viral. When the viral outbreak begins to infect the school, a mission begins and he is sent to assist. He enters the school to complete his objective with much doubt on his mind...
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Some useful tips whilst playing Project Viral




SCREENSHOTS




FEAURES




CREDITS

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Last edited by obsorber on Sun Oct 02, 2011 6:20 am, edited 12 times in total.

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Eriol Clowphengire
  Wed Jun 02, 2010 5:29 pm
Hard Rock saves the Space
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It turned out that by the looks of this game, medieval RTP may not go well with your police cars placed in the game. Using Gaia Online stuff in a game like this is technically good, but it's not that advisable.

EDIT: The game rather reminds me of ObsCure games, just imagine Silent Hill + Sweet Valley High (due to school setting, but it's actually a military one)

EDIT 2: You forgot to put some instructional guide or in-game tutorial to play this game at ease, since the battle system you used had lots of buttons to use (Blizz-ABS)


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obsorber
  Thu Jun 03, 2010 12:04 am
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I don't quite understand what you mean about medieval RTP...

There are list of controls on the thread if you can't figure it out yourself. I haven't completely finished this disc and I plan to update it eventually, possibly after my exams because it was rushed. You're right, I'm not to fond about the use of Gaia graphics myself. These are things I'm planning on revising for version 1.5 when I eventally update:

The intro should be about 2 minutes longer because I was meant to add more to it to make it more clear and understandable...
Ranged weapons is a major fault to the game which I'm hoping I can maybe fix or sort out in the future when I update this game.
The ending was rushed I know not giving you a clear resolution. I'm planning to add more to it when I update the game eventually...
I focused more on the atmosphere realising that scarefactors is not my strong point...
I'm considering having voice acting in the future release if I can gather a voice acting team.
Some of the light effects on the maps need revamping.
The full release will have a Quick Tutorial on how to play.

Anyways I appreciate you taking time to post thoughts towards my project...

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Eriol Clowphengire
  Thu Jun 03, 2010 1:41 am
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Some of your enemies don't totally looked like zombies. People with sky blue eyes in the game are zombies, but they seemed to look like that they're under mind control. Only few of the enemies really looked like zombies. That means, zombies should be gory enough to see differences.


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Star
  Thu Jun 03, 2010 4:31 am
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Well I decided to give this one a shot. First thing I noticed is that the message thing goes by way too fast, for someone who hasn't already read it before. I kind of zone out so I missed a lot of text. Also there's a few mapping errors that bugged me but since it was in full screen I couldn't print screen it and happily paste it in paint without closing the game. Thankfully you put it in the screenshot part.

Content Hidden


There, on the buildings the roof tile doesn't match up with where the two buildings meet.

Also I think it's weird that a kid around the age of 16 is joining some kind of elite military camp and suddenly starts out as a bad ass with a solid snake bandanna. Don't you think that's a bit young for a main male lead? Just throwing that out there.

Also I know highlighting characters when they talk is cool, but the sound it plays makes my ears bleed.

Yeah, I kinda saw what Eriol was saying about the modern and mid-evil tileset clash but I think it's just my eyes playing tricks on me when I see old boring RTP graphics

Also I'm stuck. I found the baseball bat but I'm not sure where to get a key or something. I also found a first aid and bullets.

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obsorber
  Thu Jun 03, 2010 10:08 am
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I think the messaging gives enough time for people to read. Also when I get voice acting in the project it will make it much understandable. I will consider changing the sound effect for appearing dialogue messages possibly making it less loud then. The buildings are supposed to be that way but if you don't like it then... :down:
Well I'm dissapointed that you are both not enjoying the game. Although it's quite short, I did work quite hard on this game. I feel that not all zombies have to be gory because not all of them got shit kicked in to the them. Also I think at the stage where you are at star, you need to find Key from Janitors dead body...

A lot of the resources were customly made by myself and also created by me too which is why you'll see that the graphic quality isn't super because I'm not good with creating graphics...

But thanks for showing interest star, you've still got a long way to go. I advise you to read the hints and tips spoiler on the main thread. (Janitor's dead body is towards far upper left on the school entrance. Proceed through doors go up the staircase into the upper corridor and you'll find dead Janitor. Take a Key from him...)

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Last edited by obsorber on Thu Jun 03, 2010 10:36 am, edited 3 times in total.

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friend
  Thu Jun 03, 2010 10:14 am
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Just a thought, if you really want people to be serious about your game, how about removing "Project" and "Zero"?
It has been used in a hundred titles already, and a combination of those 2 has already been used a dozen times.

Anyways I'm busy right now so I won't comment on other things.

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obsorber
  Thu Jun 03, 2010 10:28 am
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Not very constructive feedback there. The title which attracts people to game is important but it doesn't outline the whole game itself. If you're to busy to comment on the project, please don't post remarks like that on the thread because changing the Title would be changing a lot of the plot if you've played the actual game. Lastly, many titles have been used with the word "Project" in them but Project Viral Together as a game hasn't so I will keep the tiltle the same. Maybe I might remove Zero considering the title screen doesn't have zero there. But I'm thinking once I fully complete this game of release Project Viral 2: Outbreak possibly I appreciate your concern but I would rather have advice or thoughts like that sent to me personally than on my thread...

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Star
  Fri Jun 04, 2010 2:24 am
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I'll have to agree with Obsorber there. He has put some work into his game to get useless comments like that. Not to mention it is those comments that run off good people to other forums.

Also I never said I wasn't enjoying the game, you take my constructive criticisms too harshly.

I really like the fact that almost everything in this game is observable and you can find hidden things that way. Here's an idea, I know it would make things a lot easier but maybe you can add in an option for people who want to have an easier time and turn on hints or something. So you can make important objects like keys light up. I think that would be neat.

Also I noticed you're using an action battle system, which is good. But the difficulty doesn't seem to be hard enough. Two hits from a zombie with a katana or sword and I'm kicking ass. Maybe the katana was an easter egg, but after that it didn't feel hard.

I'm stuck again. I need a provisionary key, or a sewer key or I need to find a way to power up the generator for the elevator. I have no direction. :specs:

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obsorber
  Fri Jun 04, 2010 10:17 am
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About the realism in the game. Gans is the main character when it comes to combat. If this was a film, you'll find that the other 2 characters run away and avoid the zombies while Gans shoots down enemies that stand in his way. I have planned on releasing 3 discs to this game and he's the one who is meant to be kicking serious ass but I thought I'd provide some action for Comrad so it wouldn't bore players. It's not a very difficult game but the difficulty does get harder towards the end of the game.

Yeah the Katana is meant to be the most powerful melee weapon. I didn't expect so many people to obtain it. A lot of my friends who have played my game on the CD version have said once they got that weapon, the game was so easy. I didn't think it was so obvious to get though...

You'll find a lot of horror games can be annoying because they don't give you much of a sense of direction leaving you to figure out a lot of it yourself. Something I find quite annoying about them myself. I never thought about it that way about the hints, maybe in the updated version I'll add an option to turn hints on or off giving you a sparkle by key items or whatever. Thanks for pointing that out, it certainly would make it easier to proceed and more enjoyable to some players.



I won't explain it in detail but here's what you need to do if you're stuck:

You get the Provisional Key from the dead corpse of the soldier in Basement. The basement can be entered from the garden. (Gans shot him during a cutscene.)

You need to find a pin number so you can unlock the safe which has the Kilos ID Card inside it. If you go up upstairs in the second block of the school then you'll find a note with the pin number (write it down or put it into your long term memory, litterally) on it in a room at the far end left of the floor. (If you haven't entered the room already then a cutscene should play where you meet Etheelia.)

You get Kilos ID Card from upstairs of the first block in the Secretary's Office in the safe. (This is where you insert the pin number you found.)

You get the Secretary Key from another safe of the first block upstairs in the office. (This is optional) With it you can unlock the headmasters office and claim the Master Key from the headmaster's dead corpse. You'll need Master Key if you want to find the shotgun found in one of the dormitory rooms. Also with this Key you can leave school through front entrance which plays an alternative ending to the story...

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Star
  Fri Jun 04, 2010 5:08 pm
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I got all the way down into the basement and found the padded vest then the bullet proof vest. As I was fighting a scientist, after killing the one that was cut in half. I got a sudden random game over, and I know my health hadn't reached below 50. WHY.. WHY Didn't I save! Anyway, I did leave the front entrance and I was wondering if you were wearing the bullet proof vest would you survive?!?

Also I can't use my gun for some reason, isn't 9mm ammo supposed to work for it? Instead I just get a clicking noise.

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Eriol Clowphengire
  Sat Jun 05, 2010 6:32 am
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Wait a minute, maybe it would be better that a prototype beam cutting weapon would be better as an end-game weapon, rather than a katana. I know Silent Hill pulled off that unlockable before and it's getting overused. I'm saying this, in respect of your game's setting. It happened in a military school, and maybe underground, there are prototype weapons lying down somewhere.


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obsorber
  Sat Jun 05, 2010 9:05 am
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Eriol if you actually played and managed to complete the game then you would realise the katana is not the most powerful weapon but the most useful melee weapon which you can actually find earlier in the game. The Bazooka is the most powerful weapon in the game and you could say it's the end game weapon which you can use when you face boss if you wish...

Star assign the Hotkeys when you press Esc to get ammo for your weapon equipped then press the number key of the ammo that is equipped to your weapon. Also you didn't randomly die because when the zombies attack they have a small chance of making you bleed to death. The zombies in the labs have a much higher chance so if you don't notice you are losing health then you better use an emergency medkit if you managed to find any or use a bandage to stop bleeding...

Also it's not advisable you use the handgun. You should find the shotgun in one of the dormitory rooms if you got the master key, you'll get the maverick somewhere in labs before final boss and grab the bazooka whilst battling the final boss. I you looked around in many of the shelves and cupboards especially in the labs, you'll find some useful Items especially shotgun ammo...

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Eriol Clowphengire
  Wed Jun 09, 2010 7:20 am
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I'm getting hang of the game now. Hey, you should place some more healing items in the game. The enemies chomp mostly 10~15HP at my chara.


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obsorber
  Wed Jun 09, 2010 10:48 am
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There are actually a lot of healing Items in the game. Although I didn't want too many lurking around or too many of them being too easy to find because it is a survival horror game afterall. These games are meant to follow the trend of surviving on what you can find. I'd reccomend avoiding confrontation with most zombies. This game is environmentally friendly so I'd advise you to look in shelves, cupboards, stuff on tables and even corpses to progress on. You'll find many Items by just simply looking around that could be of use to you. Save your First Aid Kits, and especially Emergency Aid Kit for later on in the game...

Good Luck :thumb:

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Sgt. Cookie
  Mon Jun 14, 2010 3:06 pm
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Wouldn't the people just smash up the vending machines if they really wanted the stuff inside?

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obsorber
  Tue Jun 15, 2010 8:52 am
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Posts like this are pointless in a way. It's a game, not real life. Zombies don't exist and neither does magic in most epic fantasy games. Buying Items that recover your energy from vending machines is just a bonus to the game. I guess in reality things are different but if that small feature is enough to stop you from playing the game then I'm dissapointed...

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Sgt. Cookie
  Tue Jun 15, 2010 10:46 am
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No its not that. You have in features
Quote:
A Sense of Realism
. Also I am making my own game. So I will play this at some point. And as for zombies not existing. Check the 5 scientific reasons the zombie apocalypse could happen.

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obsorber
  Tue Jun 15, 2010 5:34 pm
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Don't get smart with the zombie thing. Zombies don't exist in reality and my game being based on a virus like in many modern zombie films is just an example. Who knows, maybe in a matter of years we will have a zombie crisis litterally, I dunno, don't care about that, whatever...

:|: A sense of realism huh? You don't have to use the vending machines and with all that havoc going on then who would in reality? It's just an extra bonus I chucked into the game. Many developers try to add a sense of realism to a certain extent but don't go too far with small things to make the game either better or add more to it. Take Resident Evil for instance, why would using a green herb found on the floor recover your health? Does Clare from RE2 eat the herb and it has magic which recovers her wounds? NO! And players don't ask too many questions about this or go as far as saying the game lacks sense of realism because of this...

I'm not attacking you if thats how I sounds but I'm glad you posted a comment on my game really. Although I really don't like receiving comments that aren't of use to me and also maybe pointless in a way. Almost as if you are just posting a message saying I don't like your game because it's not realistic because it has vending machines. This makes the game look worse and can put people off playing it... :pissed:

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Sgt. Cookie
  Tue Jun 15, 2010 6:19 pm
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No. I am not saying that I don't like your game. I am actually looking forward to playing it. I just wanted to point that out. Lets just stop this and continue. Its one small question. I will play this. End of.

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obsorber
  Thu Jun 17, 2010 11:42 pm
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Fine by me and apologies if you feel I came at you too strongly there. Anyways I'm going to start working on the update when my exams are over at end of this month. I'll be using all the useful feedback I got so far to make game better:

I'm re doing the intro adding more to it and making it more clear.
Revamp the ending that was rushed not giving you a clear resolution.
I need to revamp the colour shading and light effects on some of the maps.
The next update will have a Quick Tutorial on how to play at start.
Hoping to place a Kill Counter in the game for amount of enemies slaughtered.
I'm going to add a walkthrough for players who can't figure out what to do.
Fix the location of the sledgehammer weapon. (Not visable in current release)
Add cheat codes in the ending credits.
Add some extras in the game. E.g. more shock factors, extra event occurances.
Try to make events more cleaner and remove some of the lag.
Change the game Title to just Project Viral without the Zero.
Add a gameplay video on youtube.


If you have played Project Viral then please feel free to add comments on what you thought could have been improved in the game. I will take constructive comments and feedback very seriously then add them to my list of improvements for the next updated release. :thumb:

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obsorber
  Sat Jun 26, 2010 11:41 pm
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I'm still hoping to receive any feedback from the community in these forums. I'd like to hear your thoughts, views and suggestions about what needs work, improvement and other things about and to add to my game. My last exam this year is on monday so I will be able to re-work some issues and add improvements to my final release of Project Viral. (Project Viral 1.5)
This release will be without the Zero which was suggested by a member of these forums. I won't add 3 discs to the game because of the negative comments received. It's kind of put me off me thinking this game is very strong even though I take a lot of pride for working on it so I won't make 2 other discs playing the game from the other two main characters point of view. Instead, I'm deciding to possibly add a sequel in the future and if I finish the update during the holidays then I can also begin work on the sequel too...

Anyways thanks to everyone who has taken time to leave me some feedback. It really helped and hopefully the final release of Project Viral will be a blast! :thumb:

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obsorber
  Fri Jul 16, 2010 11:58 pm
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Just thought I'd let people know that I've been doing some small work on the Project Viral Update. It's not far from finished so I decided to make a trailer of my game. I used the Resident Evil 3 background soundtrack for this trailer. You can watch it here now:


http://www.youtube.com/watch?v=mtZRPCBzThU

The final updated version should be released soon...
I just want to say thanks to all the people who've played the game. I will add them in the list of credits for helping me by giving feedback. Thanks a bundle :thumb:

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kqurmiz
  Sat Aug 28, 2010 3:29 pm
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Do you making another series of this game?


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obsorber
  Sun Aug 29, 2010 8:09 pm
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Possibly, I haven't been actively using the program lately because I finished my exams and have been enjoying the summer. I plan to update this game to a beta version which is practically complete really, but I just need a few tweaks, to create some new graphics and to replay the game twice to check for any new errors. The next game will be Project Viral 2: Outbreak. I plan to return to continue the series in the future. I'm not completely sure though because time is something I'm not sure about...

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obsorber
  Fri Dec 31, 2010 3:10 am
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I've noticed I forgot to compile the game files in Project Viral. Now they are being used by some. Much of the resources for the game was custom made by me and also edited so if anyone uses some of the sources then please credit and let me know. I've removed the download link to prevent people downloading the game till it's updated...

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Citizen86
  Sat Apr 16, 2011 2:33 pm
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Aww, this game looked interesting. Let us know when the download link is back up.


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obsorber
  Wed Sep 28, 2011 5:22 pm
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Dowload Back on!
Project Viral, Final Update. I'm working on Project Viral 2 so this is all I'm going to update of this game. Added scenes, fixed issues and a choice in game difficulty. The game takes most the criticisms into hand for a more beta and improved version. Download link below.
http://www.mediafire.com/?twwfac1knccanlh

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Sooth
  Mon Nov 14, 2011 9:24 am
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I'm still working on beating the game. Actually, I came on here 'cause I'm stuck at the sewer switch puzzle. Still, my head is swimming with feedback and I couldn't wait, so here are my impressions so far:

***

I really like the atmosphere for this game. I like how it goes for 15 minutes wandering through the foreboding corridors before actually encountering any enemies: that's how a game like this should go. I like the progression from dormitories to the outdoors to the crazy complex. I liked the ending for exiting out the main entrance :)

I understand that the game is finished and that you're working on your next game. Here's some constructive feedback to consider for the next installment:

** Given the relatively low importance of stance skills, how cheap they are, and how First Aid kits replenish Energy anyway, the vending machines are more like novelties than actually useful game mechanics. Playing on Hard, I've never had to use the food items.

** I feel like the katana is just a little too powerful, or perhaps the guns just a little too weak. The Maverick is clearly awesome, but the only time I've felt that guns were desirable has been during the timed escape portion against the reptiles. The fact that guard absorbs 100% damage from all normal attacks means that I can hack my way through zombies, ghouls and even the first boss with utter impunity. It is not terribly hard to go through the whole school floor only getting hit a few times. Using the peashooter of a pistol turns out to be more a liability than an asset against even weak opponents.

** I think, if Defend only shielded half damage instead of full, it would be close to perfect. It would then be very difficult to go through hordes of zombies without getting hurt, and thereby encourage players to avoid more fights in the school area. This alone could make the difference between Easy and Hard difficulty settings. It would discourage people from just going Berserk-Attack-Block against all enemies without special skills, which I otherwise found to be quite advantageous. Obviously, enemies which are already challenging - like the reptiles - wouldn't be affected that much by this change.

** Even aside from its limited necessity, the skill system seems... a bit underused. I'm hoping that you do more with it in the 2nd game. Even if you plan to just keep the Stances (instead of active fighting skills), you may consider making an aesthetic change when you use them. Like... the screen gets red and your heart rate changes when you go Berserk, or something cool like that. Or make them more interesting than just a short stat modifier.

*****

Despite my criticisms (I'm a look-for-room-for-improvement kinda guy), I'm enjoying this game. Enough to go back and try to finish it. The theatrical pacing makes it easy to get into, and I look forward to playing the sequel. Rock on!

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obsorber
  Wed Jan 11, 2012 10:12 pm
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Thanks a lot Sooth, I'm working on 2 Project Viral Sequels. I hope you'll be interested in trying them out when they are released. You've truly made me happy to have tried the game and given me positive feedback. I'm pleased you enjoyed it. I'll take what you said into consideration for the sequels, those seem to be some things I may have not overlooked. However I've taken a break from RPG Maker at the moment. Got 1 exam tomorrow and 2 others in nearly 2 weeks. Once they are over, Project Viral and my other games will be back on track. :tongue:

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