|
Author |
File Description |
Lord Sole |
Posted on 08/06/10 @ 01:42 PM (updated 10/14/10)
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Mix |
Number of scenarios: |
2 |
FAR FROM BELOVED LAND
The loyal and hard-working John Cullen is forced to leave London accused of murder. Being innocent, he will travel around the world while clarifying things and getting ready to return to his beloved land and do justice.
Campaign features:
· Several diferent scenarios from some diferent parts of the world.
· Interesting storyline revealed gradually.
· Mixed game styles.
· Two game difficulties.
Avaliable scenarios: 2
Updated things: Difficulties added, villager name and quay part fixed. Second scenario avaliable.
I hope you to enjoy!
|
Author | Reviews ( All | Comments Only | Reviews Only ) |
---|
Localwoodcut |
Posted on 08/10/10 @ 10:26 AM
Playability: 2
I've given playability a two for some very simple and explainable reasons. First off, as far as I'm aware the scenario isn't even completable, you're told to go to the Quay, but as it seems you haven't deactivated the triggers that stop you from going there before due time. You should play test scenarios before publishing to the Blacksmith.
Balance: 3
I give balance a three, the fact of this is, the one fight you get in the map, or so far, is quite balanced, you have four men to attempt to take on about 12 pikemen, and a renamed La Hire, in what order you kill the men depends on the outcome of the battle, which is quite fun to repeat, or at least for me. Other then that, I saw no real balance in the game play, if you go near the guards, they do not attack you, which is rather pointless, you could just click on the mini map rather than carefully walking, which is a downside.
Creativity: 4
If this scenario had been constructed better, it would be one for the ages, I personally like the story line, a killer, on the run from the law, in the large city of london, with your life on the line, if only there were ways for you to be caught, or attacked by the guards, it could have added a lot of tension, this scenario has much potential.
Map Design: 4
Being a large city, London's terrain is primarily road/road, broken and road, fungus. With rubble, dirt paths and flower patches placed randomly around, but the organization and specific placing of each object, makes the city look rather amazing, in my opinion the map size should have been bigger, and you should have made London bigger, other than that, it looks rather good.
Story/Instructions: 2
The instructions where poor, you were giving the maximum of about 8 words to decipher what to do, you were given no real hints or anything to help you, so basically, even if the scenario is completable, I'm not sure anyone could do it, from what I've read everyone else is stuck on the 'Quay' part.
Additional Comments:
When renaming a villager, do it on a separate trigger and loop it, therefore if someone accidentally, or purposely tasks the villager, it'll still keep his original name.
Also, make sure you play test your scenario to the end before submitting, it tends to help in the long run. |
Dtrungle
Official Reviewer |
Posted on 08/10/10 @ 12:04 PM
Playability: 4-
The game has no severe problems that would hault gameplay or make the player utterly angry. The goal of the game is to escape the city whose main guards are after you. I managed to play the scenario legitly on Hard and it took under 10 minutes to complete. If I had not cheated my first playthrough, the length of the game would likely increase by a half. I may also be pretty annoyed through the reloads but I assume that I would get a little more enjoyment out of it. The player must go through a maze-like city filled with citizens. The designer did a nice job varying up the route.
There are two problems with the scenario. The game is broken if the difficulty is Standard. The part where you 'need to be a trader' wasn't done with user-friendly implementations. There could be a third problem and that is due to the narrow paths. A freak accident can glitch up the paths which would force the player to reload.
Overall, I didn't feel as bored as I thought I would have playing this legitly. The gameplay aspect was designed well. The thing that is poor for this scenario is that there's no difficulty settings to it and the game is short, quick, and linear, which gives it no replayability. Thank goodness that the whole point of it is to play a short game of avoiding and escaping.
Balance: 3+
Realistically speaking, this scenario has only one difficulty setting. Because of the nature of the game, it can be easy or difficult for players. However, the difficulty is not hard to overcome and any player should be able to complete this short game. Seeing as how the game is short and simple, a near perfect score is well deserved. If a little more was added to make it a wee longer and challenging, it would most definitely increase the score. Lastly, the small melee that occurs halfway through the map wasn't very challenging. You can survive that skirmish by letting the units auto duel so I lowered the score from a weak 4 to a high 3.
Creativity: 4-
Pure stealth type scenarios haven't been made as far as I know, although small sections of this type of game have littered a lot of scenarios and campaigns. The designer managed to creatively design the playing field making it more enjoyable and smooth for the players. Suitable dialogues are added to further the game and add to its story. You can be bold and call this a puzzle type of scenario and there is one particular objective that resembles that. There's a small skirmish but it didn't have much of any enjoyment value. One thing worth mentioning is that the designer did an excellent job at changing the route of retreat, so that backtracking wasn't just that. With a little more creativity to further the gameplay experience, this game could be pretty amusing.
Map Design: 3+
The map is a grand city littered with maze like buildings. It looks better than it sounds mind you. Building placement weren't hideous to look at and the placement of citizens further pleases the eyes. The design could have used a bit of trees and such, maybe a small pond every now and then. Some areas had terrain blending which is good but that is needed everywhere that is viewable. Elevation are in hiding and those that do appear are mostly square-like which is unnatural. There are other areas that players wouldn't be able to legitly look at and they're decent to look at. One consists of church like areas and effort is clearly seen.
Story/Instructions: 4+
The story is adequate for such a simple scenario. Improvements can be made by furthering the story and adding more objectives and such. There were a few typos but it's not harmfull to the gameplay. Instructions are straight forward and simple. You are told where to go and there's a flag indicator to assist you. The only part where the instructions do poorly is at the quay. Becoming a trader was the issue as it's so vaguely instructed.[Edited on 08/11/10 @ 03:21 PM]
|
HGDL v0.8.2 |
Rating |
---|
3.3 | Breakdown |
---|
Playability | 3.0 | Balance | 3.0 | Creativity | 4.0 | Map Design | 3.5 | Story/Instructions | 3.0 |
Statistics |
Downloads: | 1,721 |
Favorites: [] | 1 |
Size: | 85.27 KB |
Added: | 08/06/10 |
Updated: | 10/14/10 |
|