You are the Viking warrior Izaak. One day the Duke of Garhal assigns you a mission: You have to bring him the queen Christeen. How hard you try you always mess stuff up!
This is my first real scenario. It has up to 128 triggers.
screen size: 1280 x 1024
friend or foe colors: off
I hope you enjoy! please comment, rate and (maybe) favorite.
|Author||Reviews ( All | Comments Only | Reviews Only )|
"The Dawn" is basically fun... to watch. It was a playable cutscene, with longer scenes of dialogues and (pointless) trudging about. The game did fall into standard traps such as little fighting that didn't really pose any huge challenge, but my notion is that the author didn't really mean it to be a huge battle involving left clicks and waiting. The scenes themselves did suffer from the average storyline,but nevertheless they were rather fun to follow, especially the end. The game lacks fitting music, which sadly accounts for part of the aridity of the game.
As the game was basically a playable cutscene focusing mostly on the story side, it doesn't seem like the author very much intended for drawn out skirmishes. There were no more than a few bandit attacks on a short walk to another location, but they weren't anything that the provided soldiers couldn't handle; the biggest hazard would be risking getting your villager killed but any competent player would know better than to use villagers against archers. It would be unfair to mark the scenario any lesser, taking into account the author's intention.
It would be unfair to say that there wasn't really anything greatly new in the scenario, given that AOK is somewhat limited. There were some nice touches such as the main unit being a villager that were more prominent in battle, however. The idea of the protagonist being a bumbling fool is also nice, though it could have been played to higher effect. The story and style are very standard, but there were aspects like the humour that worked well to a degree.
Map Design: 4-
The map design was par, albeit a little uninspired. The towns were rather disjointed and no more than a few buildings sprinkled between walls and the wilderness seemed rather mundane as it lacked any great use of "Other" objects. However, it isn't really of any great importance as the author's intention seemed to be using map design as no more than a sufficing backdrop.
The story wasn't really anything special, so to speak. You are a viking villager tasked by a lord to send forth his proposal of marriage to a princess, with a twist at the end. For it's course, the story seems to be unsure exactly where it is going when you're made to cycle an array of objectives involving a tribe that was never mentioned again or a monk that had roughly the personality of a cardboard, although the rapid change in objectives appeared to show the protagonist's clumsiness at doing any task. The dialogues did provide mild entertainment, although they had typing errors which detracted slightly from the value. The instructions were patchy at times; there was an occasion where I was unsure of what exactly I had to do.
The author in question is above the average newer designer, as evidenced by this promising game.
Too much walks for nothing! You should add some trigger to make less boring the travels.
The fights are very shorts. the only things that you must pay attention is don't let your hero die.
A hero like a villager is an original cool idea, but you should exploit it!
Map Design: 2
Very basic design. By all the scenarios well-designed so far, you should make better to have more score!
Instructions? what instructions?? he he..There is no diary of what you have to do! I know that the missions are very simple, but this is an exemple of a good organization.
Dear friend, if you want to submit a scenario and gets good reviews, you have to lose more time to create it! but don't beat yourself!