(EvenComp) Bringing the Rain - by Lumin, aka Jacqueline H.

A forum where new and old games can be reviewed - an alternative to the reviews on the Adventures page of the main ADRIFT site. Also the place to ask for any assistance if you are stuck playing a particular game.
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alsnpk
Posts: 523
Joined: Wed Sep 27, 2006 11:58 pm
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Location: UK (was US)

Post by alsnpk »

Of course you don't have to answer all, or any, of these particular questions, if you don't want to. This is just a simple template for you to make use of if you'd like to.

(Keep these restrictions in mind: The author had to pair up each one of these numbers: 2, 4, 8, 12, and 14, with one of these: rooms, objects, tasks, events, and characters, and have and use exactly the particular number of each that they chose for their game; no more, no less.)



Bringing the Rain, by Lumin, aka Jacqueline H. (8 rooms, 12 objects, 14 tasks, 2 events, 4 characters)

1. What was your initial impression of the game, when you first opened it up, and how did the game compare?


2. How did the author do within the restrictions?


3. How were the puzzles and/or storyline?


4. What did you like best about the game?


5. What did you like least about the game, and how could this be fixed?


6. What stood out most to you from/about this game?


7. How did this game compare with the others in the competition and/or what set it apart?


Any other comments?
Released:
For competitions: Business As Usual; Oh, Human; Existence (intro); Motion
Shared names demo: "Guys, Guys"

Works in various stages of progress:
Y'know, things and stuff...
alsnpk
Posts: 523
Joined: Wed Sep 27, 2006 11:58 pm
Points: 10
Location: UK (was US)

Post by alsnpk »

Bringing the Rain
by Lumin, aka Jacqueline H.

Reviewed by Rob Roy

SCORING: 79.69% (out of 100)


Did you finish the game? Why or why not?

Yes.


WRITING: Score (out of 5 each) (Weight/Relevance)

4.5 (Three-Quarters' Weight)
flow / quality / quantity

Technical Aspects: 5 (Quarter-Weight)
spelling / grammar

Writing, Overall: 4.75 (Relevant)

Do you have any comments about the writing (flow, quantity, style, technical aspects, etc...)?

Fantastic decriptions.


GAMEPLAY: Score (out of 5 each) (Weight/Relevance)

Puzzles: 3.5 (Half-Weight)
fair / interesting / etc.

Enjoyment Level: 4 (Half-Weight)
fun? gripping? etc.

Gameplay, Overall: 3.75 (Relevant)

Any comments about the gameplay (puzzles, enjoyment level, interest level, etc…)?

I felt engaged by the story and wanted to see how it ended. I would have liked to see some kind of actual confrontation with the witch in order to free Rain.


SETUP: Score (out of 5 each) (Weight/Relevance)

Completeness: 2.5 (Half-Weight)
descs / cmnds covered

Presentation: 2.5 (Half-Weight)
setup / style / graphics

Setup, Overall: 2.5 (Relevant)

Setup comments (descriptions, commands covered, presentation, etc…) or other comments?

Lots of items mentioned in room description with no interactivity, not even an examine. I ran into a glitch in the cellar, one that was a game-stopper. Only by accident did I knock on the front door, but I was in the cellar and thought I was knocking on the cellar door at the top of the stairs. When I went back and tried to knock on the front door the normal way, I found no way of actually getting to the front door.


OTHER: Score (out of 5 each) (Weight/Relevance)

Competition (If Applicable): 5 (Full Weight)
kept rules / spirit of comp

Other, Overall: 5 (Relevant)

What did you most dislike about the game, and how could this be improved?

Gotta have descriptions for anything the player can interact with.

What did you like best about the game?

The story was mythical. It set up a legendary-style journey.

Any other comments?

None.




Edited By alsnpk on 1262280248
alsnpk
Posts: 523
Joined: Wed Sep 27, 2006 11:58 pm
Points: 10
Location: UK (was US)

Post by alsnpk »

Bringing the Rain, by Lumin, aka Jacqueline H. (8 rooms, 12 objects, 14 tasks, 2 events, 4 characters)

1. What was your initial impression of the game, when you first opened it up, and how did the game compare?

Well written. The game compared well, as the rest of it is well written too.

2. How did the author do within the restrictions?

The lack of implimentation detracts from the writing. The lovely writing isn't supported by objects, which (a) kept jerking me out of the game and (b) made it harder to complete simply because it was harder to work out what to interact with. There was a lot more trial and error.

This was ultimately caused by the restrictions, but the author didn't help and it makes the game feel like it is a bigger game curtailed by the limitations of the competition, rather than a game made within the parameters of the competition.

3. How were the puzzles and/or storyline?

Storyline good; puzzles suffered from some GTV and aforementioned which-object-should-I-be-interacting-with confusion.

4. What did you like best about the game?

The writing.

5. What did you like least about the game, and how could this be fixed?

Impliment more objects; fix the gtv for the tasks - for example, the symbols are called symbols up until the point when you walk on them when they become runes.

6. What stood out most to you from/about this game?

cf. 4

7. How did this game compare with the others in the competition and/or what set it apart?

It was at least as well written as attack of the stupid name, and plays better than perspectives.

Any other comments?

No thank-you.

(Anonymous review)




Edited By alsnpk on 1262284803
alsnpk
Posts: 523
Joined: Wed Sep 27, 2006 11:58 pm
Points: 10
Location: UK (was US)

Post by alsnpk »

Bringing the Rain, by Lumin, aka Jacqueline H. (8 rooms, 12 objects, 14 tasks, 2 events, 4 characters)

Reviewed by Abbi Park

1. What was your initial impression of the game, when you first opened it up, and how did the game compare?
I expected a good, small story in which the main character would have to find a way to bring the rain back. Yep!

2. How did the author do within the restrictions?
Pretty well. Some unimplemented objects could've been handled better, but otherwise good. The mountain path all being in one room was interesting, and I was wondering about it at first, but it worked, so, hey. No problem.

3. How were the puzzles and/or storyline?
Good. At one point, I had to look in the generator just because I hadn't realized a certain thing had actually been implemented (which is one problem with having so many unimplemented objects). But that wasn't the author's fault. It was small, and good.

4. What did you like best about the game?
I found the most interesting part to be the characters at the top of the mountain. And I liked the story.

5. What did you like least about the game, and how could this be fixed?
A few typos... could be fixed easily; nothing major on that count. I got a bit confused in the house, since I had the map turned on, but maybe that was just me. Some guess-the-verb, but not too bad since I figured it out fairly quickly.

6. What stood out most to you from/about this game?
The story, and the aforementioned characters.

7. How did this game compare with the others in the competition and/or what set it apart?
It felt the... nicest. Just, all around, nice. Could only say that for certain parts of the others, but here, you're trying to help throughout. And it's a nice story, too.

Any other comments?
Not really. I could say "nice" again, but I think that would be considered overly redundant.
Released:
For competitions: Business As Usual; Oh, Human; Existence (intro); Motion
Shared names demo: "Guys, Guys"

Works in various stages of progress:
Y'know, things and stuff...
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