Crystal Seal Feedback
Feedback Related to Crystal Seal
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Presentation (Visuals & Sound Direction) *
How much did you enjoy the overall presentation of the game, the use of having Characters Illustrations in "detailed" scenes and more simple text boxes during map scenes, as well as the use of the music for setting the different tones, even if all music is the RTP OST.
 My intentions was to have scenes that are enjoyable to get through and that where, outside of the intro narrations, more than simple text.
I skipped everythimg
The presentation was awesome! I don't get tired to watch them!
Comment: Presentation (Visuals & Sound Direction) 
Narrative (Plot and Writing) *
How much did you enjoy the overall narrative of the game, the characters and their interactions, as well as how easy was to read and follow everything that was happening. Where the adventures interesting for you?
 My intentions was to have a diverse set of simple characters, that could convey their way of thinking in short dialogues and interactions, while having a lighter plot that starts out as a more episodic adventures, instead of the more classic big war trope of the FE clones.
No real plot, no real characters, is this even a question?
I loved each chapter and character! I would love to see more!
Comment:  Narrative (Plot and Writing)
Fun Factor (Gameplay and Chapters) *
How much did you enjoy the overall interactive parts of the game, did you find the yourself engaged at every move, did you enjoy the more dynamic turn system, was the maps core ideas fun? What about always having to defend the villages? And what about the core calculations changes, did being unable to easily calculate stuff at a glance make it less about checking numbers and more about playing 
 The first chapter has to be as always the most simple of all, is a classic Rout chapter against a bunch of relatively weak enemies, so one could get used to how combat works without the need of a tutorial getting in the way.
 The second chapter is build upon the first, but adds layers of different mechanics to show that maps are not going to be simple going forward, while introducing a lot of classic mechanics so one can see how their work early on.
 The third chapter is where the challenge starts, is a really eventful map that has a lot of stuff happening at all times, with the core idea being "each part of the map has to have something happening and cannot be ignored".
Snorefest, I'll just go play Sacred Stones instead
I haven't had so much fun in this kind of game since I [insert best SRPG of all time]
Comment:   Fun Factor (Gameplay and Chapters)
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