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Reviews for "Millika Village"

Got the good and bad ending, and I gotta say it's not bad at all! Great game, good story and interesting gameplay. I did see a few mistakes though.

- grammar errors. Just a few, nothing too bad. "Worrior" instead of Warrior is one, for example.
- Backstory of the MC. Would just make it a lot more interesting. Or at least have the MC have amnesia, to give us a reason.
- Conversation choices. For now, there are only a few things that'll affect the conversations slightly. This could be a lot better if you could steer the conversations slightly. Have some options that'll affect the morale, income of skills and how the person acts towards you. ie, if you insult Kira, she no longer wants to hunt with you. Yet if she likes you, you gain bonus Agility.
- Proper endings. So for now, even the good end is just The End. But what if you could actually make a choice? And perhaps an endless-mode would fit in as well, depending if it's possible of course.
- Interacting with people/items. Just a little extra. What if you could pet the fox, strike up a conversation with other people or actually have the choice to walk in the woods on your own if you want to?

Also gotta say good job on the skill points. Took me a bit to figure out what the required number would be. It's effective

Raius responds:

Thanks for the long review and for playing!

That first point about the "warrior" typo isn't actually an accident. Kira was saying Lissara is a "worrier" in that she gets worried about things easily. To be honest, I think that might just be a slang term and not an actual word judging from a quick google search, so it might've been a bad word choice on my part. That being said there are definitely other typos which weren't intentional and just caused by me sleepily writing stuff at 4am.
The backstory and vague ending was also intentional because I was hoping players would imagine their own backstory and decision at the end as the MC is an avatar for the player (also why the MC's gender is never mentioned).
The part about conversations is solid point as well. It's a bit boring that the conversations are basically just cutscenes but with the time I had and the amount of other stuff I was trying to fit into the game it sadly didn't work out exactly as I would've liked. The same thing applies to the idea of interacting with people. I wanted to make a full town with random NPCs and all that but the amount of work it involved really just piled up with that idea.

I liked the game and I enjoyed my time playing it.

The scaling or expectations of the skills points were a bit confusing. Is 7 charisma enough to convince someone to do something? Is 13 strength enough to move boulders? Without scale, it's hard to make good decisions.

It was a very nice story, but long enough that I'm not sure if I'd want to play again to see how different choices would have worked out.

Throughout the later half of the game, I couldn't stop thinking though: why don't they all just hide in the mines during the blizzard?

I liked all your games so far, but I really think you should focus on story and not on gameplay, the previous platformer was lacking and the game could have done fine without it. And here you tried a SIM game, that is also lacking.
Sorry if this comes as harsh, but I like your work, and I think focusing on story and ambient could make something great.
Nonetheless a couple of points in the SIM aspect I would address:
- Add backstory to the main character
- Events for the workplace so it isn't repetitive
- Give a check of why and event failed or succeeded
- Personally I would get rid of the numbers and add perks, like if going to infirmary 3 times makes you able to cure a person.

Very good atmosphere - I like the sounds of a warm fire when ciold wind blows outside.

Decent story, but the fact that every NPC was a goodie goodie got on my nerves - If you want to create a truly great story you must learn to make imperfect human beings as characers.

The gameplay is original but somewhat limited in it's potential, once you realize how to play it becomes too easy.

All you have to do is choose the dialog options that make you using your best stat over a weaker stat. This makes all the stats basicly the same and arbitrary. Game is too easy once you understand what to do and too frustrating before you understand what to do.

Interesting concept but needs to be refined and thought over.

I really like the game. It has a good story and the characters are nice :)