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Downloads Home » Single Player Scenarios » The Age of Chronicles RPG (Demo)

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The Age of Chronicles RPG (Demo)

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Version: AoM: The Titans
This is a demo of my upcoming RPG Age of Chronicles RPG. This features 2 quests, a cinematic, some nice triggers and more.

Enjoy and I appreciate feedback.


Please tell me what to improve on. Anything.
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Swift sword
Map Design4.0
Rather than comment, I'll review :P
Playability: 4
It was an interesting scenario. However, the village seemed a bit small. I'm sure you'll make it a little bigger in the final release, just telling you. Also, the fights took a little longer than they needed too. It's pretty much a set outcome, so it could've been shorter fights.

Balance: 3
Unfortunately it was too easy. If you didn't have a step-by-step process on how to do the scenario, this would'e been higher. However, with easy fights and now no puzzles, it's a little too easy. Most people are smart enough to figure it out themselves

Creativity: 5
I gotta say, it sounds creative from what I've seen. The characters are unique, and the quests seem like they're are going to be fun and entertaining. Just make sure you only give HINTS on them :P

Map Design: 4
I mostly liked the map design. plenty of embellishment, but there were a couple of things to drag you down. 1. The black terrain around the edge- i know you didn't want players to see the blank map around the demo area. However, it would've been smarter- in my opinion- to just make it cliffed of and do some eyecandy cliffs. While the rest of the scenario begs to differ, making that black makes it seem like you rushed to release the demo. 2. Too rocky in my opinion- I understand if you like rocky scenarios, but just make parts of it rocky. Good eyecnady is generally a mix of elements. maybe this seems stupid, so i didn't take off for this, but just keep it in mind.

Story/Instructions: 4
The Instructions were good (TOO good XD) but I didn't quite get any of the story. It's a demo of course, but I probably still should've been able to get the story into my head. All i got was "the men will take awhile to get here"

Additional Comments:
Good job on the demo...I hope the full thing is this good!
Map Design5.0
Playability: 4
It was an immensely playable scenario. Nothing to obstruct the players ability to play the scenario as such. I would be wary of overdoing it with the rocks on the ground. They look great but it makes traversing the map difficult at times. I looses a point due to it being pretty uninteresting. This is a demo just to show what it'll be like but it still doesn't really have much cause and effect or excitement .

Balance: 3
Much too easy. You basically tell the player exactly what they should do which is not giving them any credit for working it out on your own. The torch at the back of the house is a good idea and any level-headed player should be able to work that out for themselves... let them do so. There is also zero chance of losing: whether that be through losing the mission or dying.

Creativity: 3
Pretty generic. It's got loads of the traditionally 'Age of Heroes' style missions to it (albeit they are a bit more interesting and diverse than the aforementioned). There's no real innovation or creative thinking here though. No thought into a particular storyline, and any creativity you do display is spoiled by your over-glossing of the mission brief (i.e: the torch).

Map Design: 4.5
The map is designed very well. Like I said, be careful not to overdo the rocks on the ground as this is also not amazingly realistic - try using the sprite rocks a bit more often. The house are designed well but there's no unity to this place. Settlements like that don't just spring out of nowhere - there's no community or village or town which with houses that size would definitely be the case. The houses appear to be a bit of a egotistical showing-off of your skills, which don't get me wrong are great, but it just doesn't quite fit naturalistically.

Story/Instructions: 3
The instructions were exceedingly clear. I was never at a loss of what to do which is sometimes a bad thing - I need to be challenged and this map doesn't challenge me. The story is oddly constructed too. Why are they there - there's no clues or hints to any backstory - they may well have just appeared magically on that spot. Yet Eros seems to know people here. ANd why introduce Eros just to have him go off straight away. You need to work on the cause-and-effect nature of your narrative. This opening part should act as an introductions for the rest of the scenario.

Additional Comments:

[Edited on 01/25/09 @ 12:50 PM]

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