Could really use the option to manually allocate how many points I put into a certain familiar as opposed to how it is right now where you tick an option and the points are automictically allocated.
One point I have to ask about is whether you are aware of the contradictions you are writing. I've complemented your writing in the past, but the latest 2 installments have pretty jarring continuity errors. How is Bernard in the park with Amber when he's trapped in Eva's room? Dregg finding Bernard is obviously set a bit after MS3's main gameplay section, as shown by how the mustache contest was already over.
Hooboy. Alright, I dunno if you've seen my review of MS3, but I mentioned that I was hoping MC7 would be longer. And I honestly feel both are equally short. I don't expect hour-long play-throughs of this series, given that it's episodic, but it still feels like you rushed a bit too much with the ending. Especially when it doesn't coincide with both the ending of MS3 nor the starting of MC7. Even if it's going to be a case of you planning it to be confusing in this manner, you have to understand that some may find this misleading.
In and of itself, the game is decent. The gameplay isn't too far from the previous titles, but basing all options on quicktime events is just not a good idea. It limits the player's ability to really understand what they are reading, making it harder to understand beyond a base understanding.
Tbh, I'd ask you to either get a friend/family member to beta read for you in order to prevent contradictions like this from happening again, but I understand that some people might not be in the position to do so. Ah well. I haven't played MC7 yet, so here's hoping it's at least longer than this.
A great installment!..Is what I'd normally say, but even for a Short, this was a bit too lacking for my tastes. A few minigames that barely take 30 minutes to finish(in my case), and not even a single Debate. Granted, this short has given a lot of exposition and teasing for the direction of the series, but it's still lackluster compared to previous Shorts.
I won't deny the effort you've put into this, but for the delay that it had, not very worth it. And it kinda shows, since you've obviously made changes to the script to reflect the fact that this didn't come out on Christmas Day like it was supposed to, as the housewife mentions that it was January. However, Amber remarks at the end that it was Christmas day.
And yet another great installment in the Medieval Cop series. The plot is moving rapidly forward as more and more things are revealed.
I honestly don't know what to think about the plot's direction. On one hand, it's pretty cool, and I don't think it has ever been done in this format before. On the other...The premise is kinda done to death. That being said, there's always a possibility that it will exceed my expectations. Hell, it might already have, with that reveal on Dregg's part.
As for the gameplay...You certainly have switched things up a bit with this. The puzzles weren't too hard, but it could use a bit of polish as well as clearer instructions. Hell, some of the puzzles didn't even have hints as to what to initially do, but it's no big deal I suppose.
All in all, I'm looking forward to the next one. Do you perhaps have a release date in mind for either Medieval Cop 7 or Medieval Short 3?
If there were to be one thing I'd have to be critical of however, it would be the lack of variety in music. Granted, I believe that there might be quite some limitations in regards to that, but listening to the same soundtrack for the past few games in rather repetitive. Perhaps in the future you'd be able to hire someone to compose some more music for you.
I've failed to mention this before, but I'm liking these new characters....But I may have been watching too much anime, for I smell a potential love triangle between Amber, Severn and Pero. Too much romcoms for me, I suppose.
Anyway, I've really found myself enjoying your games and I hope to see more of it in the foreseeable future.
Now that I'm done bug hunting, here's an actual comment!
For one, the humor and story are on point as usual. I've had many laughs over the course of playing these games, and this game delivers the same. Storywise, I'm in love with how you've been crafting your plot. You've managed to work on previously mentioned things in way that makes me wonder if you had planned this all the way from the beginning. Things from showing that the Queen wasn't actually stupid, or explaining how Dregg had gotten his tickets in the first place really shows your skill as a writer.
For the puzzles, it's not as indepth as the Invidia games were, but it makes sense seeing as there isn't much of a reason for there to be complex puzzles in this case. There aren't really any huge leaps in logic, so that's good. Well, aside from the last part. One would've thought to do anything except yell about sweets, but on further examination, it's a brilliant use of Chekhov's Gun, one that I find myself impressed at.
And yet another lovely installment to the Medieval Cop series. The plot thickens with the introduction of a new overarching nemesis for Dregg, and the cast from Enio return for the backstory treatment. This is one of the reasons why I enjoy games like this. There is always potential for old characters to return to be expanded upon. Our main character doesn't get the shaft either though. Dregg is as depressed and cynical as ever, and yet to me, a certain thief's evaluation of Dregg's character really struck true.
Anyways, I'm hoping to see more of Medieval Cop in the future, this series has a lot of potential, though there is room for improvement as well, especially on what I assume is a lack of proofreading.
A very, very, very ,very, VERY shitty clone of Million Arthur. The only thing it has going for it is the art, the short clips of animation, and the base concept of the storyline. I don't say the storyline itself because honestly, it's practically illegible. Not only is the whole "Protagonist" thing annoying, but there is next to no coherent sentences. And that's not even considering that it is honestly a bad clone.
Y'know...What would make the strategy system more interesting would be for each strategy to have a unique arrangement. For sword strategy would be in the shape of a sword, supply could have more spaces at the back row, etc.