
Welcome to 'The No-Name Project,' where limitless freedom awaits! Adopt various characters, from animals to NPCs, even resurrecting them with necromancy. Explore, mine, and interact with the world's secrets. Frequent updates ensure endless adventures!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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im not too deep into the game yet but from what i see so far there is a lot of potential, however i now have to kill 999 slimes for a sword to kill any foe wish me luck. Also its better to just use your mouse for movement and such. anyways im off to become the slime slayer edit 1; ive now had a few more hours to play the game and i can see just how much was really put into the game theres a lot of things you can do and if youre the type of persona that makes stories based on the games you play its worth the money spent. i ventured into the forest filled with slimes stumbled upon a manor with secrets, found a magic circle that requires 5 human skulls, i found myself staring into a painting, sacrificed one of my eyes and after doing so i lost a lot of agility but ive gained the ability of future sight. if this doesnt make you wanna try the game to see what kind of adventure you can go on i dont know what will, not to mention the low cost of the game it is definitely a game worth sinking your time into.
Some innovative things, but still a RPG-Maker game at the end of the day. The first thing to mention is that the game was created using RPG Maker, a well-known tool for generating similar games. If you've ever played something like this, you'll know what to expect. Combat is turn-based, generic and slow. The main problem with these games is a lack of innovation in terms of graphics, user interface, and even story. It's a rip-off of any JRPG out there. Every game has the same assets, character pictures, control system, and constraints, such as poor resolution and hidden buttons that might cause the game to crash without warning. If you can look past the warning above, you’ll find a very strange game. It’s very hard to place it in a specific genre because there’s a bit of everything. The first thing you’ll notice is that, with the exception of basic ground and wall textures, everything has some kind of interaction. Most is obvious and you will either examine things or talk to people, but there are also trees you can knock down, patches of earth that le you plant things, flowers and many other things. The unique thing is connected to NPCs. Everyone has something to say, perhaps they have a quest, they might join your party or you might even kill them. Bad actions have consequences to your karma, which apparently has no effect on the gameplay. Sometimes it’s fine to do something bad. Stealing, for instance, will give you something good and increase your thieving skills. Killing people also isn't bad because you'll have a lot of fun with necromancy skill. There are a bunch of skills you can increase by simply doing things. They resemble those from survival games, but here you don’t need to worry about eating or sleeping. There’s crafting, which is important for creating useful items such as axe for cutting down trees and torches for dark locations, foraging, cooking and several others. The interface is the worst element of the entire experience. To check stats, craft, or do anything else, you need the proper skill from the inventory, which takes you to a new screen. To exit that screen, choose the skill from the inventory again. It's a mess. The game has a lot of achievements. Except for the hassle you need to go through to see them, they're actually quite good because they're organized by region and include hints on how to obtain them.
So typically, if a game is primarily made up of the generic assets from RPGmaker, I will just ignore it. It's usually a big sign that everything else in the game will be, at best, very generic as well. The No-Name Project is not generic. Not entirely, anyway. It's... weird. Now for the record, I have not beaten this yet. I honestly have no idea how far I've progressed, so some of these things could change late-game. Now, sure, it LOOKS generic. And it's audio absolutely SOUNDS generic. (Honestly, the combination of the awful sounding stock sound effects combined with some absolutely droning and repetitive music tracks had me muting the game unless something noteworthy happened.) But it actually has some unique qualities to it, and appears to be a lot deeper than one would think. Of biggest note is the amount of things you can interact with in the game. Effectively anything that isn't a standard wall texture or floor texture can be interacted with in some way, from a minor joke about a crack, to chopping down a tree for logs, all the way to recruiting NPCs and placing them elsewhere. (Well, I could do that with a cow, anyway.) It's satisfying just to enter a new place so you can mash your face on everything and steal what isn't nailed down. There are things you wouldn't expect to interact with at all, in some cases. Having learned necromancy from a witch in an extremely bland looking swamp, I then proceeded to rob and necromance every grave I could find, (At a heavy cost to my Karma stat, which so far hasn't had any consequences whatsoever.) This was entertaining as each grave actually has a named zombie NPC, amazingly even with their own face. Some of them even have interactions with other living NPCs. Beyond this, however, the zombies are borderline worthless. As far as I can tell, anyway. Anyone you can recruit, living or dead, has had absolutely nothing unique about them. They, in fact, typically have nothing noteworthy going on at all beyond their initial role as a quest-giver or weapons merchant. Once they're in your party, they are just a face to put gear on. They have no magic or abilities, merely the same basic stat layout that most other NPCs have. Perhaps the ones that take more effort to recruit are different, I'm not sure. I do not think there is a way to teach them new abilities, either. Not that them doing anything would matter. I have just beaten the demon on monkey island and I have done nothing but hold down the attack button in combat. I tried a spell or two once I learned them, but there wasn't much point. Generic mobs, bosses, doesn't matter, get a full party, gear them up, and hold down Z to win. Most NPCs have a quest for you to do. This is great! However, with no quest log that I have found, and with most NPCs not repeating quest dialogue, it's really really easy to lose track of who wanted what. This is less great. One NPC literally just says 'please' over and over for their dialogue once they've given you their quest. While this is funny, it tells me absolutely nothing at all if I have forgotten what she wants, resulting me just showing up whenever I have something new in the hope that it's what she needs. Speaking of magic, there is a college of magic that you visit. This place has the most life of any place I have visited in-game, and that is because this place has NPCs with flavor dialogue. Most towns feel REALLY empty and barren, I assume due to the map mostly being filled with resources to harvest. But this results in there being very few people around, giving the world a weirdly empty feeling, despite being packed with so much to take. Right, the College of Magic, sorry. I avoid this place. The NPCs all have decent chuckle-worthy dialogue, so that's fine, but the way you learn magic is.... terrible, to be honest. It's a timing minigame. One you have to do 25 times PER SPELL. It used to be 100 before a patch. Further, it's locked behind multiple dialogue windows, a yes/no prompt, and a menu to select which spell to focus on learning. You go through this EACH individual training session, which leads you to want to mash a button, but not so much that you select the wrong spell, then STOP mashing buttons or you'll fail the minigame by hitting the button too soon. There are, I believe, four schools of magic with five spells each, meaning a grand 500 timing mini-games to learn all the spells you wont need because you can hold the attack button in combat. Not to mention the fact that you'll need MP to cast these spells. How do you get MP? Not through leveling, you only get 1MP each time you level up. Generic NPCs start with nearly 100 MP, for some reason. By level 10 Tulsa had over 230 MP and absolutely nothing to cast it with. But you? By level 10 you'll have about 12 MP. Turns out, it's through ANOTHER timing minigame! That gives you one single point of MP per completion. And the dev sadistically added a cooldown timer to it. It's short, but enough to feel the miserable tedium of it all. And you need a LOT of MP to cast a spell. 15 MP is needed for one casting of a second level spell, even. The dev really likes this timing minigame for some reason, it crops up a lot, sadly. At least the cryptography game in the college was fun. Make sure you take a screenshot of the letters, there are things to decipher all over the world that give you a decent stat boost for doing so. Oh, one thing that really stands out, is occasionally these REALLY trippy movies will play, giving you an introduction of the area. They're almost creepy, in a good way. They also give you a hint at what to do, and I think the dev could use a bunch more of these all over the place. Seriously, I love these trippy things. The dev is a good person though. They're lightning quick to patch things and respond to feedback. They do seem to genuinely care about their game. With the low price, the dev being active, and the peculiar ways to interact with the world, I'd say get the game if you like to wander and steal everything around you, if you enjoy somewhat goofy NPC dialogue (there's a lot of it that got genuine laughs out of me,) or if you just feel like supporting a dev with potential.
I know the guys from MindQuota. They write pretty cool stories and the potential is there, undoubtedly. Even if I'm not into JRPGs, this game is really unique in terms of scope and concept. There are a hugeload of achievements to be discovered and unlocked, and it takes a lot of time and patience to find out every single bit of information. Sometimes it is daunting, but it is quite rewarding because the game emphasizes exploration and a non-linear storyline. I enjoy the music, to me it seems like Akira Yamaoka on crack, and in a good sense. The gameplay and interface, however, can be overwhelming and sometimes really counterintuitive. And I tend to understand that; if you find it so difficult and confusing to craft or brew something simple, that's because the system was designed to allow for more and more complex combinations, hence the tradeoff. At least that's how I see things. Honestly, I'm really interested to see how things evolve and how the story progresses, just as with MQ's other products. If you got some pocket money to spare, go for The No-Name Project, because it's really rewarding.
basically , dude bought octopath traveler ,felt so dissatisfied he then went out of his way to create something that clearly isn't as unique looking but definitely ,DEFINITELY with more substance than what square enix put on steam.
The No-Name project est un jeu de rôle assez étrange qui va vous demander beaucoup de temps pour avancer et ce n'est pas peu dire croyez-moi... Malgré tout, le jeu est-il bon tel quel ? [u][b]Une histoire intéressante?[/b][/u] Je vais être obligé de commencer par un point négatif, car déjà il a fallut que je traduise l'histoire moi-même autant dire que j'ai sûrement raté des trucs et en plus elle est loin d'être folichonne ce qui est très dommage. Tout ce que vous avez à savoir est que vous êtes une personne qui se réveille chez elle à côté d'une grande forêt que vous devrez explorer pour atteindre d'autres êtres humains, mais sincèrement c'est à peu près tout ce que j'ai été en mesure de comprendre... Ha si à un moment on rencontre un mec qui nous demande de couper des troncs sans nous donner d'outils pour le faire, c'était assez drôle on ne va pas se mentir. XD https://steamcommunity.com/sharedfiles/filedetails/?id=3139380782 [u][b]Un gameplay enrichissant?[/b][/u] Malheureusement non, pas vraiment bien au contraire, marcher en ligne droite jusqu'à une zone de spawn de monstres et combattez les et comme je n'ai jamais trouvé le moindre morceau d'une quelconque aide pour me permettre d'avancer, j'ai passé 16 heures à combattre des slimes qui donnaient 1 point de XP par combat avec mes poings, donc non très sincèrement je n'ai pas trop accroché. En plus de ça avant d'entrer dans la forêt on me dit de fabriquer une torche. Je veux bien, mais je le trouve où le (insérer insulte ici) de tissus huileux? Il ne se trouve nul part bon dieu! Autre chose d'important quand vous quittez finalement la forêt (j'ai trouvé la sortie par hasard sans trop savoir ce que je faisais) je suis tombé sur un mec qui semblait sur le point de faire quelque chose de mal, je m'approche et ça lance directement le combat bien entendu le mec me ridiculise complètement en me mettant deux tartes. Bon bah d'accord j'ai compris, je ne dois pas sortir de la forêt, mais du coup je fais comment pour trouver du métal pour la hache ou pour une épée (une simple dague me suffirait !) https://steamcommunity.com/sharedfiles/filedetails/?id=3139380449 Vous avez aussi la possibilité de faire pousser des champignons ce qui est sympa, car ça permet de se booster, je m'étais donc dit que j'allais en faire de grandes quantités et revenir lui refaire le portrait mais même pas, les zones d'ensemencement disparaissent après une utilisation... Pourquoi en mettre alors? Sincèrement combattre des slimes avec les poings ce n'était déjà pas assez humiliant comme ça? Comment un mec qui vit en forêt et qui a très certainement fabriqué sa propre maison peut ne peut pas avoir le moindre outil pouvant servir d'armes?! Le pire est sûrement que je me suis infligé pendant quand même 16,5 heures en me disant, mais non ce jeu ne peut pas être que ça! Petit détail énervant, là je parle au développeur qui je l'espère lira mon évaluation, faites quelque chose avec l'esquive ! Ce n'est plus possible soit il faut supprimer ce foutu bouton, soit vous augmentez le temps de réaction, car dès que je réussis une esquive le combat se relance, le même monstre m'a directement ré-attaqué, je n'y croyais tellement pas que j'ai fait le test 20 fois et systématiquement l'aggro reprenait. [u][b]Des musiques qui nous aident à avancer?[/b][/u] C'est un bon point, mais je l'ai vite coupés, j'explique le truc. Les musiques sont vraiment bonnes, elles te poussent à avancer encore et encore, te motivant à aller toujours plus profondément dans cette forêt et très sincèrement si le reste des musiques du jeu sont du même niveau que les précédentes alors clairement elles seront excellentes, mais le problème c'est qu'à force de rester dans la même pendant tant de temps, j'ai tellement entendu ces musiques qu'elles me sont sorties par les yeux tout simplement, du coup passé 9 heures à peu près j'ai commencé à mettre des vidéos en fond pour au moins m'occuper un peu. https://steamcommunity.com/sharedfiles/filedetails/?id=3139380341 [u][b]Graphiquement on est comment?[/b][/u] Pareil je ne pourrais pas trop en parler tout simplement parce que je n'ai pas pu quitter la (insérer insulte ici) de première zone, mais de ce que j'ai vu c'est franchement sympa, l'effet d'ombre surtout est pas mal, le seul bémol que j'aurais à donner ce serait pour les personnages, je trouve qu'ils ont absolument tous des têtes de victimes... [u][b]Une durée de vie correct?[/b][/u] Je ne peux pas trop me prononcer, n'ayant pas compris l'histoire et ayant encore moins réussi à quitter la zone du début je vois mal comment je pourrais parler de sa durée de vie... [u][b]Que dire dessus finalement.[/b][/u] Très déçu de ce jeu, j'en attendais beaucoup je le voyais comme un jeu de la même qualité que "Nemesis" qui lui est un véritable chef-d'œuvre, mais là franchement je ne peux qu'être complètement déçu... Du coup je ne le recommande pas du tout... Surtout que de mon expérience de jeu rien ne permet de recoller les morceaux... [i]Merci d'avoir lu mon évaluation, bonne journée à vous et surtout n'hésitez pas à vous abonner à notre curateur L'escadron Griffons si vous ne voulez pas rater les prochaines qui arriveront sous peu[/i]
I can't get enough of this game, it's basically my new addiction! 🌟 I like the fact that I can randomly attach an NPC from the start of the game. He killed me, lol (but at least I got to steal his bottle)
A simple RPG where it has so many to do, you won't know where to start. Play through it blind and you'll be surprised to see that this game has plenty to offer. You'll want to see what happens next, what would happen if I did it differently, etc. The combat is simple and I don't mind that since I'm more interested in seeing what this game has to offer. You can recruit people to your party after doing simple quests and the highlight of the game is seeing where all this goes. It definitely reminds me of Phantasy Star 2, my most favorite and hated game of all time because of its fantasy sci fi themes. There is fun in its simplicity. The menu options could be better and easier to navigate though.
I'm not too far into the game, but I'm really enjoying it thus far and am really curious to see what comes next. Its world is huge, from what I understand (I also peeked a bit on the Achievements page, I'm a sucker for those hehe). Definitely a game to try out if you're an adventure aficionado with a splash of nostalgia and a deep desire to do anything you want. I mean, who WOULDN'T want an army of zombie slaves? I have a lot of cleaning to do.
The game offers a thrilling, mysterious journey with exploration, puzzle solving and interactive storytelling. Stunning visuals, engaging storyline, recommended for playthroughs
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