I think I'll comment on yours first.
QUOTE (slifer644 @ Feb 15 2012, 04:17 PM)

Like the title says, what do find in game maker games that just ruin a game for you?
1. 5 house villages
Okay, how in the world can a village sustain itself if there are at most (based on my own formula for constructing which is 3 people min. to a house) 15 people? I was a major offender to this ( actually the more I think about what I hate, the more I realize I've done these), not putting much thought into making these villages. Another problem with having only a few houses in a town is that you can't have too many people without making it very unbelievable. For me, a fantasy village shoul have around fifty people, a town should have between 75 to 100 people, and a city should have between (this may sound insane) 100 to 200 people.
This may sound shocking, but the average person doesn't talk to people much unless it's a Talk To Everyone puzzle. So, unless you have a bunch of different merchants, this is bad advice, as it slows the pace of the game.
2. Boring/ confusing starts
When you start a game you can't just throw someone into it without a little bit of back story (unless your game is mostly a flashback up until halfway through). Having the player guessing what's going on is good, unless their still trying to guess twenty minutes into it, that's when you've gone overboard. The same applies to having the player do the same thing over and over again at the beginning till they reach a certain level and the begin the story. You have to give a little in both story and action to keep the player interested.
Big prologues themselves can get boring. Sometimes it's better to throw the character into the field and have things react as they exit town or go exploring.
3. Underpowered enemies/ overpowered heroes
A big problem with making the enemies easy for the player to kill quickly is that it makes it seem unrealistic. If you're gonna make the fight a human enemy, you should atleast give the enemy the same amount or half that of your weakest character. This will make the battles
more tactical than just pressing the strongest spell you've got once in order to kill them (unless they're a spider or some small creature, cause that does make sense then). The only exception to this rile is if that attack is a finisher attack, cause then you're good.
The reverse can actually be quite frustrating. Game balance is horribly subjective, and worse for the random aspects. The enemies can be slightly more powerful, but unless they're deep game bosses and you haven't been leveling (I think the whole "no grind" thing is a copout), enemies should not be dealing more than 1k-2k, and definitely not 1-hit-killing. A one hit kill means you have no defense strategy, and you'll die if out of restore potions, which you probably can't earn if most of the early enemies 1 hit kill. The enemy shouldn't fall in one hit, although spamming magic is okay. You just have to buy magic pots.
4. Unoriginal settings/ unoriginal characters
I find that if I start some where that looks alot (alot... Hehehe) like that of a popular game that I've already seen, then that's just laziness. The same goes for characters in that if the the protagonist seems framiliar then it just seems like somebody is trying to get free ideas. The exception to this is if it is a fan game, then you're good. Originality keeps the game flavorful and draws the player into it more.
Every game is derivative in some way. Understanding this is the first step both to making a parody game, and improving on a game so that it isn't such a cliche. Originality isn't the issue. It's character development. Even if every rpg girl looks like Terra and ever guy looks like Cloud, the real key is uniqueness of their personality, and backstory writing.
5. Forgetfulness
It is annoying when you get sent all over a flipping dungeon just to find a stupid that, guess what, you didn't even need in the first place. When the creator forgets that he put in a subquest and then scraps it later without removing what was in that subquest just gets annoying when the player finds it. Its even more frustrating when a player leaves the gameand the forgets what they were doing and can't figure out what they need to do.
This one is true, as I've been guilty of it a few times.
You've hears my rants, lets hear yours.
1. Poor character development. As I said before, despite all attempts to be "original" someone has done it before. You may even be unconsciously basing a character off one you've seen. So the way to improve this is to build their past. If not, all the characters end up walking stereotypes.
2. Artsy fartsy nonsense. Having a new custom battle design is fine. But if it doesn't work, it's toast. There should be some way of restoring lost skills, some way of resting and recovering life, etc. Even if it's not traditional. We don't care about your "concept", we care about it working of not. Awhile back someone was discussing bleeding/wounds as a battle system. Good, but you must have items to remove bleeding status. Same for gold (you can have a no monster drops thing, but they need to drop sellable items).
3. Lack of polish. Bad grammar/spelling, glitches, and even just the inability to eyecatch are all things that cause me to stop playing within an hour. On that matter, a good game has quests that can be done, and are written down in a journal.
4. Lack of strategy. Spamming spells in one thing, making spells elemental is another.
5. (Can't think of any) Oh yea. RTP snobs. Regardless of the sprites used, is it a good game?