ID:152847
 
The games were dead before they even hit the drawing board. THis is a discussion why they failed:

http://developer.byond.com/hub/Developous

To see them.

Is it personal interest, or is it development problems?

If it's development problems, quit your griping and excuses! I hate those are inflexible about just how well developed a game is. Content is everything. I can always program it in if I have to, but you probably don't even like these games in spite of their themes.
I don't care.
In response to PirateHead
Way to kick him while he's down =P.
They have similar icons and a similar...well unfinished feel, and ...basically they just arent polished enuff. There are typos, bad grammar, and it looks kinda poorly made.
In response to Lou
They have an unfinished feel and do use the same icons, but they have potential.
First off, content is not everything; presentation is equally important. It doesn't matter how cool your game's content is if none of it works. Secondly, while you have some good ideas behind your games, that doesn't necessarily mean that their content is all that great. Take Overlords, for example, which probably has the most interesting theme behind it. The character development sounds pretty cool, but after spending a couple minutes toying with points distribution, the game itself has nothing to deliver; I bought a "pellet" spell which had its name incongruously switch to "magic missile", then walked around zapping monsters that just sat there and did nothing. Walking around, clicking a verb, and watching inanimate wolves and goblins disappear is not exactly my idea of fun. Especially since they didn't seem to repop, which means that if the game somehow did get popular and had a lot of people playing, the entire world would be emptied of monsters within 10 minutes.

So I wandered around for a while zapping things, periodically rebooting when the monsters ran out. Eventually I reached level 5 so I could play around with the skill levels, that being the reason I was playing with (incidentally, free game design tip: if you want to get players, it's not a great idea to make all the game's interesting features only be available after the player wanders around performing some mindless repetitive task for a while.) The manual saving and loading seemed kind of silly when I first started playing, but it was pretty useful here because I could actually try out the effects of different kinds of skills without having to level up all over again (of course, while this was a handy, it was not nearly so handy as actually having some kind of documentation on the game's features). And... most of the skills have no apparent effect. I can take a level of warrior skills to get some better equipment, which doesn't matter since none of the monsters are attacking me and all of them die in one hit. So... yeah, real exciting. I can wander around for 20 minutes clicking to kill enemies that sit there, just for the privelage of buying a skill level with no real effect. If I were a really dedicated player, maybe I could spend another 40 minutes clicking on things in order to get enough experience to buy another skill level, which would also have no real effect. Of course, my favorite part was when I went into this little clearing in the north part of the overworld and found a tree there that was hanging in a black void of nothingness instead of being planted on the grass like all the other trees, and bumping into the tree told me "You have chosen the wolf." Games where you choose wolves by bumping into trees hanging against a black background are the coolest!

Bottom line, it doesn't matter how good your ideas are, you can't just toss in a sloppily-coded implementation and expect to have a good game. It's not what goes into a game that matters, only what the player gets from it. If players can't enjoy it, the fact that it might have been a cool idea to begin with doesn't make any difference whatsoever. These games are more or less acceptable as newbie practice demos, but they need a lot of work before they'd be anything more than that. And frankly, just whining about how no one likes your games isn't going to attract any new players for you.
In response to Justin Knight
For your RPG, you need to polish it up and work on it more. It's, like they said, way too sloppy right now. I also was turned off immediately that your monsters just sit there aimlessly. It BARELY works for FFMQ, but that goes to a different screen and does an FF style fight... This just reminds me of temple of time. No goal, just run around and kill statues.

For your other games: They look and feel WAY too much like an RPG...
In response to Kunark
that's the problem. Overlords needs good AI. (I cannot code AI functions, Sorry. They always fail somehow.)

There is a way off that land, but you don't want statues.

Spiders would have creeper type. but thanks for the complaints.

THERE IS A WAY TO MAKE MONSTERS REAPPEAR

Look for spawning trees. That's how to make then reappear without having to reload. But not repop. I don't want those nasty bosses to happen over again.

But ok... I will add a lot more equipment.