Sarretth

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Azshura
Azshura1.png
NOTES:
  • NOTE: Intended for a mature audience (curse words/sexual innuendos )
  • NOTE: Sorry in advance for the weird image cropping and video edits.
  • NOTE: Game download file is saved as 7.zip.
  • NOTE: Known bugs, so please save often and in different save slots.

UPDATES:
  • The storyline is fleshed out and is playable until the end. There are extra dungeons that I wished I finished, but sadly I don't have the time/interest to ever finish them as I have other projects that I want to complete.
  • 13 Different endings, though some of the evil endings may experience bugs.
  • Additional playable character (Edgar). Never fleshed out the extra storyline/Extra dungeon at the end of the game, but he is playable and obtainable.

VIDEOS:
Event Demo.

Combat Demo.
SECTION A: SYNOPSIS
  • This game has been a work in progress for many years.
  • Goal: Provide an enjoyable game for the community and hopefully receive both negative/positive feedback.
  • Length: ~10-20 hours (Depending on the amount of side content completed.
  • This game uses a CTB (Conditional Turn-based) combat system. (AKA. Action speed is based off of agility)
  • The game uses most of Yanfly's plug-ins.

IMAGES/SCREENSHOTS

DOWNLOAD LINKS

SECTION B: CHARACTERS
"SPOILERS" Before you read the character synopsis', please note that they may contain story spoilers.

El Highwind

1610665009747.png
El is originally from the town of Elsbury, located off an island far west of Azshura. At the age of 13 he chose his vocation, taking on a greater task than he knew. Several years later, his father left for Azshura leaving him and his mother behind. It wasn't but a couple years later at the young age of 21 he realized his destiny. At this time, his mother was deathly ill, and in her death she requested him to find his father. It was then that El took on the journey to find his father and he ancient artifacts to end the darkness that plagued his mother and now the world.

Nall

1610665041593.png
Nall is an explorer of the sorts. He first meets El in the Forest of Doom while he was on an expedition to check out the ruins there. Little is known about his past or why he is even an explorer to begin with. He tends to get made fun of because of his expressive reactions and often time is bickering with Gin.


Gin Cutlass

1610665075076.png
Gin is a cut-purse originally brought up in the town of Pengrant. He first meets El in the Mercellus Kingdom Dungeon where he helps him and Nall to escape. Gin has apparent connections with Larz and is looking for a cure for some reason or other. He hopes to gain what he is looking for by making large amounts of money and intends to do so by following El.

Luena Felton

1610665096631.png
Luena is the disciple of Master Del who lives in the Tower of Abanzul. She was taken in at a young age when her parents were killed on a pilgrimage. Not much is known of her origin, but she sure packs an attitude. She is first encountered by El at the bottom of Mt. Vulcanus where she followed him. Her reasons were un-clear, but she clearly hates those who don't consider the needs of a woman.

Marik Vingard

1610665109132.png
Marik is a kind-hearted soul that is a little understood. He feels that power alone is necessary to protect those that he loves and will do anything that is required to obtain it. He is first encountered in Pengrant after the Mt. Vulcanus event. After suffering the death of his lover he finds little to do with any discussion and therefore quiet throughout most of the journey.

Melinda Tieron

1610665121249.png
Melinda is known to be quite the trouble-maker throughout Shu'sen Village. Though she loathes being told what to do or how a woman should live she finds it best to stick to her own code of conduct. She enjoys going on secret hunting missions with her friend/next village elder Ren. though she often finds herself in trouble her best-friend Cassandra always seems to bring her back to the light. She is first encountered by El after the Troupe Camp incident.

Larz Lordrend

1610665133649.png
Larz is the first prince of Mercellus Kingdom. At a young age he learned the ways of becoming a fine king and royalty. Unable to cope with this lifestyle he sought refuge elsewhere when his parents were murdered, leaving the burden of king to his brother Wyn. Running away from it all he joined the church hoping to find his niche in life. Years later he would return to the kingdom and serve under the king as a shade or investigator; weeding out the darkness that lay hidden around the kingdom.

1610666846469.png
Edgar... worked out a bit of his story, but never incorporated it into the game. He is an end-game character available in the incomplete winter town of Arvine.

SECTION C: STORYLINE/PLOT
  • Story: The main quest-line revolves around El by default and his companions Nall, Gin, Luena, Larz, Marik, and Melinda. This gives a total of 7 playable characters (+1 late game character) each with their own unique class w/ the main character being able to select from a few different choices. The game starts with El, 13 years old. This is the age when those with special powers known as "artisans" must choose their vocations (AKA class). Years later, El's father leaves their hometown of Elsbury for reasons unknown, though he was known for his travels. Thus, leaving El and his mother alone. Years later, El's mother would grow sick to a seemingly un-curable illness (a dark magic being released through the earth; brought on by Gul'duh's revival). Before her death, she bequeathed El to search out his father in hopes of re-uniting them. El, stricken with the shock of his mothers loss and the "disappearance" of his father justified the means for El to find a means to put an end to the corruption of the world. He would leave Elsbury in search of his father and seek out "ancient" artifacts that could help him reach his goal.

SECTION D: SETTING AND/OR WORLD DEVELOPMENT
  • The name of the world is, Azshura. The same name as the title. The setting of the story is one thousand years after the age of the Dawn Era, a time in which four great heroes took up arms to save the world.
  • Thank you to everyone whom made this game's development possible!
[/SPOILER]
 
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Spermidine

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I'm currently playing the game, seems solid so far. Does the day/night cycle influence any locations (e.g. different NPCs or dialogue) or is it just for show? I certainly don't want to miss any quests etc. just because I'm too lazy to scour every location twice. :D
 

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First off, I want to say thank you for playing. To answer your question, I wanted to incorporate the day/night a lot more than I did. The only areas its heavily influenced in are Mercellus Kingdom/Troupe Camp. (i.e. Main quest/Side areas).

Please let me know if you have anymore questions. Also a side note: The quest helper that shows in the top right was not completed for the entire storyline. If you get stuck, feel free to ask.
 

Spermidine

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Thanks. I'll try to be on guard so that I don't miss any Rabbit's Circlets. ;)

By the way, something went wrong with the spoiler tags in your initial post: Sections like "Characters" can be found in the "Download Links" segment.
 

Sarretth

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Oh wow, you actually found it!? That's crazy, lol. How'd you even figure that out? And thanks for the update, ill fix it!
 

Spermidine

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Spoiler tags in case someone wants to find this item without any hints.

Fireplaces are among the places that I always examine, and I noticed (way too late) that the fireplaces in Pengrant are lit only at night, so I examined them again. At that time, I had already scoured Dryad Forest two times (at day and night), because I thought talking to that one NPC in Pengrant would be enough to trigger whatever was awaiting me in Dryad Forest. So the next logical step was to search both versions (day and night) of Pengrant (again), and I'm examining almost everything at this point since I found 500 Gold hidden under a bush in Elliot Village. :D

Also, I was glad to see that equipping the Rabbit's Circlet makes the boat rowing challenge significantly easier. My keyboard's enter key has already gone through a lot of torture while playing RPG Maker JRPGs, so I appreciate every measure to ease its burden.

My first impression was spot-on, the game is fun and I'm looking forward to continuing my playthrough soon. :)
 

Sarretth

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Oh wow, that's awesome. Glad it helped out and you're enjoying it. I definitely didn't expect anyone to find it though. Thank you for your continued feedback, I am grateful.
 

Spermidine

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I'm still enjoying the game and nearing the end, but now I could use some help. Could you, @Sarretth, please tell me what's the exact requirement for obtaining the airship after handing over the Wind Core?

While the day/night cycle ran through, I literally took a sh*t (and people take several sh*ts while I take one sh*t). Sleeping at inns, fighting random mobs and map transitions also don't seem to be factors. While I probably completed all (optional) stuff before retrieving the Wind Core, there are some locations I can't access with the ship, even though I should normally be able to do so (namely everything in the ice region). In Treant (Depths), which I also ransacked, I expected a massive boss fight at the end, but instead I could just walk by and grab the ultimate sword - may or may not be worth noting in this context.

So I'm at a loss right now. What am I missing? Or did I encounter a bug? I would appreciate any help greatly.

Edit: I finally stumbled upon Krul's Cove (I can't comprehend how I could miss this location), which enabled me to advance the plot.
 
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Spermidine

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(Sorry for the double post - I'll make it worth your while.)

I've just completed my playthrough, and I've really enjoyed this (up to) 20 hours long classic old school JRPG adventure, especially the bad endings. :D

There are some loose ends, so I don't know if I've missed anything of importance (even when considering that the game doesn't feature all possible side content yet):

- Is there any use for the Hand Mirror?

- Elliot Village: locked building

- Elliot Village: locked door leading to basement in Village Elder's house

- Forest of Doom: Can something be done at the Flower Patch (northern part)?

- Pengrant: treasure chests (behind a locked door) in Elder Dusty's house

- Pengrant, inn: Are there any "super-rare texts" for Louis at all?

- Whirlpool N of Embrak Village

- Treant (Depths) seems kind of incomplete for a dungeon. There aren't any monsters guarding all the fantastic equipment pieces. And at the end - as previously mentioned -, instead of fighting against some evil entity controlling
the four ancient heroes
, the player can (and must) just walk past them and grab the ultimate sword.

- Arvine: No matter which building the player enters (except for the inn), (s)he is spawned inside the equipment shop (that doesn't sell anything). The city in general doesn't seem to present itself in its final build yet.

- Whatever lurks at Yule Mountains can't be fought yet.

- Edit: Provided they have already been implemented, I didn't find the side quests "Stinky Slimes", "Minotaur Masquerade" and "Forest of Doom??" mentioned in the wiki.

Furthermore, let me tell you about some (potential) bugs and improvement suggestions:

- Opportunities to permanently use a vehicle (game-breaking):
-- Landing the airship one tile above Mercellus on the bridge, then entering Mercellus via its northern entrance (if the player can't access the ship to reach Talamar Castle - to which the airship can be operated via remote control - and if the player additionally manages to disable Luena's Ocarina by revisiting the sewers, see below).
-- Landing the airship on the Treant, then moving in any direction (doing this lets the player enter the Treant and get stuck in the water).

- Obstruction mapping:
-- Mount Vulcanus, bottom: The player can walk north over the edge where the sword relic was before.

- Mapping issues:
-- Mercellus Town: incomplete tree near church entrance
-- It shouldn't be possible to land the airship on the lower tiles of the forest ruins (Forest of Doom).

- When switching between the party members while browsing the menu's skill/equip/status sections, the Q key (for switching from right to left) doesn't work.

- Elliot Village, inn: The Elixir inside the pot can be grabbed an indefinite number of times (might or might not be intentional).

- After completing the events at the Hunter's House, if the player returns here later (day and night), (s)he can't leave (game-breaking).

- The Legend within the Forest quest is considered failed upon completion (at least when first choosing "nothing" and then "item").

- The Forest Ruins quest can be completed before triggering it (if the player doesn't complete the Forest Mystery quest by talking one last time to the Village Elder and instead heads for the Forest Ruins). At least there doesn't seem to be any disadvantage for doing things out of order in this fashion.

- Mercellus Town: Why are all gravestones at the cemetery for the same person?

- Mercellus Town, tavern, casino (first visit): The NPC right of Edmund can't be talked to.

- Mercellus Town (first visit):
After the meeting with the informant at the cemetery, the informant still sits in the tavern (day and night) and tells the party to meet him at the cemetery (even after the next "dungeon" when the informant's identity has been revealed).

- Mercellus Castle, second floor (eastern part) (first visit): Only two of the NPCs (scholar and soldier guarding his treasure chest) can be talked to.

- Pengrant:
Why does the well disappear after taking the Sack of Coins out of it?

- Pengrant: When the party is supposed to travel through the Osiris Pass, Lyna (the item shopkeeper) is replaced by a random shopkeeper, despite her sprite being still the same.

- Dryad Forest: The Burnt Note isn't removed from the inventory after having been "used" (given away).

- Leaving Mount Vulcanus through the exit in the lower right corner on the first map (outside) gets the player stuck south of the volcano on the world map (game-breaking).

- Campfire scene at Mount Vulcanus: Nall's dialogue windows "What about me?" and "Oh okay, no worries then..." are presented with Gin's name tag.

- Dryad Forest, map 5: When returning here (day and night) after Marik Vingard has joined the party, a
Shirley sprite can be seen standing there
.

- For some reason, revisiting The sewers (inside) (by using the entrance southwest of Mercellus) makes Luena's Ocarina permanently unusable (in most cases not game-breaking, but very inconvenient).

- Tower of Abanzul: After opening the treasure chest in the eastern part, it changes its color.

- Troupe Camp, Underground Pass: The second boulder puzzle can seem impossible to solve if the player doesn't realize (s)he has to push the last boulder blocking the one tile wide passage leading north through (!) this passage, even though doing something like this would normally trap the player and would thus be counterintuitive.

- Melinda's skill "Flicker Strike" shouldn't be usable from the menu.

- It isn't obvious enough that
the first fight against The Serpent
is supposed to be unwinnable. A well-prepared player can easily waste half an hour with this battle.

- Embrak Village: Layn doesn't feature updated dialogue after having saved her father Mel.

- Fenix's Pyramid: Neither Mud Stone (blue + green) nor Plasma Gem (red + yellow) appear in the inventory.

- Tower of Abandul, Spire, when the door to the Backroom has opened: Talking to Master Del from the left side freezes the game (game-breaking).

- Tower of Abandul, Spire, Backroom, Sig's Foundry: The treasure chest on the platform that contains a Wyrm Destroyer Shield can also be opened from the ground level.

- Tower of Abandul after completing Sig's Foundry: Reentering the door leading to the Backroom actually skips the Backroom and spawns the party directly inside Sig's Foundry.

- Mercellus Town (second time): Stepping on the tiles at the southern entrance where the guards previously stood makes the player leave the city.

- Marik's first dialogue panel inside his Prestige Dungeon mistakenly labels him as Melinda. Also, the Succubus suffers from gender confusion, considering the contrast between the portrait and the battle sprite.

- Mercellus Castle (second time): When opening the treasure chest in the King's chamber, the Clovis Ring isn't added to the inventory.

- After completing Mercellus Castle (second time), there isn't any updated dialogue for Mercellus Town's NPCs.

- After completing Mercellus Castle (second time): Revisiting Mercellus Castle's throne room freezes the game (black screen) (game-breaking). Previous cutscene dialogue implies that it shouldn't be possible to enter the castle at this point, anyway.

- There are many character portraits outside of main storyline cutscenes that aren't adjusted to the Prestige classes after a class change (e.g. El examining the piano in Mercellus Castle or previous camp locations, or Marik Vingard [not] talking to the old woman NPC in Embrak Village).

- When visiting Shu'sen Village later with the full party, it has been
reverted to its pre-destruction state
.

- The Treant (Depths) camp cutscene doesn't show any character sprites and is a repetition of a previous one (the one from Mount Vulcanus - Nall sleep-talking and Larz talking about his past).

- Some "legendary" equipment is weaker than "normal" (shop-bought or otherwise acquired) equipment (e.g. Siegmund's Aegis compared to Ender Grips or Siegmund's Bloody Hood compared to Grand Helm).

- Talamar Castle: Scourge Guard costs 0 Gold (I don't know if from the beginning or only later, since the shopkeeper changes two times), but can't be sold (no money cheat).

- Edgar doesn't obtain the extra title that the player chose/acquired for the party earlier.

- Why is Larz placed inside the wall during his good ending scene (without having chosen him for the final campfire cutscene)?
 
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Sarretth

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Spermidine,​

I am just going to put my reply under a spoiler, as it is kind of a lot.
(Sorry for the double post - I'll make it worth your while.)

I've just completed my playthrough, and I've really enjoyed this (up to) 20 hours long classic old school JRPG adventure, especially the bad endings. :D

There are some loose ends, so I don't know if I've missed anything of importance (even when considering that the game doesn't feature all possible side content yet):

- Is there any use for the Hand Mirror?
- The hand mirror applies elemental reflect for an entire battle, but shatters after use.
- Elliot Village: locked building
Revamped the village map and never turned it into anything.
- Elliot Village: locked door leading to basement in Village Elder's house
Was supposed to be for a side quest that I never implemented.
- Forest of Doom: Can something be done at the Flower Patch (northern part)?
This is part of the side quest Forest of Doom?? located at the Fighter's Guild in Mercellus Kingdom town. When you first arrive there you have access to the building in which you can join the guild, if the correct options are selected and you follow the directed tasks. After doing so, you can access these side quests.
- Pengrant: treasure chests (behind a locked door) in Elder Dusty's house
These are just for show.
- Pengrant, inn: Are there any "super-rare texts" for Louis at all?
I'm sure you read about "The Forgotten One" the texts spread throughout the game. I wanted to make these part of the storyline in a separate context, in which, they revealed a little about the old world that was destroyed by Gul'duh.
- Whirlpool N of Embrak Village
This was going to be an underwater dungeon. I never got around to it. ;/
- Treant (Depths) seems kind of incomplete for a dungeon. There aren't any monsters guarding all the fantastic equipment pieces. And at the end - as previously mentioned -, instead of fighting against some evil entity controlling
the four ancient heroes
, the player can (and must) just walk past them and grab the ultimate sword.
Yeah... I mean you solved that insane puzzle, so that deserves something, right? Lol. But yeah, it was supposed to be a reunion of the four great heroes and what happened to them as well as you mentioned an optional extra hard boss fight (harder than the last boss). I.e. Luena the daughter of Krul, Nall the son of Dervish, and Edgar the brother of Siegmund.
- Arvine: No matter which building the player enters (except for the inn), (s)he is spawned inside the equipment shop (that doesn't sell anything). The city in general doesn't seem to present itself in its final build yet.
I never got around to finish this area/side missions. You were supposed to meet up with Edgar and eventually head to yule mountains to take down a remnant of the old world.
- Whatever lurks at Yule Mountains can't be fought yet.
Mentioned above.
- Edit: Provided they have already been implemented, I didn't find the side quests "Stinky Slimes", "Minotaur Masquerade" and "Forest of Doom??" mentioned in the wiki.
Mentioned above.
Furthermore, let me tell you about some (potential) bugs and improvement suggestions:

- Opportunities to permanently use a vehicle (game-breaking):
Yeah, I was aware of the possibility, but they are finnicky and a little difficult to manage. I liked the idea of being able to take a boat through maps to land at the island, but I don't think I edited it for the airship.
-- Landing the airship one tile above Mercellus on the bridge, then entering Mercellus via its northern entrance (if the player can't access the ship to reach Talamar Castle - to which the airship can be operated via remote control - and if the player additionally manages to disable Luena's Ocarina by revisiting the sewers, see below).
Right, you could potential bug the game and get stuck. I was hoping that wouldn't be the case though >.>.
-- Landing the airship on the Treant, then moving in any direction (doing this lets the player enter the Treant and get stuck in the water).
Noted, thank you!
- Obstruction mapping:
-- Mount Vulcanus, bottom: The player can walk north over the edge where the sword relic was before.
I never caught this before, wow... lol. Fixed.
- Mapping issues:
-- Mercellus Town: incomplete tree near church entrance
-- It shouldn't be possible to land the airship on the lower tiles of the forest ruins (Forest of Doom).
Thank you. Fixed.
- When switching between the party members while browsing the menu's skill/equip/status sections, the Q key (for switching from right to left) doesn't work.
- Not sure about this one, but you should be able to switch the key-bindings in the menu?
- Elliot Village, inn: The Elixir inside the pot can be grabbed an indefinite number of times (might or might not be intentional).
I guess I never put a switch event here, nice catch. Fixed.
- After completing the events at the Hunter's House, if the player returns here later (day and night), (s)he can't leave (game-breaking).
Fixed.
- The Legend within the Forest quest is considered failed upon completion (at least when first choosing "nothing" and then "item").
Fixed.
- The Forest Ruins quest can be completed before triggering it (if the player doesn't complete the Forest Mystery quest by talking one last time to the Village Elder and instead heads for the Forest Ruins). At least there doesn't seem to be any disadvantage for doing things out of order in this fashion.
The switch for this quest is triggered by the death of the hunter/murderer.
- Mercellus Town: Why are all gravestones at the cemetery for the same person?
Err... yeah. I actually forgot to change them, lol.
- Mercellus Town, tavern, casino (first visit): The NPC right of Edmund can't be talked to.
I wanted to make this guy sell some of the best equipment in the gear. Or at least specialty equipment. I just never got around to it.
- Mercellus Town (first visit):
After the meeting with the informant at the cemetery, the informant still sits in the tavern (day and night) and tells the party to meet him at the cemetery (even after the next "dungeon" when the informant's identity has been revealed).
Yeah, that's a bit odd. Fixed.
- Mercellus Castle, second floor (eastern part) (first visit): Only two of the NPCs (scholar and soldier guarding his treasure chest) can be talked to.
This is just another one of those areas that I ended up revamping and never got the time to actually finish making dialogue.
- Pengrant:
Why does the well disappear after taking the Sack of Coins out of it?
Switch issue. Fixed.
- Pengrant: When the party is supposed to travel through the Osiris Pass, Lyna (the item shopkeeper) is replaced by a random shopkeeper, despite her sprite being still the same.
Fixed.
- Dryad Forest: The Burnt Note isn't removed from the inventory after having been "used" (given away).
I wasn't expected anyone to find that to be honest, lol. Fixed.
- Leaving Mount Vulcanus through the exit in the lower right corner on the first map (outside) gets the player stuck south of the volcano on the world map (game-breaking).
Both sides were messed up it seems. Fixed.
- Campfire scene at Mount Vulcanus: Nall's dialogue windows "What about me?" and "Oh okay, no worries then..." are presented with Gin's name tag.
Definitely wasn't the first time this occurred. I always had an issue with this because Gin is considered the second actor, even though he is obtained third. Fixed.
- Dryad Forest, map 5: When returning here (day and night) after Marik Vingard has joined the party, a
Shirley sprite can be seen standing there
.
Fixed.
- For some reason, revisiting The sewers (inside) (by using the entrance southwest of Mercellus) makes Luena's Ocarina permanently unusable (in most cases not game-breaking, but very inconvenient).
Fixed.
- Tower of Abanzul: After opening the treasure chest in the eastern part, it changes its color.
I guess I forgot to set a gold amount for it as well. Fixed.
- Troupe Camp, Underground Pass: The second boulder puzzle can seem impossible to solve if the player doesn't realize (s)he has to push the last boulder blocking the one tile wide passage leading north through (!) this passage, even though doing something like this would normally trap the player and would thus be counterintuitive.
Yeah, I wanted to make it difficult, but as you said if they get stuck it kind it makes the issue hard to deal with. I'll have to revisit this at some point.
- Melinda's skill "Flicker Strike" shouldn't be usable from the menu.
Definitely. Fixed.
- It isn't obvious enough that
the first fight against The Serpent
is supposed to be unwinnable. A well-prepared player can easily waste half an hour with this battle.
Lol, yeah. I'll have to up the boss damage or something.
- Embrak Village: Layn doesn't feature updated dialogue after having saved her father Mel.
I must have over-looked this.
- Fenix's Pyramid: Neither Mud Stone (blue + green) nor Plasma Gem (red + yellow) appear in the inventory.
Fixed.
- Tower of Abandul, Spire, when the door to the Backroom has opened: Talking to Master Del from the left side freezes the game (game-breaking).
I'm not sure on this one, but I couldn't replicate it.
- Tower of Abandul, Spire, Backroom, Sig's Foundry: The treasure chest on the platform that contains a Wyrm Destroyer Shield can also be opened from the ground level.
Fixed.
- Tower of Abandul after completing Sig's Foundry: Reentering the door leading to the Backroom actually skips the Backroom and spawns the party directly inside Sig's Foundry.
Fixed.
- Mercellus Town (second time): Stepping on the tiles at the southern entrance where the guards previously stood makes the player leave the city.
Fixed.
- Marik's first dialogue panel inside his Prestige Dungeon mistakenly labels him as Melinda. Also, the Succubus suffers from gender confusion, considering the contrast between the portrait and the battle sprite.
Fixed, lol.
- Mercellus Castle (second time): When opening the treasure chest in the King's chamber, the Clovis Ring isn't added to the inventory.
Fixed.
- After completing Mercellus Castle (second time), there isn't any updated dialogue for Mercellus Town's NPCs.

- After completing Mercellus Castle (second time): Revisiting Mercellus Castle's throne room freezes the game (black screen) (game-breaking). Previous cutscene dialogue implies that it shouldn't be possible to enter the castle at this point, anyway.
Correct. I never set-up the limitation it seems. Also, the castle should have been blocked off by hordes of up-set townspeople. Also, the dialogue up-dates just never got finished on my part.
- There are many character portraits outside of main storyline cutscenes that aren't adjusted to the Prestige classes after a class change (e.g. El examining the piano in Mercellus Castle or previous camp locations, or Marik Vingard [not] talking to the old woman NPC in Embrak Village).
This one is difficult to manage because I wanted to use different character expressions, but managing that with 8 characters prestige/not prestiged is a little difficult.
- When visiting Shu'sen Village later with the full party, it has been
reverted to its pre-destruction state
.
I actually wanted to turn this into a ghost town, but I never got around to it.
- The Treant (Depths) camp cutscene doesn't show any character sprites and is a repetition of a previous one (the one from Mount Vulcanus - Nall sleep-talking and Larz talking about his past).
It was copy & pasted for template/not yet completed.
- Some "legendary" equipment is weaker than "normal" (shop-bought or otherwise acquired) equipment (e.g. Siegmund's Aegis compared to Ender Grips or Siegmund's Bloody Hood compared to Grand Helm).
I noticed that as well, I'll need to revisit it.
- Talamar Castle: Scourge Guard costs 0 Gold (I don't know if from the beginning or only later, since the shopkeeper changes two times), but can't be sold (no money cheat).
Oops. Fixed.
- Edgar doesn't obtain the extra title that the player chose/acquired for the party earlier.
Yeah, I'd have to do a check for each title to make sure he gets it.
- Why is Larz placed inside the wall during his good ending scene (without having chosen him for the final campfire cutscene)?
This is a mis-location of the set event command. Fixed.

All and all, I want to thank you for the time and commitment you've made to this game. I greatly appreciate you for making all of these notes throughout your play through. I hope you enjoyed the good parts and I apologize for the not so good, or ground-breaking parts. I do have a few more questions that I'd like to ask, if you'd be so inclined.

1.) Storyline - Was it coherent/enjoyable? What was your favorite part/parts?
2.) Character/Character development - Do you believe the characters were developed or lacking? Were the characters interesting, and did you have a favorite character?
3.) Balancing - Were the game's battles/boss battles difficult or easy? Were battles interesting or mundane? What composition of characters did you run and what was your main character's class?

Again, thank you for your time. I hope you enjoyed your time playing Azshura. It's been a work-in-progress for me for awhile now and I would have liked to see all the extra content through, but that doesn't seem likely at this point moving forward (i.e. new game development).
 

Spermidine

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Thanks for your detailed answer. :) Some final thoughts:

That's odd: After completing the quest "The Hunt Begins", I was never able to trigger any of the other quests at the Fighter's Guild. Dialogue of the NPCs didn't change and that one NPC permanently blocked the board (maybe that was supposed to be the way to accept further quests).

About the Master Del bug: When he is talked to and grants passage, he moves one tile to the left, so of course the game freezes when the player talks to him from the left side.

You're right, I should have checked the controls. The Q key, usually reserved for "page up", is the default key for the quest journal - which I always accessed via the main menu. :D

I'm glad that you also caught the other Mount Vulcanus exit issue that I wasn't aware of. While I usually leave a map as soon as I've entered it to make sure there's a way back, I must have forgotten to do that at this location.

Treasure chests that contain 0 Gold can be a hommage to certain JRPGs, so I'm never sure if I should report those as bugs. ;)

The story, though a bit generic, was definitely enjoyable, especially the finale. Although I'm usually not a great fan of this feature, I liked the different dialogue choices, the party members' interaction in general (especially the banter between Nall and Gin) and the different endings.

I mostly used a party comprised of El (Fighter), Nall, Gin and Larz (I tend to prefer "veterans" over "newcomers" - all the more so since I leveled up the first four party members a bit too early and the new party members' levels don't scale), but I definitely should have utilized Luena more when it came to eliminating random mobs. Battles were interesting enough and rather easy, but may take longer to complete with lower levels and without the best equipment. At least it's easy to bring all party members to level 99 in the final dungeon, so players shouldn't have trouble to finish the game.

Thanks again for an entertaining game. I wish you success in your future endeavors. If I see your next game here or somewhere else, I'll definitely check it out.
 

DarkadeGames

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Since @Spermidine dropped both our game names as examples of good RPGs a while ago, I'm interested to give this one a go. :) Downloading now.
 

kimo

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Am I correct in understanding you consider this game to be completed because you have no interest in continuing the development? Or did I misunderstand an earlier comment?
 

Spermidine

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While I can't speak for the developer, having played through this game, I can confirm that it can be played from start to finish, which means the game can be considered complete. There are some "placeholders" for side quests that haven't been implemented, and according to the developer, some of the "bad endings" might not work, but otherwise the game features a complete adventure.

Spoiler-free "spoiler" about the ending mechanics:

The campfire scene right before the final boss lets the player choose a party member to spend time with. I suppose this choice also determines whose party member's "special scenes" are included in the endings. Then there are choices to be made after the final boss fight, which seem to determine the basic ending the player gets (good or bad). So even if one particular ending doesn't work, simply keep a save file from before said campfire scene and choose a different party member. While the player is also confronted with seemingly inconsequential dialogue choices throughout the game (that mostly let you choose if you want to behave like a gentleman or a jack*ss), I don't know if/how they influence the endings. All I can say is that if you choose the gentleman approach and the "nature girl" for the final campfire scene like I did, all endings work flawlessly.
 

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Ruin area in the Doom Forest actually makes my computer **** itself.
 

kimo

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While I can't speak for the developer, having played through this game, I can confirm that it can be played from start to finish, which means the game can be considered complete. There are some "placeholders" for side quests that haven't been implemented, and according to the developer, some of the "bad endings" might not work, but otherwise the game features a complete adventure.

Spoiler-free "spoiler" about the ending mechanics:

The campfire scene right before the final boss lets the player choose a party member to spend time with. I suppose this choice also determines whose party member's "special scenes" are included in the endings. Then there are choices to be made after the final boss fight, which seem to determine the basic ending the player gets (good or bad). So even if one particular ending doesn't work, simply keep a save file from before said campfire scene and choose a different party member. While the player is also confronted with seemingly inconsequential dialogue choices throughout the game (that mostly let you choose if you want to behave like a gentleman or a jack*ss), I don't know if/how they influence the endings. All I can say is that if you choose the gentleman approach and the "nature girl" for the final campfire scene like I did, all endings work flawlessly.

Thanks for the info. I am not sure I want to play a game the developer seems to have abandoned. Game design does require a lot of dedication. I know, because I have been working on a game concept for the past year. I'm more a story writer than a coder.
 

alominus

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When you first get to the volcano, if you head immediately west, you get stuck on the world map in the southwest corner. In the post above it says he fixed it, but clearly it's not fixed.
 
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Spermidine

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Well, it isn't witchcraft to figure out the reason. I published my bug report on January 25th, whereas the first post, which includes the download link, was lastly edited on January 23rd. So obviously, the developer hasn't gotten around to uploading the latest version (he also mentioned to be busy with school/university). Just avoid the game-breaking bugs, especially the ones that you know about. :p
 

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