[DEMO] Apotheosis

Reat

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APOTHEOSIS

SYNOPSIS
Apotheosis is a world about heroes. Great and mighty throughout legend, heroes are venerated and worshiped, and in this world, they answer the prayers of the worthy. Heroes ascend divinity through acts of heroism when they die, and those that are recognized as such have temples and statues erected in their honor. Some ages ago, a great villain – Lazarus the Necromancer – attempted to overtake the world with his undead armies. It was against this greatest of threat that the first heroes emerged, and through their valor, saved the world and ascended to godhood. Since that time, new heroes have obtained divinity, but the world has calmed and the people prospered… until now. New threats are emerging, and old ones are reawakening. The people are in need of new heroes to save them – and the Gods will ensure that by granting a small number of people with their divine powers.



CHARACTERS
Reat.jpg
NAME: Reat
INITIAL CLASS: Acolyte
PLAYSTYLE: Mage, focusing on utility and multi-target elemental damage
BIOGRAPHY: Reat is a temple Acolyte at the local temple, and joined their ranks not out of compassion like most others, but a desire to access training in the magical arts. He is studious and strategic by nature, and provides answers to the many problems the group faces on their journey.
 
Vivian.jpg
NAME: Vivian
INITIAL CLASS: Hunter
PLAYSTYLE: Archer, focusing on applying debuffs and status effects as well as single target damage
BIOGRAPHY: Vivian has always been a hunter, living on the outskirts of society and is far more at home in the wild than in the company of people. Although reserved and shy in front of people she doesn’t know, she has excellent perception and detects threats against the party before anyone else. She is also a capable crafter of unusual items using the materials she harvests from fallen beasts and monsters.
 
Sebastian.jpg
NAME: Sebastian
INITIAL CLASS: Guardian
PLAYSTYLE: Fighter, focusing on either protecting allies with shield skills or dealing massive damage with dual wielding melee weapons
BIOGRAPHY: Sebastian joined the town guard to fulfill his overwhelming desire for order and protection. He is strong of both heart and back, and always charges forward heedless of the dangers. He is the unofficial leader of this group of adventurers and the most enthusiastic of accepting his God-granted destiny.
 
Anemone.jpg
NAME: Anemone
INITIAL CLASS: Rogue
PLAYSTYLE: Skirmisher, focusing on trickery, stealth, and combo attacks to deal unpredictable damage
BIOGRAPHY: Anemone is the sister of Sebastian, but took a very different outlook on life than him. Their poor upbringing made Anemone feel as though life owes her any gold she steals, and she does so gleefully. She is opportunistic and pragmatic, and the party can always depend on her pick locks, disarm traps, and perform other unsavory but useful actions while adventuring.
 



FEATURES
Apotheosis is a traditional turn-based RPG, featuring an ATB combat system, a well-developed four character party, a lengthy quest to save the world filled with adventure and comedy, a class mixing system where each character may fuse multiple classes granted by the Gods to create many different combinations, a crafting system featuring unusual equipment unavailable elsewhere, monster taming to expand the party roster, and many more features still in development!
 



SCREEN SHOTS
Apotheosis1.jpg
Apotheosis2.jpg
Apotheosis3.jpg



REVIEWS
Echo607 has reviewed the pre-alpha.01 version! Watch it here: 




DEMO DOWNLOAD
Demo is currently at version: alpha.01 - 262 MBs - 1+ hour gameplay
Apotheosis - alpha.01



CREDITS
Reatlvl99, Kadokawa, Enterbrain
SCRIPTS: Yanfly, Mr. Trivel, Alistair, Moogle_X, Terrax, SumRndmDde, Zalerinian, Julian 'Szyu' Heinen, Liquidize
GRAPHICS: Ækashics, Hiddenone, byBibo, Minnow, Bokou, Firgof, Miguelitojimz, Zheg, Jack Saintsworth
 
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Crimson Dragon Inc.

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a one hour long demo O_O impressive thinking i might look into this if i ever get the time :D keep me updated
 

ScoobMoob

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I'll give the demo a shot and maybe have some feedback later. An hour long demo is pretty impressive.
 

Reat

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I'll give the demo a shot and maybe have some feedback later. An hour long demo is pretty impressive.
I'd love some feedback! The more the better :)
 

Jacki

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Played all the way through the demo, taking just a little over an hour. Not sure exactly what kind of feedback it is you're looking for, so I'll just give you a few of the positive and negative impressions I had while playing it.

Mechanics wise, there's a few things I liked: seeing enemy mobs on the map, multi-classing, and though I never really got to use it, I'm curious about the crafting and egg. That said, I felt that the mob encounters on the map moved absurdly fast in some areas, and I'm worried keeping multiple classes leveled up could be a pain later on in the game.

In battle, I was using skills fairly regularly which is good. Balance felt decent, didn't have too much trouble though I can see where some people might say it's a bit hard. Anemone did have a habit of getting 1 Hit Ko'd in some tougher battles. One thing that really bothered me was the fruit bats though. On multiple encounters they would repeatedly confuse all members of my party at the start of a battle and spam that attack for multiple turns, and I would just sit and watch the whole thing play out without being able to provide any input. Maybe lower the frequency of that attack?

The story seems okay. Starting off with a zombie and then jumping to the wolfkin was a little strange. There wasn't much to the plot overall that really grabbed me, but this is just the start of the game. I will say that I found the four main characters to be relatively well-defined. I knew who each of them was, and got a feel for their personality. Only saw a few typos, and some out of place dialogue.

I think the mapping could use some work. Some passages are just a tile-wide, and can be blocked by npcs in the village by the stalls. Some spaces just felt way too big and empty like the temple. The mine was a decent maze-like environment, though I did find a space to get onto the ceiling in the room past the boss with the treasure chests.

Think that's it for overall impressions, hope it helps. Interested to see how the game develops, and good work so far.
 

Reat

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Mechanics wise, there's a few things I liked: seeing enemy mobs on the map, multi-classing, and though I never really got to use it, I'm curious about the crafting and egg. That said, I felt that the mob encounters on the map moved absurdly fast in some areas, and I'm worried keeping multiple classes leveled up could be a pain later on in the game.
Good points on the mob movement, I think some of them are set pretty high, I'll look in at that. Multiclassing shouldn't be such of a problem since 1. The level cap for all classes is 50, and 2. The exp curve grows rapidly to level 25 or so (which is when all skills are learned), and then tapers off from there. The idea being getting a new class up to speed and learn all skills should be quick but mastering it to level 50 should take awhile.

In battle, I was using skills fairly regularly which is good. Balance felt decent, didn't have too much trouble though I can see where some people might say it's a bit hard. Anemone did have a habit of getting 1 Hit Ko'd in some tougher battles. One thing that really bothered me was the fruit bats though. On multiple encounters they would repeatedly confuse all members of my party at the start of a battle and spam that attack for multiple turns, and I would just sit and watch the whole thing play out without being able to provide any input. Maybe lower the frequency of that attack?
Good point on the Fruit Bats - confusion is an annoying status if its always applied to everyone. I might need to tone down the base damage of some mobs so they don't one shot, but Anemone is supposed to be a glass cannon that needs protection, she has the double attack as her basic attack afterall.

The story seems okay. Starting off with a zombie and then jumping to the wolfkin was a little strange. There wasn't much to the plot overall that really grabbed me, but this is just the start of the game. I will say that I found the four main characters to be relatively well-defined. I knew who each of them was, and got a feel for their personality. Only saw a few typos, and some out of place dialogue.
The story doesn't really get much focus this early on, but that was on purpose. I wanted to establish the characters before the story really kicks off, so I'm glad that worked. The next chapter has a much more involved story than this one does.

I think the mapping could use some work. Some passages are just a tile-wide, and can be blocked by npcs in the village by the stalls. Some spaces just felt way too big and empty like the temple. The mine was a decent maze-like environment, though I did find a space to get onto the ceiling in the room past the boss with the treasure chests.
Mapping is my weakness :) . I'll check out the tile wide passages, or maybe install an npc push plugin if one's available, but I got that from other playtesters as well so I'll definitely fix it. Which space exactly allowed you to get into the ceiling?

Think that's it for overall impressions, hope it helps. Interested to see how the game develops, and good work so far.
Thanks for playing the game and giving me the excellent review and feedback!
 
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Jacki

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To answer your question: in the mine, after defeating the wolfkin boss, I proceeded onward to the room with the three locked chests. The same wall the chests are against, and a few tiles to the left in the top left corner, I was able to step upwards onto the ceiling. Hope that makes it a little more clear, but if not I can look into trying to post a screenshot.
 

Reat

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To answer your question: in the mine, after defeating the wolfkin boss, I proceeded onward to the room with the three locked chests. The same wall the chests are against, and a few tiles to the left in the top left corner, I was able to step upwards onto the ceiling. Hope that makes it a little more clear, but if not I can look into trying to post a screenshot.
I think I found the problem, thanks for the report!
 

Reat

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Small update fixing bugs, slight balance tweaking, faster and more fluid ATB, a bit more detail to NPCs in Dupon, equip text details, and some other quality of life changes.


Edit: Echo607 reviewed Apotheosis on youtube! Link added to main page!
 
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Reat

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Chapter 2 is done! It can be downloaded here: https://www.dropbox.com/s/r3n52kddvdlj0qz/Apotheosis.rar?dl=0


The new forums seem to have broken my ability to edit my original topic so the download link there is broken at the moment.


The compatibility between saves from version 1 to version 2 in unknown - it should work, but no guarantees. Best case is to start from a new game if you played the older version if you're having issues.


NEW IN CHAPTER 2


Our heroes leave Dupon to find a town in turmoil, and find they must scale a mountain top, find the secret within an abandoned lighthouse, and delve into the lair of a great evil that has resurfaced.


- All new music, no stock RTP to be seen


- Four new classes: Arcanist, Paladin, Frost Archer, and Diamond Monk.


- 1 new mysterious party member to obtainable


- 1 new town and 3 new dungeons to explore


- 1-2 additional hours of content (2-4 total)
 
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Mayuen

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Sorry for all the edits to the post. I thought I could write together something a bit more coherent since I managed to get through a bit more. The older version of the post is at the bottom if you are still interested. I have defeated the Wolfkin King and haven't played any further yet. (I am planning to, but felt like taking a break for now)


First, I like the game. The characters and story is interesting enough to make we want to continue to see how everything goes. The music is also nice, it helps bring the mood to the different settings.


My thoughts about the maps have pretty much already been mentioned. However, I think the dark areas work well. They felt challenging enough without being frustrating, though there were times I wished the torch's light would have been just a slightly bit bigger.


Lastly, some weird stuff I encountered and some thoughts. I don't know if it is suppose to be like that, but I think I unlocked all the skills for the subclasses granted by the gods (like for the berserker class) by simply clicking around in the menu. It also flashed by that the class was at lvl 50, but it disappeared before I could figure out why. I tried using a skill from the warden class, and crashed the game (said files were missing). If you are more curious about this stuff, I'll check if I can get out more information about it.


Some enemies HP bars' are located under the window for the party, making them rather hard to see.


If I was suppose to be able to save outside of the world map, I was not able to. If I was not suppose to, the dialouge by Pippy was misguiding, and it was a bit frustrating not being able to save in the temple the first time around in there.


That was all for now, keep up the good work!


OLD VERSION OF POST 


Noticed I was able to save on the world map, so that's good. Still want to check if I am suppose to be able to save elsewhere than the world map? If not, the dialogue from Pippy is a bit misguiding.


Saw Echo's let's play of your demo and wanted to try it out myself. Though, I noticed I was unable to save when I ran around in the temple (unable as in it was greyed out in the menu). Am I missing something, or is it a bug? A bit bummed since I ran around collecting stuff and grinding a bit, but ended up meeting the money spider and got slaughtered with the latest save being the prompted save at the beginning of the temple.


Oh, and another thought I had. In the battles with the wolfkin, one of the enemies' HP bar (the second I think you can say, since it is the second you select) is really hard to see since the window of your party is above it.
 
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leon93

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Looks promising! Oh! I like the crown on the head :D  


/monthly_12_2015/post-967-0-66122400-1450285643.jpg
 

Yoshifull

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Definitely a game I have to play!


I noticed that Anemone looks away from the target when she does her second attack.


If you haven't fixed it yet, I fixed the Action Sequence for it.

Code:
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
if user.attackMotion() !== 'missile'  
move user: targets, front, 20
face user: target
else 
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>
<follow action>
Clear Battle Log
immortal: targets, false
</follow action>
That way, Anemone will keep looking at her foe during the second strike, which would be actually more logical than looking away...
 
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