- Joined
- Oct 2, 2016
- Messages
- 40
- Reaction score
- 2
- First Language
- English
- Primarily Uses
Note: What this demo is is essentially a first draft. I’m aware that some smaller features are not functional yet, and that the artwork and music is largely comprised of placeholders. All of the above issues are simply because I lack the talent or time to make these things properly functional. While I plan to correct this issue in the future, I can’t do it right now. So I figured I’d see what kind of response I get from you guys, and use that to judge how much effort I should dedicate into this project in the near future.
Also, this game features elements of religion as central plot points. It’s a fictional religion, though, with no bearing on the real world or any actions within it.
With that out of the way, let’s get into it!
Summary: The player-named character finds themselves in the crosshairs of one empire’s crusade to conquer and unite the twelve city-states in the dangerous world of Ervos. With the help of friends both new and old, they must battle the forces of an overwhelmingly-powerful empire, whose armies seem to have far more to them than what meets the eye.
Setting: The world of Ervos is essentially a post-apocalyptic fantasy: the world is infested with Wild Growth, a virulent infection that can taint and corrupt virtually any living thing it comes into contact with. Wild Growth has spread across the entire planet’s surface, infecting enormous swaths of the landscape to become a deadly jungle known as the Wildlands. In the face of the Wildlands, only twelve City-states (in the known world) have managed to survive, using any combination of natural barriers, advanced technologies, or vigilant militias they can get their hands on. Originally, these cities grew up in complete isolation from each other, but as time passed and the Wildlands were slowly driven back, the cities came into contact with one another, and have been enjoying a bountiful trade network for the past 200 years.
While things certainly aren’t perfect, they’re better than they were before. Small towns have begun popping up in the countryside, inter-city travel is safer than ever, and the development of all-new Sailing Ships has made the known world shrink considerably. But the monsters of the Wilds are still clawing at the walls of every City and town, still desperate to destroy what mankind has worked so hard to create. It is only through their wits, knowledge, and (in a pinch) combat prowess that mankind has managed to thrive in this tainted, broken world.
The Cities:
(This map is currently a placeholder, made with Inkarnate. Seriously an awesome program, go check it out!)
Solaria: A city built along the slopes and peak of the imposing Mt. Devestrus, this nation of sun-worshippers has recently begun going by the name of the Holy Solar Empire, to celebrate the fast-growing nature of their territory. Most people still just call them the Solariat or the Imperials.
Mistral: A vibrant farming city hidden deep in the forests at the northern parts of the continent. Built around a combination of treehouses and catwalks, while being guarded by dangerous militiamen, this is the first city to have been taken over by the Empire, legitimizing their claims of world conquest to everyone.
Lebestrus: The Fortress of the East, as it is sometimes called, this imposing city is guarded by impressive walls and an advanced chemical weapon known as Sea Fire. The more automated nature of their defenses has allowed the Lebestrians to pursue more intellectual pursuits, making them the most technologically-savvy City-state in the world.
Lodos: Sitting at the eastern edge of the Sea of Deletus, this city is largely built around trade and mercantilism. Combined with their deep-rooted classism and often-overcomplicated bureaucracies, they have earned quite the reputation throughout the world as traders who are elitist, but fair.
Scythia: Sitting on the western edge of the sea of Deletus, this city is built around an ancient ruin known as the Spire, which the people claim will protect them from harm. Seeing as the Solariat often declare the Scythians to be heretics, they feel as though the expansionism of the HSE is largely their fault. But that hasn’t stopped them from their avid efforts toward pacifism and good-natured diplomacy.
Clethis: Sitting on an island just west of Scythia, this city-state hasn’t truly felt the dangers of the Wildlands as much as the others, and are often called weak by the other cities. Because of this, they’ve developed something of an isolationist and xenophobic attitude, becoming secretive and defensive.
Urvos: Built around a freshwater spring deep in the southern deserts, the expansive salt flats around the city keep out any plants that could spread the Wildlands into their borders. However, their ancient Clan Laws and traditions largely inhibit this nation, and prevent Urvos from becoming the true Jewel of the Desert.
Devenus: The so-called Jewel of the Desert, sitting just across the Sea of Deletus from Scythia itself. Despite its nickname, the city is largely comprised of slums surrounding four lavish palaces, within which reside the four Syndicates who battle for rulership of Devenus through careful-plans, exceptional spies, vast intelligence networks, and expert assassins.
Nordicus: Tucked into a peninsula far to the North, just outside the Arctic Circle. The rugged landscape does more than keep out the Wilds; it toughens up the citizens until they are the ultimate survivalists. Many outsiders claim that the environment also turns them into crass and drunken brutes, but that’s still unproven.
Eventall: The farthest east of all the Cities, this small city state sits very close to the Wildlands, and remains largely neutral in world politics. They are most notable, however, for creating the Courier’s Society, which allowed the modern era to flourish to the point the world knows today.
Ervoria: Sitting on a small strip of land that connects the Nordic Peninsula to the mainland, this city is only a handful of kilometers away from the Wildlands. This means that the people there have developed something of a warrior culture, always ready to fight for their lives at a moment’s notice.
Syndera: Known as the Bridge between the South and the North, this eastern city is literally built around a bridge that crosses the Strait of Syndera, connecting the mainland continent to the southern desert. Because of this, they have become known for being shrewd traders and moneylenders, whose city always seems to be falling apart without ever actually collapsing.
Characters: The characters of CotS are extremely important to me, and arguably the focal point of this entire game. However, not all of them are fully constructed yet, especially their unique skills. So I’ll just go over them briefly, and if you have any further questions about them or how they work, let me know.
(I’ll just put a star next to the ones who aren’t in the Story Mode.)
Party Members:
Other Important Characters:
Features:
Currently Implemented:
- A Charge-Turn Battle system, to provide fast-paced and intense combat while still being deeply strategic.
- With a Switch command built into the combat system, later battles become more about picking the right fighters for a particular job, and being ready to switch up your strategy at a moment’s notice as the fight changes! (Some elements aren't working right, like the game not switching to a different hero when they're KO'd, but it still works well.)
- Steal items and weapons from your human enemies to rob them of valuable assets.
- Is an enemy too tough for you to beat? Then try sneaking past them instead, since most enemy events on the map hunt you down using cones of vision!
- Watch out for Deaths in the party, as even with a revival item in place, your characters will still suffer crippling injuries that can only be healed by Hospitals. Too many injuries, and they start becoming permanent!
- Talk to the party-members you’ve collected, get to know them, and help them through their personal problems. Doing so will provide that character with powerful Unique Skills.
- An autosave function, to make sure some sections aren’t horrifyingly frustrating. XD
Intended:
- The Empire will have a conquest mechanic in the world map, allowing them to conquer towns and Cities as time progresses, in their attempt to gain control over the known world. You must struggle to hold back their advancing lines as you hunt down and eliminate their three Field Commanders!
- Travel the known world, visiting all 12 of the Cities and dozens of smaller towns, all filled with NPCs, beautiful locales, and their own stories and sidequests!
- Fight against animated enemies of all shapes and sizes, made with custom artwork! (There…really isn’t a way to make this sound exciting. Basically, custom artwork everywhere! Yay!)
- An autoload feature upon the player’s death, so you don’t need to go messing around in the menus.
Screenshots:
...our protaganist's best friend, ladies and gentlemen!
"Ottacon! I'm having some trouble here! Can you help me out?"
I think that's more your problem than your society's.
......mistakes were made.
Even though I wrote it and know the full context...I can't stop laughing at the absurdity of this line.
SUPER COMPELLING GAMEPLAY!!!!!
When critiquing: Because of how this game demo is basically me seeing what feedback I can get to determine how I should move forward, I just have three simple questions I’d like the demo-players to answer:
1: After playing this game demo, would you be willing to play the full game?
2: If the full game had all the implemented features and elements, how much would you be willing to pay for it?
3: If you saw this demo as part of a kickstarter campaign, promising all the features that haven’t been implemented yet, how much would you be willing to donate?
The demo itself represents the intro of the game. And please keep in mind: while there are several features and bugs I would’ve liked to get working/fix (respectively), I didn’t have time or ability to figure them all out. So yes, I’m aware that the art is all default or character-generator built; I didn’t have time/talent to fix that. And here is a list of bugs that I’m aware of, but didn’t have the time/technical expertise to fix:
Credits: I did all the heavy lifting when it came to building this game, but this game seriously wouldn’t be what it is without plugins from a bunch of people (the bulk of which came from Yanfly and SumRndmDde), and music by Terrence Leavit. If you want the full credits list, go into the title menu and hit the Credits option; they’re all listed there.
*(Though in hindsight, I completely missed byBilbo’s animated SV enemy graphics. XD)
Download link: https://www.dropbox.com/s/gibefulxri6456b/CotS.zip?dl=0
Also, this game features elements of religion as central plot points. It’s a fictional religion, though, with no bearing on the real world or any actions within it.
With that out of the way, let’s get into it!
Summary: The player-named character finds themselves in the crosshairs of one empire’s crusade to conquer and unite the twelve city-states in the dangerous world of Ervos. With the help of friends both new and old, they must battle the forces of an overwhelmingly-powerful empire, whose armies seem to have far more to them than what meets the eye.
Setting: The world of Ervos is essentially a post-apocalyptic fantasy: the world is infested with Wild Growth, a virulent infection that can taint and corrupt virtually any living thing it comes into contact with. Wild Growth has spread across the entire planet’s surface, infecting enormous swaths of the landscape to become a deadly jungle known as the Wildlands. In the face of the Wildlands, only twelve City-states (in the known world) have managed to survive, using any combination of natural barriers, advanced technologies, or vigilant militias they can get their hands on. Originally, these cities grew up in complete isolation from each other, but as time passed and the Wildlands were slowly driven back, the cities came into contact with one another, and have been enjoying a bountiful trade network for the past 200 years.
While things certainly aren’t perfect, they’re better than they were before. Small towns have begun popping up in the countryside, inter-city travel is safer than ever, and the development of all-new Sailing Ships has made the known world shrink considerably. But the monsters of the Wilds are still clawing at the walls of every City and town, still desperate to destroy what mankind has worked so hard to create. It is only through their wits, knowledge, and (in a pinch) combat prowess that mankind has managed to thrive in this tainted, broken world.
The Cities:
(This map is currently a placeholder, made with Inkarnate. Seriously an awesome program, go check it out!)
Solaria: A city built along the slopes and peak of the imposing Mt. Devestrus, this nation of sun-worshippers has recently begun going by the name of the Holy Solar Empire, to celebrate the fast-growing nature of their territory. Most people still just call them the Solariat or the Imperials.
Mistral: A vibrant farming city hidden deep in the forests at the northern parts of the continent. Built around a combination of treehouses and catwalks, while being guarded by dangerous militiamen, this is the first city to have been taken over by the Empire, legitimizing their claims of world conquest to everyone.
Lebestrus: The Fortress of the East, as it is sometimes called, this imposing city is guarded by impressive walls and an advanced chemical weapon known as Sea Fire. The more automated nature of their defenses has allowed the Lebestrians to pursue more intellectual pursuits, making them the most technologically-savvy City-state in the world.
Lodos: Sitting at the eastern edge of the Sea of Deletus, this city is largely built around trade and mercantilism. Combined with their deep-rooted classism and often-overcomplicated bureaucracies, they have earned quite the reputation throughout the world as traders who are elitist, but fair.
Scythia: Sitting on the western edge of the sea of Deletus, this city is built around an ancient ruin known as the Spire, which the people claim will protect them from harm. Seeing as the Solariat often declare the Scythians to be heretics, they feel as though the expansionism of the HSE is largely their fault. But that hasn’t stopped them from their avid efforts toward pacifism and good-natured diplomacy.
Clethis: Sitting on an island just west of Scythia, this city-state hasn’t truly felt the dangers of the Wildlands as much as the others, and are often called weak by the other cities. Because of this, they’ve developed something of an isolationist and xenophobic attitude, becoming secretive and defensive.
Urvos: Built around a freshwater spring deep in the southern deserts, the expansive salt flats around the city keep out any plants that could spread the Wildlands into their borders. However, their ancient Clan Laws and traditions largely inhibit this nation, and prevent Urvos from becoming the true Jewel of the Desert.
Devenus: The so-called Jewel of the Desert, sitting just across the Sea of Deletus from Scythia itself. Despite its nickname, the city is largely comprised of slums surrounding four lavish palaces, within which reside the four Syndicates who battle for rulership of Devenus through careful-plans, exceptional spies, vast intelligence networks, and expert assassins.
Nordicus: Tucked into a peninsula far to the North, just outside the Arctic Circle. The rugged landscape does more than keep out the Wilds; it toughens up the citizens until they are the ultimate survivalists. Many outsiders claim that the environment also turns them into crass and drunken brutes, but that’s still unproven.
Eventall: The farthest east of all the Cities, this small city state sits very close to the Wildlands, and remains largely neutral in world politics. They are most notable, however, for creating the Courier’s Society, which allowed the modern era to flourish to the point the world knows today.
Ervoria: Sitting on a small strip of land that connects the Nordic Peninsula to the mainland, this city is only a handful of kilometers away from the Wildlands. This means that the people there have developed something of a warrior culture, always ready to fight for their lives at a moment’s notice.
Syndera: Known as the Bridge between the South and the North, this eastern city is literally built around a bridge that crosses the Strait of Syndera, connecting the mainland continent to the southern desert. Because of this, they have become known for being shrewd traders and moneylenders, whose city always seems to be falling apart without ever actually collapsing.
Characters: The characters of CotS are extremely important to me, and arguably the focal point of this entire game. However, not all of them are fully constructed yet, especially their unique skills. So I’ll just go over them briefly, and if you have any further questions about them or how they work, let me know.
(I’ll just put a star next to the ones who aren’t in the Story Mode.)
Party Members:
Your character!: Pick a name, gender, and class for your character at the start of the game! However, canonically, your character is always a noble child from the house of Valdaran, a noble house of Lodos and rulers of the small town of Valdara. Having grown up an only child, with a mother who fled the home when they were little and a father who always had more important things to do, the PC was basically raised by the castle staff.
Party Role: Three options: Offensive tank, offensive support, or pure support. Your pick.
Hometown: Valdara (town of Lodos)
Irving Sovariam: A street-rat thief, who became the childhood best friend of the PC entirely by accident. He’s crass and ill-mannered, always quick with a joke or a poorly-timed comment. But no matter what he says or does, he always has your best interests at heart.
Party Role: Damage-dealing high-agility rogue.
Hometown: Valdara (town of Lodos)
Annalise St. Caldurian: One of three daughters of a neighboring Lodosian noble family, she was sent to Valdara as part of a political arrangement with the Valdarans, meant to seal an alliance between the two families. She’s not terribly happy about it, but as always, tries to act with the same grace and composure she struggles to maintain.
Party Role: Damage-dealing offensive support.
Hometown: Galdeah (town of Lodos)
Liana Toriec: Owner of a small roadside church, this woman of incredible size and stature may seem out of place in the temple she cherishes. But her calm and somber attitude belies her unimaginable combat prowess.
Party Role: Defensive tank support.
Hometown(?): A small roadside church near Valdara.
*Melianne Auverne Ilvium: A slight and petite silver-haired young lady, armed only with a haughty attitude and a wickedly-sharp rapier. Her dueling expertise makes her excellent at focusing down targets with prolonged and sustained damage, but she desperately needs others to keep her safe.
Party Role: Sustained single-target damage dealer.
Hometown: Syndera
*Courier Zafir: A proud member of the Courier’s Society, a group who travels between cities to guard caravans or hunt bandits, this strange man hides many things about himself. The only things he does not hide are his skills with both blades and the newfangled Lebestrian Pistols.
Party Role: Multi-target burst-damage dealer.
Hometown(?): Urvos
*Flora of the Forest: Once thought to be an angry spirit, she was later revealed to be just a young girl who managed to grow up on her own in the ruins of a long-dead city-state. Armed with a bow, her concoctions, and her hyperactive attitude, she’s managed to survive and even thrive with no human contact.
Party Role: Potion-and-poison-centric rogue/support hybrid.
Hometown: Who even knows?
*Durven of Mulderv: This tall, powerful brawler is all but the stereotypical Nord, with a love for battle and giant axes. However, his big, beaming smile never fails to cheer up the party, even when he did just wade through a horde of enemies.
Party Role: Tanky Berserker support…thing. He’s really complicated, okay?
Hometown: Nordicus
*Orsolion Fjor: This ingenious librarian grew a small amount of infamy for being heartless, cold, and dangerously efficient. For reasons only he truly knows, he demanded to join the PC’s party the moment he could, and wouldn’t take no for an answer.
Party Role: Buff-and-debuff-centric support.
Hometown: Lebestrus.
*Sgt. Finch Sonnenborn: A soldier of the Holy Solar Empire, he was tasked with killing the PC and any who aided them. However, upon failing this mission, he struggled with his conscience for weeks, until finally joining the party itself.
Party Role: Armor-breaking burst-damage dealer.
Hometown: Solaria
Party Role: Three options: Offensive tank, offensive support, or pure support. Your pick.
Hometown: Valdara (town of Lodos)
Irving Sovariam: A street-rat thief, who became the childhood best friend of the PC entirely by accident. He’s crass and ill-mannered, always quick with a joke or a poorly-timed comment. But no matter what he says or does, he always has your best interests at heart.
Party Role: Damage-dealing high-agility rogue.
Hometown: Valdara (town of Lodos)
Annalise St. Caldurian: One of three daughters of a neighboring Lodosian noble family, she was sent to Valdara as part of a political arrangement with the Valdarans, meant to seal an alliance between the two families. She’s not terribly happy about it, but as always, tries to act with the same grace and composure she struggles to maintain.
Party Role: Damage-dealing offensive support.
Hometown: Galdeah (town of Lodos)
Liana Toriec: Owner of a small roadside church, this woman of incredible size and stature may seem out of place in the temple she cherishes. But her calm and somber attitude belies her unimaginable combat prowess.
Party Role: Defensive tank support.
Hometown(?): A small roadside church near Valdara.
*Melianne Auverne Ilvium: A slight and petite silver-haired young lady, armed only with a haughty attitude and a wickedly-sharp rapier. Her dueling expertise makes her excellent at focusing down targets with prolonged and sustained damage, but she desperately needs others to keep her safe.
Party Role: Sustained single-target damage dealer.
Hometown: Syndera
*Courier Zafir: A proud member of the Courier’s Society, a group who travels between cities to guard caravans or hunt bandits, this strange man hides many things about himself. The only things he does not hide are his skills with both blades and the newfangled Lebestrian Pistols.
Party Role: Multi-target burst-damage dealer.
Hometown(?): Urvos
*Flora of the Forest: Once thought to be an angry spirit, she was later revealed to be just a young girl who managed to grow up on her own in the ruins of a long-dead city-state. Armed with a bow, her concoctions, and her hyperactive attitude, she’s managed to survive and even thrive with no human contact.
Party Role: Potion-and-poison-centric rogue/support hybrid.
Hometown: Who even knows?
*Durven of Mulderv: This tall, powerful brawler is all but the stereotypical Nord, with a love for battle and giant axes. However, his big, beaming smile never fails to cheer up the party, even when he did just wade through a horde of enemies.
Party Role: Tanky Berserker support…thing. He’s really complicated, okay?
Hometown: Nordicus
*Orsolion Fjor: This ingenious librarian grew a small amount of infamy for being heartless, cold, and dangerously efficient. For reasons only he truly knows, he demanded to join the PC’s party the moment he could, and wouldn’t take no for an answer.
Party Role: Buff-and-debuff-centric support.
Hometown: Lebestrus.
*Sgt. Finch Sonnenborn: A soldier of the Holy Solar Empire, he was tasked with killing the PC and any who aided them. However, upon failing this mission, he struggled with his conscience for weeks, until finally joining the party itself.
Party Role: Armor-breaking burst-damage dealer.
Hometown: Solaria
Other Important Characters:
Commander Evelynn Carthwright: No one truly knows who this woman is, or why she seems capable of bending the Wilds themselves to her will. No one is even certain what she plans to do with such incredible power, beyond wanton destruction. What IS known is her wild and tempermental nature, bordering on madness itself. Why she was included as a high-ranking member of the Solariat military is a mystery.
Dredgek the Butcher: One of Evelynn’s three Field Commanders, this monster is big and tough enough to qualify as a mobile fortress. That said, he’s not terribly bright, and has been known to fall for feints and tricks.
*Slatus Valtimor: Another Field Commander, this impressively-intelligent nearly-human creature has exceeded at all tests of tactical prowess and strategic ingenuity. However, his ruthless and uncaring demeanor has earned him quite the nasty reputation among the troops.
*Lordrian of the Wilds: This serpentine female is the third of Evelynn’s Field Commanders. Dangerously intelligent, but prone to fits of madness and agony as her corrupted nature shines through her almost-human demeanor.
*Emperor Sonatus: The High Emperor of the Holy Solar Empire, he believes that when the world feels a single, unified morality, then they will finally be able to destroy the Wilds and reclaim the planet. To this end, he’s employed Evelynn to help him, and she takes his philosophy as a set of…very loose guidelines.
Lord Valdaran: The ruler of the house of Valdaran, and the father of the Player-Character. Often paranoid and secretive, he struggles to keep his only child safe from the dangers of the world, lest he be left without an heir to his throne.
Dredgek the Butcher: One of Evelynn’s three Field Commanders, this monster is big and tough enough to qualify as a mobile fortress. That said, he’s not terribly bright, and has been known to fall for feints and tricks.
*Slatus Valtimor: Another Field Commander, this impressively-intelligent nearly-human creature has exceeded at all tests of tactical prowess and strategic ingenuity. However, his ruthless and uncaring demeanor has earned him quite the nasty reputation among the troops.
*Lordrian of the Wilds: This serpentine female is the third of Evelynn’s Field Commanders. Dangerously intelligent, but prone to fits of madness and agony as her corrupted nature shines through her almost-human demeanor.
*Emperor Sonatus: The High Emperor of the Holy Solar Empire, he believes that when the world feels a single, unified morality, then they will finally be able to destroy the Wilds and reclaim the planet. To this end, he’s employed Evelynn to help him, and she takes his philosophy as a set of…very loose guidelines.
Lord Valdaran: The ruler of the house of Valdaran, and the father of the Player-Character. Often paranoid and secretive, he struggles to keep his only child safe from the dangers of the world, lest he be left without an heir to his throne.
Features:
Currently Implemented:
- A Charge-Turn Battle system, to provide fast-paced and intense combat while still being deeply strategic.
- With a Switch command built into the combat system, later battles become more about picking the right fighters for a particular job, and being ready to switch up your strategy at a moment’s notice as the fight changes! (Some elements aren't working right, like the game not switching to a different hero when they're KO'd, but it still works well.)
- Steal items and weapons from your human enemies to rob them of valuable assets.
- Is an enemy too tough for you to beat? Then try sneaking past them instead, since most enemy events on the map hunt you down using cones of vision!
- Watch out for Deaths in the party, as even with a revival item in place, your characters will still suffer crippling injuries that can only be healed by Hospitals. Too many injuries, and they start becoming permanent!
- Talk to the party-members you’ve collected, get to know them, and help them through their personal problems. Doing so will provide that character with powerful Unique Skills.
- An autosave function, to make sure some sections aren’t horrifyingly frustrating. XD
Intended:
- The Empire will have a conquest mechanic in the world map, allowing them to conquer towns and Cities as time progresses, in their attempt to gain control over the known world. You must struggle to hold back their advancing lines as you hunt down and eliminate their three Field Commanders!
- Travel the known world, visiting all 12 of the Cities and dozens of smaller towns, all filled with NPCs, beautiful locales, and their own stories and sidequests!
- Fight against animated enemies of all shapes and sizes, made with custom artwork! (There…really isn’t a way to make this sound exciting. Basically, custom artwork everywhere! Yay!)
- An autoload feature upon the player’s death, so you don’t need to go messing around in the menus.
Screenshots:
...our protaganist's best friend, ladies and gentlemen!
"Ottacon! I'm having some trouble here! Can you help me out?"
I think that's more your problem than your society's.
......mistakes were made.
Even though I wrote it and know the full context...I can't stop laughing at the absurdity of this line.
SUPER COMPELLING GAMEPLAY!!!!!
When critiquing: Because of how this game demo is basically me seeing what feedback I can get to determine how I should move forward, I just have three simple questions I’d like the demo-players to answer:
1: After playing this game demo, would you be willing to play the full game?
2: If the full game had all the implemented features and elements, how much would you be willing to pay for it?
3: If you saw this demo as part of a kickstarter campaign, promising all the features that haven’t been implemented yet, how much would you be willing to donate?
The demo itself represents the intro of the game. And please keep in mind: while there are several features and bugs I would’ve liked to get working/fix (respectively), I didn’t have time or ability to figure them all out. So yes, I’m aware that the art is all default or character-generator built; I didn’t have time/talent to fix that. And here is a list of bugs that I’m aware of, but didn’t have the time/technical expertise to fix:
- When you spot the Solariat Commander walking through the streets and get through the resulting cutscene, you unfortunately have to follow close behind her until she reaches the castle gates. For some reason, she doesn’t like to move when the player isn’t nearby, and if you go into any buildings between seeing her and her entering the castle, her position will reset. So just tail her for a little bit, and you should be fine.
- Lord Valdaran may sometimes leave the room by way of a wall. This is not intentional. The main character’s father is not supposed to be spiderman. Though if he were, that’d be pretty awesome. In any case, I have no idea what causes this bug, as it seems to happen randomly and without warning, but it’s not game-breaking.
- The Tower Vault during the chase scene has messed-up timing, for reasons I’m not sure about. So just ignore it, and leave by way of the cellar. Once I get this bug sorted out, you’ll have the option available, but for now, just avoid it.
- Lord Valdaran may sometimes leave the room by way of a wall. This is not intentional. The main character’s father is not supposed to be spiderman. Though if he were, that’d be pretty awesome. In any case, I have no idea what causes this bug, as it seems to happen randomly and without warning, but it’s not game-breaking.
- The Tower Vault during the chase scene has messed-up timing, for reasons I’m not sure about. So just ignore it, and leave by way of the cellar. Once I get this bug sorted out, you’ll have the option available, but for now, just avoid it.
Credits: I did all the heavy lifting when it came to building this game, but this game seriously wouldn’t be what it is without plugins from a bunch of people (the bulk of which came from Yanfly and SumRndmDde), and music by Terrence Leavit. If you want the full credits list, go into the title menu and hit the Credits option; they’re all listed there.
*(Though in hindsight, I completely missed byBilbo’s animated SV enemy graphics. XD)
Download link: https://www.dropbox.com/s/gibefulxri6456b/CotS.zip?dl=0
Last edited:

