[DEMO] Lost Legend: Dawn of the Managate

Nanaki_Fan

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 Ok guys,

seeing as a handful of people have already tried out the game and aside from some bugs, spelling errors and stupid event screw ups there hasn't been any "THIS is really bad, give up making the game" comments I am happy to announce the release of the DEMO.

The Demo can be found on the first post.

 ​
 ​

Some new screenshots too:



The change log is as follows (again OP will be updated.)

Version 10:

- Fixed game breaking bug in Tower entrance

- Fixed bug where event was blocking the path of another event causing it to freeze

- Tweaked Imp events to now have battle on touch

- Improved parallax in tower forest

- Fixed church parallax error causing altar to appear on all maps

- Added new maps/areas.

- Added new secret area

- Fixed Fletch Spider dialogue

- Added new enemies and one new boss

- Fixed some spelling in Grandpa hurt scene

- Added new items

Version 9:

- fixed falling rocks
- added new sprite/face for lance
- more unique sprites and faces for NPC's
- expanded opening story
- expanded opening orc attack
- side quest in vendale relates to events in vendale
- tweaked greyback encounter
- added cave escape scene
- expanded lance scene
- added more imp encounters
- tweaked Revive to give more health back.
- add more clutter to Vendale houses where needed
- tweaked mayor dialogue to reflect new storyline
- fixed old mill event issuie with orcs
- fixed bisdan knight in lower tower (no longer crashes)
- fixed crash when talking to gizmo
- fixed crash when leaving caves after escape scene
- fixed bug with spider bite on spiders.
- added useful information for some status effects at start of game.
- expanded grandpa dialogue and storyline
- lowered giant rat agility
- Green haired boy in vendale no longer obscures path
- lowered pricing of all goods in shop to be more afordable
- lowered INN price in Vendale to 5 gold
- Changed item in the well to a lower grade versions
- fixed some dialogue
- tweaked stats of some armor and weapons to be more balancing
- Opening Sage sprites now match faces correctly
- removed dash restrictions on interior maps
- fixed imp statue events, now will spawn correctly
- changed cave collapse. Flows alot better now.
- Added some new music tracks.
- added translation puzzle to help pick a chest in the tower
- Gizmo given further dialogue
- Inn's no longer revive dead players
- Inn's offer "well rested bonus" (increads EXP gain by 0.5%,
double gold and increase preemptive attacks)
-Fixed expanded scene's dialogue


Version 8:

- fixed more spelling and grammer
- fixed dialogue boxes cutting text
- fixed large gaps in sentences
- removed quest log as caused crashes
- added side quest in vendale
- added more dialogue for mayor
- grandpa has dialogue for when mayor sends you to find orcs
- fixed fletch dialogue
- tweaked giant rat stats
- tweaked lance to be a bit less over powered
- tweaked giant spider stats and attacks
- fixed walking over cliff errors
- fixed missing parallax in orc pass
- greyback battle sprite matches new map sprite.
- add battlebacks to missing maps
- changed world map music
- added encounters to world map
- Added new beastiary images for flesh vines and spiders
- lowered the price of crystal shards from 200G to 100G
- critical hits now do double damage rather than triple damage

Version 7:

- Changed FP potions to correct percentages
- Fixed Typo in FP potions.
- Greyback is now automated in combat.
- Removed Battle Order as it was causing a Crash to desktop (CTD) when greyback was summoned
- Tweaked the Lance beaten scene
- Added new music to title screen
- Added new boss music to Lance battle.
- Added save point to Under Tower
- Added option to save game after battle with Lance.
- Added one new map
- Added random enemies to tower levels

Version 6:

- Removed TP (tactical points) and replaced with FP (Focus points)
- Added FP bar to menu and status menu
- FP carries over to other battles
- New experience bar in Status Menu (no longer text based, instead has progressive bar)
- Fixed spacing in gaming controls tutorial
- fixed issuie with campfire in Orc Pass map.
- Fixed pink squares in forest
- Fixed Parallax graphics in grandpa's basement and Vendale INN
- Fixed bug in Cave pass that caused a crash to desktop
- Lance now has new loot drops including exp and gold.
- Fixed orc drop rates
- Fixed Bisdan soldier drop rates
- New window skin
- Changed price of Knife from 100 to 50 gold
- Changed makx FP to 150 (from 100, for balancing reasons)
- FP bar is now seperate from MP bar in battles
- Fixed Under Caverns path system
- Lance Boss battle tweaked. Now tougher.
- Giant spider tweaked to be tougher.
- Fletch now starts at level 2
- Added Guardian Scene at end of Lance battle.
- Fixed animated enemies appearing halfway
- Added scan skill to fletch
- Updated tutorials to reflect the use of FP and Scan skill
- Fixed Giant Spider tutorial bug.
- Added Battle Order system in battles to make it easier to see combat turns.
- Gizmo now starts at level 4
- Gizmo and Fletch now have starting gear
- Tweaked defence values of some armor to bring more in line with new sets.
- removed test events from players house.
- Fixed door bugs at Old Well farm.
- external updates to old well farm
- Fixed flickering of Fires in Old Well Farm.
- Increased troop numbers in orc battles at old well farm.
- Changed Greyback sprite to match his face set.


Older versions:

- New creatures: spiders, giant spiders, orc mages, knights, bats
- Hornets have a new sprite.
- Tutorial information updated.
- mini tutorial on controls when out of bed
- updated cut scene. New visuals, tidy boxes, uniformed text etc...
- pause function. Pressin ALT will pause the game.
- Pause graphic and music.
- Barrels and urns now can be broken and have a chance of minor loot.
- In later areas loot drops barrels and urns will increase in value.
- In later areas loot drops from barrels and urns can spawn monsters.
- New skills for the classes too many to list
- New playable character added
- New summonable playable character added as skill to new PC
- over 35 areas to explore!
- New world map
- New items such as fire runes ect
- Balanced starting creatures
- Balanced starting orc attack, lower power but bit more health
- RAT BOSS has health increase but attack power decreased to prevent one shot kills on both sides
- Rats now have a chance to drop potions and antidotes.
- Many areas now have lighting effects.
- light above well now dissapears when suposed too.
- Mayor dialogue sorted
- descriptions for items and names fixed
- Guard battle tutorial updated with some new features and info
- New tutorial in forest for "focus attack" system.
- Focus attack system: Like limit breaks from FF7. When you get to 100 tp you can use a powerful attack instead of normal attack.
- Visual notificiations for when Focus attack is avalible.
- New merchant who sells skills
- Gold icon added to gold rewarded after battle
- Heal when level up
- Guards toughed up and now have more skills including heal to help out in Orc siege.
- Guards will heal after each of the battles in vendale to help player stay alive.
- balanced loot in starting areas
- Secret caves added ;)
- all houses in Vendal now have "interiors"
- Important map names displayed on screen when entering area (I.e Vendale)
- Gold icon now shows next to gold in Menu
- New system menu allowing for auto dash, change colour settings and exit game command
- New game over screen allowing to load last save, return to title or exit game.
- Improved and added to gramps dialogue to flesh out character.
- fixed picture overlay for paralax mapping (game engine fault. Awesome workaround. Basically means wont see overlay pictures from one map to another)
- Fixed collision errors in Vendale cliffs.
- Fixed mapping in tower area.
- Spider boss path-grid fixed along with balancing
- All skills now have animations attached: when casting spell wave sword in the air. When using skill step forward ect...)
- added new item: Camping gear. Allows you to fully heal outside of battle.
- RAT boss sprite fixed. No more random "dots" floating above it.
- Character expressions added. Some (Not all) characters will have diffrent expression "faces" show up. I.e looking shocked, sad ect...
- using life up no longer requires healing afterwards
- Old man willows dialogue speed corrected
- Willow farmhouse and store house light overlays from outside fixed.
- Willow farm storehouse door connection on exit fixed, no longer get stuck
- Fletch (archer) no longer starts with all skills.
- Focus potions fixed so no longer used on everyone in battle.
- Added more stock to traveling merchant.
- Fixed missing bushes in glade map
- reworked and fixed tags/code for all of fletches attacks. Should now work.
- Fixed dialogue in the Glade area
- Fixed spelling on antidote in "Grandpa's basement"
- Screen transfers (the things that allow you to move from one map to another) have been added all along "Galde area" map edge
- Changed some light settings in forest areas
- 4 new areas to explore. (3 caves areas below tower and "tower ground" area"
- Progressed the storyline and added more dialogue for characters
- improved the various skills for the class types
- Made Lance tougher (new boss ;) )
- added lighting to Save crystal in Vendale
- Removed axe as a possible drop weapon from orcs
- Added lighting to Mayors house in Vendale
- Added lighting to Weapon shop in Vendale
Look forward to your feedback.

-N-

EDIT: There was a game breaking bug in the demo. I have now fixed it. If anyone downloaded the demo before then please update to the new one. Please see Change log for version 10 for what has been fixed/changed.
 
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Nanaki_Fan

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Hey everyone,

I have updated the first post with a new plot outline - much tighter and easier to read. Please take a look.

I have also updated the demo. Most of the changes are event fixes and spelling fixes so nothing major but it does mean that you can progress in the demo now!

EDIT: further update to the demo that fixes a couple of major bugs that blocked game advancement.

Change log for version 10:

- Fixed Random teleport in Vendale

- Fixed Orc mountain crash

-  Fixed some minor spelling/grammar

- Tweaked some skills

- Healing skills now heal more i.e Fletch's regen skills.
 
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DelosFear

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It says in your previous post you fixed Orc Mountain crash. But just got an error/crash saying unable to find Orc Mountain Clouds. then crash.
 

Nanaki_Fan

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It says in your previous post you fixed Orc Mountain crash. But just got an error/crash saying unable to find Orc Mountain Clouds. then crash.
It appears I missed something. Working on a fix now :)

Combat video showing some of the new game mechanics I am working on such as throw-able items and skills.




First 10mins of game play with the old opening scene.




NEW opening scene REDONE
 
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Nanaki_Fan

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Massive update!

I have gone through and added new faces for both Rhul and Gizmo.

A lot of maps have been tweaked, either extra details or expanded to be larger. 

revamped the items, there are now new combat items such as bat wings, vampire teeth that can be used in combat.

Along side these I have tweaked the animations of some skills.

Gizmo now has a wider skill set along with more grenades/bombs

Added animations for thrown items too!

I have expanded character dialogue and back story in places to give the game a much needed content overhaul. It should now have some substance in terms of story and events.  For example the farmer now has a wife and gizmo sheds some more light as to her current situation.

I have added in a side quest.

Revamped most monsters to be a bit more balancing and offer a more balanced loot, gold and exp out put.

Added the Well rested bonus to Fletch's camp.

Added more save crystals

Re-balanced pricing on a lot of items

Added new weapons and armor

Fixed sprite size for flowering flesh vines so no longer a large blurred mess

fixed the crashes in the Orc mountains

fixed direction changes for animals such as chickens

New areas to explore!

Tweaked the opening credits again. Much more solid in terms of dialogue.

Bug fixes, display fixes and quest fixes!

Behind the scenes: I have been working on the Werewolf function that will be added later to the game as the story progresses. Needless to say there are new skills and animations!

Check the opening post for download link!
 

Nanaki_Fan

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After a bit of a break I have started work on this again and present to you a new version!

Some errors the scripts I am using which caused a problem that built up and eventually crashed the game. These issues have been addressed and fixed for the next version. Other updates in the new version: I have gone through some of the early maps and redone them to be a bit more on par with my later maps. I have in some cases expanded existing maps, added new areas or completely redone them.

lots more balancing, new items, creatures, side quests, tweaked dialogue to flow better and added more depth to characters.

Check out the first post for the link.
 

Nanaki_Fan

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Updated the first post with a new shiny demo!

The demo has multiple bug fixes, new areas to explore, new mini quests, new features and an overhaul of most enemy stats/item drops

Have fun.
 

Nanaki_Fan

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Been working on a new Title screen. Let me know what you think. Its animated too!

 

ItsBuffy

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Hard mod - Enemies are 2x stronger, but you earn exp and gold 2x faster. 
Can you expand on this ? What is 2 times stronger ? Attacks ? HP ? Every single stats ?
 

Nanaki_Fan

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Can you expand on this ? What is 2 times stronger ? Attacks ? HP ? Every single stats ?
everything is 2x.

Stats (including HP, attack) , drop rate, exp rate, gold rate.
 

ItsBuffy

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I played your game up to the point where I got the 3rd party member. I played on hard difficulty. Here's what I think so far in no particular orders.

Breaking barrel is super fun. Im not sure why the half broken barrel are unbreakable though :p

House in the village are oddly small. Characters are the size of the walls.

The stun seem to not work on occasion, enemies get stuned but they dont pass a turn.

I Like the game special effect and sounds effect.

What the point of the butterflies ? I collect them but I don't seem them in my inventory.

I liked the mapping of the forest. Like the farm map. The mountains map was okay. Disliked the village map. 

Encounters are way way way too frequent to my likings and it eventually becomes a chore to do them. I'd rather have more challenging encounters but less frequent.

It was to the point where when I entered a new area, I was before moving, calculating the most efficient way to go through it with still a little exploration using the least movement possible to avoid encounters. There's also no real stop to the fights either once you get out of the village. No safe zone or anything else to do but fighting. 

I think the distance between your save locations are nearly perfect. Not too far and not too close.

There is one glitchy place where you can go through the mountains. Sorry that I'm not more specific.

In the farm, you forgot to add the wife portrait when you talk to the guy's wife.

Couple of cute well place hidden places. Im pretty sure I missed some too but I didnt want to explore too much due to the encounter issue I talked about.

Hard mode is fairly easy so far, only died once to the first 2 orcs. Didnt realized they 3 shoted me and have more agility than me so that was it. Just doubling everything and calling it hard is kind of lazy imo but I guess it's better than no difficulty which is the case of a lot of games.

Of course I don't know the math behind your stats value but it seem like everything equipable (accessory, armor, head) is nearly useless offering basically no additional protection. Only the weapons seem to have any kind of use. Also so far everything wearable is just predictable boring stats increase. The next hat you find will always be the best no matter what. No choice between a hat that give me more armor and 1 that give me less armor but some agility for example. 

Gold seem useless for the most part

Why is the camp a whopping 500 gold ?

I still encounter rats in the tower ? At this point the rat encounters are basically just a place where I can abuse the 2nd party character healing ability and the first party member fury boost ability.

Overall I feel like the spell cost are too low. Tackle is a boring skill.
 

Nanaki_Fan

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Thank you for your review and thank you for testing my game! Due to quote limitations I have broken your questions down and answered in purple/pinkish text!

Breaking barrel is super fun. Im not sure why the half broken barrel are unbreakable though :p

Because they are broken :D

House in the village are oddly small. Characters are the size of the walls.

Yes in the first village they are. Elsewhere they are not.

The stun seem to not work on occasion, enemies get stuned but they dont pass a turn.

I need to increase the stun duration and chance. This will be sorted in the next version

I Like the game special effect and sounds effect.

Thank you, its a mixture of RTP and custom stuff.

What the point of the butterflies ? I collect them but I don't seem them in my inventory.

Nothing.....yet. They will have a purpose but that is not implemented yet.

I liked the mapping of the forest. Like the farm map. The mountains map was okay. Disliked the village map. 

Thank you, the forests and farm took a lot of time and effort. The mountains also. The village has evolved and changed a lot. I like the map as it is in its current form so that will not change.

Encounters are way way way too frequent to my likings and it eventually becomes a chore to do them. I'd rather have more challenging encounters but less frequent.

Noted. I shall be tweaking the encounter rates so it they happen less often.

It was to the point where when I entered a new area, I was before moving, calculating the most efficient way to go through it with still a little exploration using the least movement possible to avoid encounters. There's also no real stop to the fights either once you get out of the village. No safe zone or anything else to do but fighting. 

There are safe zones. However in the new version the area right out side the village and the farm will be dramatically reduced in terms of encounter rates. The room with the boulder puzzle in the mountains has no encounter rate and I will be removing encounters from the "jail" cell where you get the third playable character.

I think the distance between your save locations are nearly perfect. Not too far and not too close.

Thank you. In early versions it was noted that there were too few save locations and this was fixed a long time ago.

There is one glitchy place where you can go through the mountains. Sorry that I'm not more specific.

Hmmm I shall have to look at this.

In the farm, you forgot to add the wife portrait when you talk to the guy's wife.

Doh! This will be fixed in the next version.

Couple of cute well place hidden places. Im pretty sure I missed some too but I didnt want to explore too much due to the encounter issue I talked about.

There are a lot of hidden areas. I am working on the encounter rate as I do not want people to be discouraged from exploring.

Hard mode is fairly easy so far, only died once to the first 2 orcs. Didnt realized they 3 shoted me and have more agility than me so that was it. Just doubling everything and calling it hard is kind of lazy imo but I guess it's better than no difficulty which is the case of a lot of games.

Its a bit more than that. The hard mod does the calculations to increase everything by a factor of 2 but there are some things that go a bit beyond that. Granted its not alot but calling it lazy? The Hard mode is actually designed for those that want to spend less time grinding to get EXP and level up. So I guess lazy is the right word.

Of course I don't know the math behind your stats value but it seem like everything equipable (accessory, armor, head) is nearly useless offering basically no additional protection. Only the weapons seem to have any kind of use. Also so far everything wearable is just predictable boring stats increase. The next hat you find will always be the best no matter what. No choice between a hat that give me more armor and 1 that give me less armor but some agility for example. 

At the moment equipment, (armor and weapons) are not my priority. They will have an overhaul but as it stands I am focusing more on getting the story straight, the maps built and the characters sorted. I have some slight equipment changes coming in the next version but nothing major. It is on my to do list though!

Gold seem useless for the most part

For now yes, as there are only two areas where there are merchants (Village and tower) but as the item overhaul comes in and item drop rates from creatures are reduced you will find spending your gold on potions much more viable. Don't forget you were on hard mode which gives 2x more gold so on standard mode the gold thing is a little more balanced.

Why is the camp a whopping 500 gold ?

Because it can be used anywhere and heals 100% HP and MP as well as removing all status effects. That's a pretty over powered item in my book. PLUS it will make players look a little bit more closely at INN's which offer a stat boost......

I still encounter rats in the tower ? At this point the rat encounters are basically just a place where I can abuse the 2nd party character healing ability and the first party member fury boost ability.

Ahhh they shouldn't be in the tower. I was using them to test encounter rates for other creatures.

Overall I feel like the spell cost are too low. Tackle is a boring skill.

Really? I was told they cost too much! I might have to look deeper into this and perhaps to an overhaul.

In regards to tackle, that skill is getting a small update in the next version. Its stun is going to get a longer duration with a slight chance of recoil, and it will be a skill available from level 1.
 
 
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ItsBuffy

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Hard mode 

I didnt mean to be mean when I said lazy. It's the easiest and fastest way to do an hard mode if you prefer.

Camp

Mathematically speaking you're always better off drinking potions no ? Can hardly see a position where I would save money using a camp instead of potions. The again I just played your game once im no expert I could be wrong

Spell

Well I could use all basic spells pretty much all the time. Maybe since im on hard I get more fury points when I get hit since I receive more dmg ?
 

Nanaki_Fan

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Hard mode 

I didnt mean to be mean when I said lazy. It's the easiest and fastest way to do an hard mode if you prefer.

Camp

Mathematically speaking you're always better off drinking potions no ? Can hardly see a position where I would save money using a camp instead of potions. The again I just played your game once im no expert I could be wrong

Spell

Well I could use all basic spells pretty much all the time. Maybe since im on hard I get more fury points when I get hit since I receive more dmg ?
I didn't think you were mean - I am happy that you've took the time to play the game and offer feedback. I would be the mean one to ignore any feedback at all!

Spells, I have added to my to do list for an overhaul.

As to the camps, I could lower their costs to help having/buying them worth while so they can be used in "desperate" situations :)
 

BerryB

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I've played this game and I'm giving you my thoughts on the subject. Its not much gameplay more so on its aesthetic choice, but I'm going to give you my opinions regardless. Sorry if it seems a little bit harsh.


 


My thoughts on: Lost Legend: Dawn of the Managate – Current Version I’m playing: version 10?

-        Good intro.


-        Rat-killing quest in Grandpa’s Basement. Yay! Introductory dungeon for beginners..


-        In-game controls are so handy.


-        Very good display on map names. I liked it. C:


-        Good design on Grandpa’s Basement. Its interesting and doesn’t feel so empty. Nice. But his basement is really big for a house that small, I’ll have to admit. Then again, the structure is pretty good so I can’t deny that it has quality               and presence.


-        Nice grandpa-main character interaction.


-        Vendale looks very nice and well layed out.


-        Orc invasion arc immediately seems like a good format.


-        Text message bothers the game a bit. People talk in breaks a bit and some grammatical errors here and there, but they don’t detriment the game for me.


-        I felt bad for the main character, but I also felt bad for the orcs. Hmm.. Wonder why?


-        Uhh..Chest outside Vendale changed color…


-        Call to adventure..The quintessential arc of the Hero’s Journey arc format.


-        Darn demo to prevent them from heading to the world map, eh?


-        Farm save the orcs. Put out the fire. Nice effect. Very detailed farm too.


-        Vendale Forest has some nice effects. I liked it. A great amount of detail went into creating this. I would say you’ve been doing well on these level designs so far.


-        A con: The characters aren’t memorable for me, especially the main cast, in my opinion. He seems so generic it feels like he’s the typical vengeful hero who discovers something and lacks development on his end. What about his parents, his other relatives and the like? We don’t know that. Then again, this is just the beginning, so I wouldn’t put my money on heavy emphasis on character development at the beginning since this is based on the old Final Fantasy style of play. And I don’t like the Vendale mayor, he seems selfish, despite him caring for the town, in my opinion.


-        A lot of grinding seems to be needed to get through Vendale Forest, I’m having a hard time traversing through this on my own.


-        Forest Glade’s Campsite is nice.


-        “It would be a welcome change to have someone fighting alongside me.” I’m not keen on those lines.


-        Archer character + Wolf Summoner? Nice mix.


-        Orc Mountain is beautifully designed.


-        Gizmo’s cutscenes are pretty good. The Under Caves are beautiful.


-        Gameplay is balanced, I see no problems with this. Annoyingly, you need to grind a bit, but I don't mind the random encounters.


-        Completing the boss arc and heading back to Vendale seems like a chore to me, but I suppose that’s fine for now. I’m glad the main character’s grandfather is safe. But.. I got stuck when he left to go to the right, I got stopped despite capable of soft resetting and I can’t move, so I ended up stopping there.







My condensed / conclusive thoughts: It has potential and its certainly an interesting entry with a satisfactory tale that I enjoy and keeps me invested past the buggy maps in-game. I look forward to more developments from you. 
 
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Nanaki_Fan

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I've played this game and I'm giving you my thoughts on the subject........​
Thank you for testing the game. I will cover each point and respond in pink :D

Good intro.

Thanks :) Glad you like it. It has had many re-works over the last 5 months.

-        Rat-killing quest in Grandpa’s Basement. Yay! Introductory dungeon for beginners..

Classic and cliche I know, but it works.

-        In-game controls are so handy.

Indeed, I find it odd many don't offer this.

-        Very good display on map names. I liked it. C:

I very nearly didn't use this script that makes it so! I initially thought it was too over the top.

-        Good design on Grandpa’s Basement. Its interesting and doesn’t feel so empty. Nice. But his basement is really big for a house that small, I’ll have to admit. Then again, the structure is pretty good so I can’t deny that it has quality and presence.

Actually, the basement is rather small. The fist "block" where the barrels are, with the stone floor is the basement. The rest is an underground cavern that the rats come out of. In the top right hand corner is another basement with a door ;) .

This initial map was actually very square and small. The new map is vastly superior.

-        Nice grandpa-main character interaction.

Just in general? I've tried to make him a cooky old man :D

-        Vendale looks very nice and well layed out.

Thanks.

-        Orc invasion arc immediately seems like a good format.

I wanted something to throw the player into but with a bit more substance.

-        Text message bothers the game a bit. People talk in breaks a bit and some grammatical errors here and there, but they don’t detriment the game for me.

This is something I am working on.

-        I felt bad for the main character, but I also felt bad for the orcs. Hmm.. Wonder why?

Bad for the player because of his grandad. The orcs, yes you should feel bad for them they are responding to attacks on themselves so they are technically the victim.

-        Uhh..Chest outside Vendale changed color…

Which one? Will have to fix that.

-        Call to adventure..The quintessential arc of the Hero’s Journey arc format.

Of course! Who wouldn't want to fight monsters and rescue pretty girls?

-        Darn demo to prevent them from heading to the world map, eh?

Indeed ;)

-        Farm save the orcs. Put out the fire. Nice effect. Very detailed farm too.

Thank you. It uses mostly RTP resources but it works well.

-        Vendale Forest has some nice effects. I liked it. A great amount of detail went into creating this. I would say you’ve been doing well on these level designs so far.

Yes those maps took a while to make!

-        A con: The characters aren’t memorable for me, especially the main cast, in my opinion. He seems so generic it feels like he’s the typical vengeful hero who discovers something and lacks development on his end. What about his parents, his other relatives and the like? We don’t know that. Then again, this is just the beginning, so I wouldn’t put my money on heavy emphasis on character development at the beginning since this is based on the old Final Fantasy style of play. And I don’t like the Vendale mayor, he seems selfish, despite him caring for the town, in my opinion.

ok a fair bit to talk about here. The "cast" don't have much of a back story apart from Gizmo but I am working on that. Rhul's parents are dead and thats why he is being looked after by his grandad. Fletch actually knew Rhul's dad from the war. I am working on the details.

As to the mayor: He is meant to be selfish. He "pretends" to look after the town but its actually for himself. He doesn't want to send the guards as he wants them in the town to protect him. The mayor is planting the thought of "heroics" into Rhul's head which with what happens to grandad works well.

-        A lot of grinding seems to be needed to get through Vendale Forest, I’m having a hard time traversing through this on my own.

The random encounters are going to be lowered in the next version.

-        Forest Glade’s Campsite is nice.

Thank you :)

-        “It would be a welcome change to have someone fighting alongside me.” I’m not keen on those lines.

hmmm I might look into changing that.

-        Archer character + Wolf Summoner? Nice mix.

Yep. He is a "hunter", you may have noticed he had another ability, that is something he gains later but I left in to see how it works.

-        Orc Mountain is beautifully designed.

Thanks again.

-        Gizmo’s cutscenes are pretty good. The Under Caves are beautiful.

Thanks, I was unsure how people would react to the under caves as its a "different take on the camera angle".

Gizmo's cutscenes are pretty new, so I am glad they are working out.

-        Gameplay is balanced, I see no problems with this. Annoyingly, you need to grind a bit, but I don't mind the random encounters.

Grinding is a key part of the game, but with the new version I am working on lowering encounter rates so its easier to get to point A and B and lowering some stats of creatures to make sure that grinding doesn't become a chore.

-        Completing the boss arc and heading back to Vendale seems like a chore to me, but I suppose that’s fine for now. I’m glad the main character’s grandfather is safe. But.. I got stuck when he left to go to the right, I got stopped despite capable of soft resetting and I can’t move, so I ended up stopping there.

yes its a pain but you do need to return to Vendale. I tried to make it slightly different by having a timer to get through the caves and the falling rocks. This way it keeps attention longer.

The getting stuck bit, thats the end of the Demo. There is nothing more to do :D

Thanks again for trying it out! I hope you stick around and play updated versions!
 

Nanaki_Fan

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Hey everyone!

I know its been a while so I am here to give an update, though not much has been worked on story wise. 

I have spent time re-balancing the items and adding new equipment in thanks to scripts by Yanfly.  I am currently re-working all weapons and armor thanks to Yanflys script adding in new equipment such as boots, an extra accessory slot and cloaks.

On top of this I have a new system where by items can now also effect the damage/healing output of skills/spells. For example a ring of healing (boosts healing spells by 10%) will mean that a character with a healing spell will find that their healing amount has increased if wearing the ring.

Also added a full screen mode. It "stretches" the game somewhat, but not too much that its really noticeable and is a really neat feature. This feature can be turned off and on by a simple click of a button.

New features aside, I have been working on improving some of the early maps I made working on adding more detail. Most have moved over to parallax mapping, not because they have complicated maps but more so for layers and what that offers.

On top of all of this I have been working on bug fixes, balancing tweaks, spelling and battle testing!

Look out for a new version of the demo soon. Until then feel  free to play the current demo, any feedback is welcome!
 

Nanaki_Fan

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Small update time!

Still no updated demo yet (sorry!) but I have been working hard on the new version.

upcoming changes, besides those mentioned in the previous post, include:

- New item equip types.

- New items!

- New Menu

- Bug fixes

- New puzzles

- New music for the grandpa scene, opening cut scene and battles!

- Improved opening cut scene. More background context, more monsters, more magic.

- New skills! You also start off with a skill

- Skip Battle Tutorial by the guards (planned but yet to be implemented).

So watch this space!
 

Nanaki_Fan

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Small update on my progress. I know I promised an updated DEMO but I have been having problems with one of the scripts I added to the game, Yanflys more equip slots. For the time being I have removed it until I can figure out what went wrong. Rest assured though a new DEMO will be out soon!


EDIT: New DEMO is ready to download!


EDIT 2: Can't seem to edit my opening post so for now ----> NEW DEMO LINK HERE 08/02/2016 <--------
 
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Nanaki_Fan

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Hello everyone,


I am currently looking for people to play/test the demo for me. The new demo is available (link in the post above. NOT the link in the opening post.)


The DEMO has come a long way and I am hoping to hear some feedback.


Thank you


-N-
 

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