RMVXA Eremidia Dungeon: Skyward Temple (Updated @ 2018.11.06)

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
but not had enough actions available.
So, you might missed the most powerful accessories ever. The acc that gives you one more action point and it will come in handy if you're going to play in Hard Mode. 

Hehe, thanks for using all of the skills I made. It took time to think and consider to make all of them useful. Because I tend to see a lot of skills in RM Games aren't that useful.

Btw, just let you know how hard is the hard mode (look at the K.O count). It's my own playthrough


This one using old version

 

Matseb2611

Innovate, don't emulate
Veteran
Joined
Oct 15, 2012
Messages
4,568
Reaction score
6,389
First Language
English
Primarily Uses
RMMV
Haha wow. 51 turns to beat the final boss! Must've been a really long and intense battle. And 73 KO. Ouch.

Yeah, according to stats, I've missed some secrets and accessories, but I guess the balance is good if the game is beatable on Normal without having found all of them.

You're right, yeah. It's quite common for RM games to have skills which aren't that useful. I admit I am guilty of that myself, mostly in my older games. It's something we all learn with time and experience.

Btw, on a side note, it's only today I realised that you're the same person as the guy called 'Theodoric'. Haha. I recognized some of the music in the game, since I remember using it as well in my older projects, so I quickly double checked the credits and all and noticed you're the same person. Lol. It's the ones from this thread. :)
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
Normal difficulty would be challenging if you didnt equip any accessories. And it will be more easier if you equip the accs. So basically, there're just bonus and reward of the exploration. While in hard mode, they're mandatory. Or at least, based on my testing.

As the side note

I'm still using the nickname Theodoric in RMN actually since I registered there at 2011 if I recall correctly. I came here as composer. When the RMW was a quiet forum. And I went hiatus on RPG Maker for one year. Then I came back as scripter. So people know me as scripter now while some people know me as composer (and they a bit surprised when realized that now I can script).

Which game that you used my music on? I would like to hear my own music composition in someone's game :D
 

Matseb2611

Innovate, don't emulate
Veteran
Joined
Oct 15, 2012
Messages
4,568
Reaction score
6,389
First Language
English
Primarily Uses
RMMV
Makes sense. I'll have to try the hard mode at some point. It's making me curious.

Well, that's pretty cool and really useful to be able to do music and scripting. Did you do any more music for public use since then or were those the last ones?

I used some of your tracks in this one (you can even see the track names in the credits), and also in this one. They're both somewhat older projects of mine.
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
Well, that's pretty cool and really useful to be able to do music and scripting. Did you do any more music for public use since then or were those the last ones?
Unfortunatelly, no. Some of musics I will keep it secret for future projects.

And some of them included in VXAN Premium Member's Resources
Becareful when playing in hard mode. I put some of new "surprise attacks"  :p

Also thanks for the link!
 
Last edited by a moderator:

Oddball

Veteran
Veteran
Joined
Sep 4, 2014
Messages
1,923
Reaction score
534
First Language
English
Primarily Uses
N/A
I'm going to try this out, will tell you what i think soon
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Becareful when playing in hard mode. I put some of new "surprise attacks"
Now I got an idea... XD
 

Beamlight

Degibeta Team
Veteran
Joined
Mar 29, 2012
Messages
31
Reaction score
14
First Language
English
Primarily Uses
I've played about maybe 40 minutes or so and have to say so far its been an enjoyable experience. The balancing isn't half bad, although i'm hoping it gets more difficult: i'm playing on the first floor and hard mode and haven't felt any real threat for my party so far.

Anywho, I'm curious, what is the main difference between the difficulties? Is it enemy stats, player stats, etc?
 

Oddball

Veteran
Veteran
Joined
Sep 4, 2014
Messages
1,923
Reaction score
534
First Language
English
Primarily Uses
N/A
I just finished...

let me start out by saying I hate most gauntlet games, there monotonous and just give a sense of loneliness with no breaks. They don't really have anything to do other then run through till the end of the game and beat the big bad monster-boss-man, and I don't usually finish them

that said, I liked this game. I admit, there was only just enough interaction between the party members, and I would have liked to solve puzzles. though, It would be very hard to add those into the game now

the game-play was fair and balanced, yet kept me on my toes. The apnesphere was phenomenal.  It gave a sense of mystery, and uncertainty, yet made you want to explore. That was what I liked best about this game, is that the need to explore was almost always there.

Loved the ending. A nice refresher from the everything always works out like intended. Also had me worried about the characters, until you told me they were alright (Sequel)

There was a glitch when I tried to view Stella's skills from the menu. The game crashed. There were also a few other minor things, like, when I went through to another room on one side, it would always transport me to the middle, which was annoying in a few situations because I got trapped. 

Other then that, I'm putting this on my recommend list, along with "Tinkles must die"
 
Last edited by a moderator:

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
I've played about maybe 40 minutes or so and have to say so far its been an enjoyable experience. The balancing isn't half bad, although i'm hoping it gets more difficult: i'm playing on the first floor and hard mode and haven't felt any real threat for my party so far.

Anywho, I'm curious, what is the main difference between the difficulties? Is it enemy stats, player stats, etc?
First floor is just to get used. You will get the real challenge on the rest of the floor.

Also it just the statistic. And some surprise attack. If you found an enemy suddenly appeared near your position, that's the part of the hard mode. Usually more harder than the regular encounter, and you cant escape.

I just finished...

let me start out by saying I hate most gauntlet games, there monotonous and just give a sense of loneliness with no breaks. They don't really have anything to do other then run through till the end of the game and beat the big bad monster-boss-man, and I don't usually finish them

that said, I liked this game. I admit, there was only just enough interaction between the party members, and I would have liked to solve puzzles. though, It would be very hard to add those into the game now

the game-play was fair and balanced, yet kept me on my toes. The apnesphere was phenomenal.  It gave a sense of mystery, and uncertainty, yet made you want to explore. That was what I liked best about this game, is that the need to explore was almost always there.

Loved the ending. A nice refresher from the everything always works out like intended. Also had me worried about the characters, until you told me they were alright (Sequel)

There was a glitch when I tried to view Stella's skills from the menu. The game crashed. There were also a few other minor things, like, when I went through to another room on one side, it would always transport me to the middle, which was annoying in a few situations because I got trapped. 

Other then that, I'm putting this on my recommend list, along with "Tinkles must die"
Thank you very much for completing my game despite of your lack of interest of gauntlet type games XD

I admit it, I have a little idea of puzzle and minigames since I dont usually count them as the real gameplay. They're just gimmick. That said, I just barely put those (simple) puzzle on some floors.

There's one accessories on each floor, so yeah exploration is worth for those accessories (or trap).

I'm aware of the Stella skill menu glitch. But, I just knew about the teleportation.

Again, thank you very much for completing my game :)
 

Takeo212

T a k e o
Veteran
Joined
Nov 30, 2014
Messages
37
Reaction score
6
First Language
English
Primarily Uses
EDIT:

Nvm, just saw the above messages last comment xD sorry

urgh, I got an error code when viewing Stella's status page and going through her attacks to check what they do.

Not sure if it's been reported yet though.

Overall though, I enjoyed the battle system. Never made it to a boss though since this happened xD

I'll try again later - I never saved so my bad.
 
Last edited by a moderator:

3EsRPG

Warper
Member
Joined
Apr 30, 2018
Messages
2
Reaction score
0
First Language
English
Primarily Uses
Other
A couple of questions about the game. Who made the battle soundtracks 2 and 4? And is it ok to use them in a game we are making?
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
A couple of questions about the game. Who made the battle soundtracks 2 and 4? And is it ok to use them in a game we are making?
Sorry to disappoint you, but please do NOT use Battle 2, it's an exclusive theme song composed for every game with the title "Eremidia". You might noticed it has some versions / variances (Intro BGM, Gameover BGM, and Battle BGM use the same melody)

As for battle 4, it's from Freedom House midi http://fhouse.s17.xrea.com/midi/tkool.html
 

3EsRPG

Warper
Member
Joined
Apr 30, 2018
Messages
2
Reaction score
0
First Language
English
Primarily Uses
Other
Sorry to disappoint you, but please do NOT use Battle 2, it's an exclusive theme song composed for every game with the title "Eremidia". You might noticed it has some versions / variances (Intro BGM, Gameover BGM, and Battle BGM use the same melody)

As for battle 4, it's from Freedom House midi http://fhouse.s17.xrea.com/midi/tkool.html
Ok, thanks for responding and thanks for the info.
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
Guess what? updating your game after 3 years, because why not?
(a kinda) full change log:

New Stuff:
> Added new battle music
> Added new element damage popup (Some of my players keep missing damage elements)
Screenshot_269.png Screenshot_270.png Screenshot_272.png
- Added clue to find hidden item (Blinking object, but it will not be available in hard mode)
- Added clue for floor 3 (will not be available in hard), because it's the least fave floor based on some of my LPers
- Added states information (shown by pressing SHIFT during actor selection), because some people don't know what these status does.
Screenshot_268.png
- Added shop heal limit (easy/normal = no limit, hard = 2 times)
Screenshot_267.png

Bug fixes:
- Fixed bug: Reflected projectile didn't kill actor (My battle system bug - latest patch available here).
- Fixed bug: Necromancer use heal on first turn (Hopefully fixed)
- Fixed bug: Corona strike didn't count as ranged attack
- Fixed bug: Opening Stella's skill menu cause crash (no need the old patch anymore)

Changes:
- Changed cutin BG (thx to tv.ghost)
- Changed enemy state name from "Diamond Skin" to "Metal Skin" to make it more intuitive regarding their weakness.
- Minor change to some of the dialogues
- Removed dual language support (too lazy to cross check)

Balancing:
- Enemy Vipersnake now acts twice
- Increase Lunar's eclipse and curse damage deal from 45% to 80%

Download lastest version:
Click here

Dev note:
With all these changes, I somehow sure that I might missing some of either bug, glitch, or typo (especially on state description). If you found one, please let me know!

Bonus redesigned character concept art :D (Stella)
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
Patch v2018.11.06 is available! Download here
Some balance changes added according to @Countyoungblood 's feedback!

Balance Changes :
  • Solar strike = Always hit
  • Boomerang = Always hit. Cooldown increased to 3. Stun duration reduced to 1
  • Sigil of Wyvern = evasion now works on magic too
  • Remove passive counter from the troll. Now placed on enrage boost instead
  • Enrage boost remove chance by damage increased from 20% to 40%
  • Add passive 15% magic reflection chance for lunar
  • Boosted Lunar magic defense
  • Slightly boost exp gain from shamans
  • Added random item gain from pit demon scripted encounter
  • Reduced shaman Magic Defense. But raise Arcane resist to 10%
  • Reduced priest Magic Defense. But raise Arcane resist to 25%
Screenshot_195.jpg
(Means u can fireball them too, unless it gets reflected :p)
  • Pit Demon scripter encounter rewards will be some random item gains.
  • Reduced chance of shamans to use dangerous skills
  • Chance shamans to cast shield now only at <40% HP. Changed from <75% HP
  • Stun was removed from troll's counterattack in easy/normal mode

System Changes
  • Quick save/load now use last used slot instead of slot 1
  • Reworked the description of these following skills
    • Flame Cloak
    • Magic Barrier
    • Marking Shot
  • Spike warning. An exclamation mark will pop up at 3 tiles range within the spike, you might not feel cheated. Will not work on hard mode difficulty.
spikewarning.gif
  • Minor dialogue changes at the ending to connect with the sequel.
@Countyoungblood if you wish to give feedback more, reply here instead. So I don't hijack your thread :D
 
Last edited:

Countyoungblood

Sleeping Dragon
Veteran
Joined
Dec 9, 2017
Messages
622
Reaction score
403
First Language
English
Primarily Uses
RMVXA
Yes sir, looking forward to another look at skyward sword will loop around and revisit when i can
 

Kupotepo

Fantasy realist/Advocatus Diaboli
Veteran
Joined
Jul 5, 2017
Messages
1,939
Reaction score
2,064
First Language
Thai
Primarily Uses
RMMV
First of all, I hope I could interact with objects or rats running around the dungeon. It would be cool ideas. Bright stars would help me a lot to identify something can interact with (Some of the objects already have that). Two hours hopefully will find an exit out.
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
First of all, I hope I could interact with objects or rats running around the dungeon. It would be cool ideas. Bright stars would help me a lot to identify something can interact with (Some of the objects already have that). Two hours hopefully will find an exit out.
The game wasn't designed to be interactive with objects. Remember, it has minimum lore, and the main point was to present my battle system. The focus of it is in the battle. The time I designed the game was about putting most of my battle system features into the game, and that was the goal. I ignored everything else. I achieved my goal and I'm satisfied. I mean, while one could argue that interactive objects are interesting, but I've seen it as 'feature bloat' as I never consider to have one in the first place. If I'd do it, it would extend the dev time making sure it's done right.

Two hours is my playtime. Generally, ppl finish it in 3-4 hours or even 6-8 hours, I don't know how they stretched the playtime that long.
 

BlueMage

Slime Lv99
Veteran
Joined
Apr 13, 2019
Messages
116
Reaction score
149
First Language
English
Primarily Uses
RMVX
I had just played around for awhile, while there are things that i like such as funny conversation and how character flash
when it's their turn to talk, i mostly take note of things that i think can be improved:
- Actors could get their portrait grey out after they took action
(instead of those dots on the top right, they took some room on scene and doesn't look very nice)
- I can't check enemy states' detail, can i?
- When i engage 4 enemies, i always have to re-select enemy each time an actor take action,
if the game has just remember my last selected enemy =|
 

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,061
Members
137,575
Latest member
akekaphol101
Top