RMMV Eternal Remnant: The First Chapter - An emotional RPG journey | Demo available now!

thepsyche

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TEXT_ThePastHasAwakened.png


Synopsis:

Follow the unforgettable tale of Vera and her little brother Arin, in an emotional RPG journey that will see them fight for their lives to reach the city of Sunspire – their only hope of salvation as they are hunted down for an unspeakable secret they carry.

In Eternal Remnant: The First Chapter, take control of a memorable cast of characters each bringing new threads to weave into the story and their unique specialties to battle against fearsome foes. With each encounter, you’ll make your way further through a richly detailed world – trekking across grandiose vistas, venturing through gloomy caverns and even crossing into a mythical realm of the ancient world.

But none of it will be easy. Your enemies wait around every turn, and to survive, you’ll need to pool your resources: craft new equipment, mix powerful potions, and find fantastic treasure to give you the edge!

Conquer the past. Fight the darkness. Find your destiny.



Screenshots

Sanctuary 6.png Encounter -Hightop-Dwelling_Break-Shot 1.png
Town Center 1.png Riverstone Falls 2.png


TEXT_ExperienceTheAdventure.png


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A top-down cinematic experience you can complete in 4 - 6 hours!


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Build up your LP and unleash team attacks as dazzling as they are devastating!


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Gather ingredients and experiment to craft unique potions, even one of which might prove the difference between life and death!





Thank you and enjoy!

2021 Twitter logo - blue.pngFollow @eternalremnant on Twitter for more!
 

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ShadowDragon

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looks cool, will test it out once I got some time :)
 

rpgLord69

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Played the demo, random thoughts:

*Really nice presentation
*Maybe change the spot where the birds spawn between 2-3 points?
*Maybe some weather effects at some spots would make the environments even better/livelier?
*Like the music and sounds
*I think it would look better if Vera's battler sprite carried her bow even when not attacking
*Why didn't Arin comment about the hostile enemies when returning home, only later after leaving home?
*Are there going to be a lot of effects/skills that cancel your attacks later on in the game? Right now having to wait additional time after selecting the action felt like just making the battles longer
*There were some spots in the maps where you got items and there was no glow...is that a design choice?
*After the argument at the breakfast table it fades to black instantly...I think that transition was a bit jumpy
*I wish when you find a recipe it would add it automatically to your recipe book, so I won't have to remember them :D
*The kid's father was hitting his axe on a tree stump...maybe add some log there or something?
*When I followed the light to the dark hole it played the "looks dark, maybe later" message once, even though I was supposed to go there at that moment
*I would add more save points than what you had. I died in the forbidding(?) once and had to look the first cutscene again, which was kind of annoying. And I think there were a couple of instances where dying would force you to watch long cutscenes again and even walk to a new area again
*Plot seemed interesting, I liked how the forbidding(?) was made and that light tree was beautiful

Aaand that's all my random comments. A cool project, good luck with it!
 

PrimitivePixels

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Absolutely loving the art direction and presentation! I'll definitely be checking this out tonight!
 

thepsyche

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Thank you for the feedback @rpgLord69 !

*Why didn't Arin comment about the hostile enemies when returning home, only later after leaving home?

We were experimenting between this as a game abstraction thing and a story-conscious thing. There may be changes to this for the full release.

*Are there going to be a lot of effects/skills that cancel your attacks later on in the game?

Yup, you got it - good spotting. The design scope includes an interruption component the further players get into the full game. We're also looking at tweaks to make the system a bit more punchy, but we just didn't have time to implement that for the demo.

*I wish when you find a recipe it would add it automatically to your recipe book, so I won't have to remember them

Planned. :)

*I would add more save points than what you had. I died in the forbidding(?) once and had to look the first cutscene again, which was kind of annoying. And I think there were a couple of instances where dying would force you to watch long cutscenes again and even walk to a new area again

I don't want players to have to watch long cutscenes twice, but I just couldn't get anything prepared for the demo with the time allowance I had. Expect to see this rectified for the full release though!

Thanks for your feedback, appreciate it. Glad you enjoyed the demo! :biggrin:
 

ShadowDragon

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I play part of the demo, and it looks really great.

so I start with the issues I found:
when you go out of the cave and to the old cabin, you look above
the tree instead of below it, this is the only 1 I spot so far.
1_oldCabin.png

when getting eggs for diner, 1 tile is passable.
2_getEggs.png

this is not really an issue, I wonder why Vera and Pop's go behind
the steads instead next to it to sit down?
3_diner.png

Lastly, like previous, recipe readed should be added (maybe as quick make)
by quick make is selecting the recipe you have, otherwise, experiment,
which you lose items if failed :p

there is 1 question if not a minor issue,
in the start om the bridge, you can walk again the railing (rope), but on
the 2nd one (same look) you can only walk in the middle?

now I dont know if this is intentional or not.

I didn't use sound, but the animation in the cutscene, and story are really
nice, it reminds me of another great game with cutscenes like that!

maybe too, but I'm in the cave of the imps, trying to free or find "Mack" the horse.
but when I got some time, I continue from the spot.

keep up the amazing works.
 

thepsyche

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Hi @ShadowDragon !

Thanks for pointing out a couple of those minor graphic glitches, I'll get right on those! (Wow, you were really paying attention!)
 

ShadowDragon

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I rush the gameplay/demo/game for the action, and in between soft
bug/glitch the game.

if I like the game what I see, I do a 2nd run with hardglitching in process.
while I beta test some games before public release, those graphic issues
is what I report, if you fix them is really up to you, some are intentional,
others are not.

I report what seems fishy, wrong, but I give feedback/suggestions,
so you decide to ignore, in the TODO list or Polish list for later.

but I might hardglitch/bugtest the entire game.

as for the cooking part (mixing her), the scene looks really nice,
not entirely sure how it works or play it roles in the recipes.

I will dig a bit deeper once I play how it works on the scene, selection,
and mixing things up.

I dont know either if recipe found (not in game can be found), it would be
inside the recipe list as well.

but it's a different look I didn't saw before, so good job.

EDIT:
Here are are some info, 2 small issues encounters:
after saving your horse and in the cutscene, the back of the horse is walkable.
1_OutOfCave.png

the chair to sit down with pops and borgmeier is incorrect as well.

So here is some feedback.
I beat the demo, and there are some good things:

1) the animation of the npc's, actors are outstanding.
even caring Arin to its bed, ailness part, you can see you put alot
of effort into this cutscenes, so a huge ++ on that part.

2) I followed the story line semi, but will take my time on the 2nd run,
so far, it is really well done, even search if family's was correct or not,
but still unsure, so I left it alone as it could be correct.

3) sounds, didn't use it, but might on the 2nd run of it.

4) the mechanics in "the forgotten" changed the ability to storm bolt or something,
which is nicely done.

5) I did some hard glitch stat boost, on "the Forgotten" and change armor
for a test, somehow, it lowers the stats first, than what it become or lowers
become unclear, but it doesn't work kinda in that place.

6) I love the ending part, not knowing what would happen as in the video,
there are spots that you didn't come across yet which might be chapter 2?

I dont really found any disadvantage of the game yet, it's really well made.
so keep up the amazing work and I definitely keep an eye on this game
progression and kept me curious how it goes further on and where Arin
goes after going into the sky.
 
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PrimitivePixels

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Just finished the demo last night. I have to say I'm really impressed with what you have so far!
I'd like to point a few things out that I really LOVED!
- Sound design.
As a composer and musician myself, you completely had me from moment one. Not only is the chosen soundtrack (is it self composed?) just beautiful, and really fitting. The UI sound effects choices are very satisfying. I loved the ethereal clicky snap every time a tutorial window would appear.
-character animations
I really appreciated the amount of different animations it seems you've made for your characters. It's definitely above and beyond the norm and it added a lot to the polished feel.
-Environments
The maps are gorgeous! I also liked the weather and atmosphere effects you chose to use, the storm at the beginning felt particularly intense.
-Story
So far great pacing and character development, I will wait until I can experience it all to say a final opinion on this, but, you certainly created a strong narrative hook quickly and I really like the characters and world so far.

I don't think there is any need to go into bugs or glitches, as the only few that I encountered were already listed above, and I didn't run into anything that detracted from my enjoyment.

Thanks dev for sharing this demo, and I really wish you all the inspiration and motivation moving forward!
 

RCDunn

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I played through the demo and here are my thoughts:

The good:
-Outstanding visuals and ambience, possibly the best I've seen in RPG maker
-Great use of sound effects, everything felt spot on
-Those zombies seriously creeped me out. Nice work!

The bad:
-My biggest grievance was with the dialogue flow. I wanted to get into the story and emotion more but struggled when everyone sounded like a robot in my head. I think you added one too many \. and \.\. around just about every punctuation mark. I would consider taking most of these out and let the player voice the characters in their heads at their own pace and not at your pace.
-The cutscenes were well done, but like the dialogue pauses I felt they were a little overused in places. In the imp cave I kept wanting to go around kicking their annoying butts but was deterred by a cutscene on literally every screen.
-I was disappointed with how little EXP I received from the badass cave boss

Hope my feedback is of help to you and isn't overly critical. I think what you have is amazing and overall has a lot of potential -- good luck!
 

thepsyche

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Recently made an update to the release build that fix many of the issues covered by other users in this topic! Thanks everyone. The new version is available on both itch and RMN.

It covers:

- Graphical fixes

- Adjustments to the combat system to reduce wait times and make things overall more punchy

- Some skills have been changed to be more effective and useful

- Some tiling issues and general janky-ness has been cleaned up.

Thanks!
 

thepsyche

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Hey everyone!

Eternal Remnant: The First Chapter now has a Steam page, and an updated demo that takes into account previously received feedback!

A big thank you to all of those that played the earlier version of the demo and provided feedback!

Watch this space for updates on the full 4 - 6 hour adventure, coming soon!
 

thepsyche

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Couple of bits and pieces!

Here's a look at the type cinematic vibe Eternal Remnant goes for with it's scenes:



Also, here's HauntedHusband's brief playthrough of the demo version of the game, if haven't played and you want see some gameplay footage. It covers a bit of story stuff, bit of exploring stuff, bit of battle stuff!
 

lolshtar

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-mouse not usable, its a must in any of these games imo
-youre not respecting the player time with these 5 seconds fadeouts and text delays
-crit do 3x dmg which is too much
-victory screen sometimes takes 30 seconds to load
-cant go back to previous tips and if action is held by accident its going to skip through the tips
-your battle can be fine, but with the current skills its just not. its basically only spam the same skill and then your ultimate skill after you took enough damage.

 

Studio Blue

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Thanks for playing, and thank you for the feedback! :)

Here's another long-play of the demo by @Studio Blue ! I was ecstatic watching Steel play through the game and humbled by the comments!



Thanks again!

It was a pleasure to play your game. I stand by my analysis, your game will be one of the best once it's complete. I can't wait to see the final version. Stay awesome! <3
 

Tw0Face

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This game is recommendable in way too much ways. :LZSsmile: I cannot wait for the full game to pop off. Very nice work.
 

thepsyche

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This game is recommendable in way too much ways. :LZSsmile: I cannot wait for the full game to pop off. Very nice work.
Your comment is appreciated and I'm doing my best to have it live up to expectations, thanks!
 

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