Heretical Light (v0.1 Demo available)

ArchaicSpoon

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[SIZE=14pt]Preface[/SIZE]

Okay… so this is my first game, which will probably contain many unorthodoxies/eccentricities as despite playing RM games for a while, I haven’t really made and released one yet. So yeah, I really need some feedback on how it is progressing. Should the story's pacing go slower? Faster? Are the maps too bland? Too cluttered? Are the battles too hard? Too easy?  Any sort of feedback appreciated. And if this thread’s missing anything, let me know!

[SIZE=14pt]World[/SIZE]

“The world of Omnis is a land of dynamics and almost constant change. According to our lore, before Omnis became what is now, the world was a place of everlasting chaos. Empires would rise and fall in the time-frame of months, wars would be unsettlingly commonplace, and the situation has approached such a chaotic state to the point that the spiritual world, the Aether, decided to intervene. Mir, the Goddess of Order, descend into the world by possessing the body of a young girl, whom Omnis soon began to call the Maiden. She rallied several of the warring kingdoms together and formed a united empire spanning continents, bringing peace to the world. Yet not all spirits agreed with her. Arcana, the Goddess of Chaos, began to create rebellions and armies to oppose Mir’s peaceful empire. The war lasted for a period of about thirty-three years, and ended with the sending of Arcana to the underworld prison where they say she lies even now. Exhausted, Mir returned to the heavens and her host passed away from war. After the conflict that became known as the War of Balance ended, several new states began springing around Omnis, and effectively restarted the era as 1 YM.

After the host's death, several of her followers formed a movement named the Maiden’s Path focusing on Mir’s actions during her time in Omnis. During the first few years of the Maiden’s Path in 4 YM, the high Invokers and Oracles of the Maiden’s Path formed a pact with Mir for her to guide a vessel in Omnis, lead our people, and shortly return to the Aether for a decade until the next cycle arrives. This is now the center-piece of the Maiden’s Path, where they call each Maiden based on her cycle. Each Maiden, while a different girl, is a reincarnation of the first Maiden and Goddess of Order that brought the first peace to Omnis. It is said that the Maiden shall truly awake the spirit of Mir once the world becomes engulfed by chaos.”  -Jan Fremenburg, the Scholar.
The main story of Heretical Light happens in the year 4752 YM, nearly five thousand years after the War of Balance. The main events that lead the plot happened around thirty years ago, when the Maximillian Empire broke the peace between the Five Nations and invaded the Snowblood Kingdom, annexing the western-most portion of the nation. The other three kingdoms did not act in fear of being crushed by the expanding empire to their west. Yet this apathy ended twenty years later, when the four nations, infuriated by the Empire’s actions, struck a defensive pact in an attempt to intimidate the superpower. While this did indeed bring peace to Omnis, it began a cold war that would last until today. The story follows the protagonist, Lyon, and his childhood friend Faith. As Faith reaches seventeen years of age, she is going to undergo a ritual called the Rite of Ascension, yet not all is what it seems to be.

[SIZE=14pt]Characters[/SIZE]

Lyon Karrel – Age 19

A dark-haired young boy living in the village of Wyron in the Maximillian Empire. He grew up with both his parents and his brother Orleans, until he joined the Imperial Military. Lyon’s a spirited and youthful lad who also knows how to wield a sword. He has been close friends with Faith for about twelve years.

Faith Lira – Age 17

The Maiden of the 72nd Cycle. While she was young, she was temporarily adopted by a Maximillian nobleman in Elysium. Later on she moved to the Temple of the Organized Light and befriended Lyon. Her parents’ whereabouts are unknown and presumably dead.

Sander Grey – Age 20

An intelligent and cunning young man who’s a close friend of Lyon. Sander lives in a cabin north of Wyron that was previously owned by his parents before they passed away in a shipwreck when he was fifteen.

[SIZE=14pt]Screenshots[/SIZE]








[SIZE=14pt]What’s Next?[/SIZE]

Next update will be contain a few updates to the game overall, such as permanent facesets replacing the generator ones, and the like. I will also be fixing any reported bugs and glitches, and of course, I plan on adding the full chapters II and III to the game. In-between these two chapters, you’ll find two more permanent party members, about ten job classes, about one and half continent worth of exploring, and a boat-load of bosses and dungeons. Also, I need to clean up this thread and make it look nicer.

[SIZE=14pt]FAQ[/SIZE]

[SIZE=12pt]Before Starting[/SIZE]

Q: Will there be grinding?
A: Yes and no. Yes in that monsters often drop very strong gear at low rates, which will make equipment grinding a real thing. But you won’t be grinding for EXP here as bosses give a ton of it to the point that it makes level grinding pointless.

Q: Are there any combat differences between characters?
A: Absolutely not. Combat-wise, I am aiming for maximum customization potential, which means that all of the characters have the same stats, learn the same skills, and such. So you’ll have no penalty for turning an un-mage-like character based on his background into a mage.

Q: How hard is the game?
A: I’m aiming for normal battles to be of medium difficulty, as in interesting but not rage-inducing, and boss battles to be moderately hard, but not insanely hard. Generally you shouldn’t get creamed against normal battles unless you’re doing something very wrong, while bosses should be doable without any sort of grinding at all. Now optional bosses on the other hand are a different story.

Q: Are the any important miss-able items that once you get to a certain point in the game, they become unobtainable?
A: Negative. If a treasure chest exists in a soon-to-be destroyed area, it’ll usually contain some gold or a lowly potion. Honestly, why add something into the game that only some players will get to do? Though there are two optional job classes that if you do not get them early in the game, you will have to spend the majority of the game without them before they become obtainable again. But they’re pretty easy to see to the point that you’ll likely find them just by wandering around the world map.

Q: How long is this game?
A: So far here are my logs. Keep in mind that these times were obtained by just a normal play-through, I did not grind, but I did all the side-quests available:

Chapter I: 2h

Q: How many job classes are in the game?
A: There will be several. If you feel like you’re missing out on a job class just post it on the thread. You start out with three and then you obtain three more during the storyline. The rest of them are scattered all across the world map. Some are in blatantly obvious places, while others require you to leave no stone unturned to find them.

Q: How many playable characters are in the game?
A: There will be six highly customizable PCs in the game, you get them all through the storyline. They are all permanent so don’t worry about losing equipment/wasting tomes.
[SIZE=12pt]Chapter I[/SIZE]

Q: Where’s the first optional Job Class?
A: In the Crystal Cavern, you need to do the orb side quest in it for the Job Crystal to appear.

Q: Why does my Warrior keep dying out of nowhere?
A: Read the description for Overwhelming Force. There’s a health backlash when using it.

Q: Where’s monster #9?
A: Take a look at the bestiary and check the locations of monster #8 and #10, which should give you a general direction on where to find it. The tricky part is that the monster, which is a normal encounter with higher stats and better drops, is only found in one room in the whole area.

Q: How do I return to Wyron?
A: Wyron will only become re-accessible in some more chapters into the game. Don’t worry, you missed pretty much nothing if you didn’t get all items in it.

Q: How to I counter Cull the Sinful?
A: Cull the Sinful is a gravity-based spell that will reduce the health of any enemies with a higher percentage of their HP than the user to 1. So basically, if this spell starts to hit all your party members even when their HP is noticeably low, then just focus down whoever is using it as it means that they’re nearly dying. Do note that since this spell isn’t holy elemental, then getting resists won’t do you any good.

[SIZE=14pt]Spoiler-free Boss Tips:[/SIZE]

Boss #1:

You’ll find a Sapphire Ring in a house in Wyron. That ring reduces the damage from his main water-based spells. You should also buy some Vision Dust to counter his blind.

Boss #2:

Most of his damage comes from holy elemental attacks, and you can find an Acolyte’s Garb or a Legion’s Mail from the monster drops in its dungeon, which reduces holy damage received. You can also get a Cultists’ Knife from the monsters in the dungeon, which are dark-elemental and do well against him.

Boss #3:

You really can’t lose this one. The boss has only two attacks. The first one inflicts the anxiety status effect on your party and the second one does gravity damage, so it can’t really kill you.
[SIZE=14pt]Credits[/SIZE]

[SIZE=12pt]Enterbrain[/SIZE]

[SIZE=12pt]Celianna[/SIZE]

[SIZE=12pt]Yanfly[/SIZE]

[SIZE=12pt]Avadan[/SIZE]

[SIZE=12pt]Woratana[/SIZE]

[SIZE=12pt]Khas Arcthunder[/SIZE]

[SIZE=12pt]Seer UK[/SIZE]

[SIZE=12pt]OriginalWij[/SIZE]

[SIZE=12pt]Fomar[/SIZE]

[SIZE=12pt]Modern algebra[/SIZE]

[SIZE=12pt]TOMY[/SIZE]

[SIZE=12pt]Mr. Bubble[/SIZE]

[SIZE=12pt]RMN Music Pack[/SIZE]

[SIZE=12pt]ldida1[/SIZE]
[SIZE=14pt]Demo:[/SIZE]

http://www.filefactory.com/file/69ymxwhtxpq5/HaS.exe

NOTE: I still need to finish up the red book (works as an in-game manual in the protagonist’s room) in chapter I and the descriptions of a few monsters in the bestiary, so other than that, the game should be fine, playable, and above all, fun. Forgot to mention. With the in-game manual kind of iffy, keep in mind that in order for a skill to appear on the learn-able skill list, your character need to be at a certain level, so try checking it up every time your party levels up.

[SIZE=14pt]Bugs:[/SIZE]

The formula for Overwhelming Force isn't working as intended, though it's already fixed on v0.2

Some bestiary descriptions are broken.
 
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Hesufo

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First off, welcome to the forums ArchaicSpoon! I hope you enjoy being a part of the RMW community and, as I'm seeing, you've already contributed! :D

Let me give some first impressions on your project thread as I download Heretical Light which, by the way, is pretty huge a filesize for an early demo stage - 250MB download from a filehosting service is a bit too much - you should consider downsizing significantly!

First off, you should take out at least half your Features list because most don't really deserve a mention as some of them should be a given for the type of game you're going, or from your story outline: Show, don't tell - I mean, beautiful mapping coming from the game creator himself is already kinda strange, don't you think? And every game should have at least good or decent mapping so it's not really a "Feature". Plus, you can use your screenshots and have them speak for themselves (which, by the way, I think they do!). And this holds true for most of your "Features", actually. Maybe it's a bit subjective, but I'd rather see screenies of the actual battle system, the sidequests or the wide world you boast about rather than see them in a self-glorifying list. I'll admit I fell into the very same features listing when I made my first project topic (I was also criticized for that), but it's something to consider. :)

The screenshots look very nice and show that your mapping is quite good. I don't like how the single trees in the forest screen mix up with the rest of the map and I think you tried too hard with the fog there but I'll wait and see it in action.

I suggest you get a custom font, though. This is a bit of a personal point but I'm honestly tired of seeing VLGothic in almost every VX Ace game ;_;

Aaaaaaaaaaaaand... into the game:

The story is okay. I liked the presentation at the start, and I'm eager to see the interactions between Lyon and Faith. However, there are a few typos in the dialogues so you might want to double-check them for any mistakes because they can make or break the immersion in the story.

The first town is really pretty. It shows that your mapping skills are very good, kudos to that. However, I had a small gripe with how your house is separate from the family store which makes absolutely no sense. If I recall correctly most, if not every family-owned shop I've seen (in real life and in fiction) sets it up in their own house, using the entrance as the storefront. That aside, I also thought it was neat how you could check out virtually everything and there were hidden goodies everywhere (I think a tad too much, though!). However, some of your weapons and armor have additional effects or stats and I can't really see them until I actually equip them (for example, the Leather Gloves giving +Attack or the Axe being a two-handed weapon). You should maybe display them in a dialogue box or something!

After I looked around every nook and cranny I set out for the Gritty Beach on my own, which it seems I wasn't supposed to do since the encounters had 2-3 monsters. What I got from this small side-experience is that you use random battles in a big map which is supposed to be explorable and that is not okay in my opinion. I strongly recommend you use visible encounters on the map so the player can pick their battles and explore at their leisure when they wish to do so. Also, the hit rate on attacks seems to be quite low (about 75% as I can tell from the Allot screen). On another note, I actually ended up dying because a monster scored a critical hit on me. That is NOT fun at all, and you should definitely remove that kind of stuff because it's impossible to control as a player, and it can be really really unfair, especially if crits deal 300% damage.

Fatal side experiences aside, yeah, even after getting Faith and fighting with 2 members, the encounter rate is still pretty high for exploration, even though the battles themselves are fine, length-wise.

On the subject of skills, I was dumbfounded at first that an enemy used the "Taunt" skill, so I decided to read it and found out it's not an actual taunt in the common RPG sense that it attracts enemy attacks, but that's OK. :D The skill I found was abusable was the Mug skill because I can use it over and over again with the same enemy in the same battle. I was literally stealing hundreds of coins from a giant lobster! Maybe you should limit the skill to once per enemy, and add a fail chance to stealing?

I'm gonna stop for now since it's pretty late, but I'll get back to the rest of the demo tomorrow, promise! :)   This was very much like a stream of consciousness, and I apologize if I didn't praise your game enough but I'd rather focus on the aspects that I feel need improvement, because overall I recognize you have great talent as a maker even if the project itself needs polishing which is perfectly normal, especially at this stage!

To be continued...
 

ArchaicSpoon

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Thanks for the welcome and the feedback! And yeah, I forgot to put the game in a zip file along with a few other things, so my bad on that part. I’ve removed the feature list because I pretty much agree with you, it felt too much as I was touting my own horn without any evidence to back it up.

When it comes to the first town, yeah that’s pretty much the consistent kind of mapping that you’ll see in the game, so expect more of that. You do make a pretty good point about how family stores tend to be integrated into houses, I mean, I’ve had some friends who also had a family store near their houses, so this kind of makes it odd that the Karrels’ store is on the other side of the map, so I’ll change Wyron’s layout next version. I’ve also been thinking about changing the hidden goodies so they wouldn’t be too excessive, especially after the second dungeon. Axes being 2-handed and gloves giving strength are technically supposed to be in that red manual, which I haven’t finished yet.

About Gritty Beach, you should have technically explored it after getting Faith, and I generally test that part after doing the Crystal Cavern side-quest, so I kind of need to re-balance the monsters a little bit. And I’ll also add a better pointer for the player to go to the temple first rather than the beach. Crit-wise, I’m planning on removing the majority of critical hits for monsters bar for certain ones such as assassin and thief-like monsters, or potentially remove it altogether unless the enemy used a crit-increasing spell, as so to reduce the amount of frustration such as dying to a slime because it critted you. On a player POV, you’re completely right about the Gritty Beach’s encounter rate. I’ve set it to average albeit the map is a little big and puzzling if you’re not familiar with it. You shouldn’t have much trouble with random encounters in other maps because they aren’t as ridiculously big as Gritty Beach’s.

Skills-wise, I’ve been thinking about renaming Taunt so it’ll feel more in place in the JRPG-verse. How about Anger? Or Provoke? Or Trash-talk? Honestly, Taunt does feels more like a “attract enemy attacks” rather than a make-shift Berserk state. And yeah, I’ll balance out Mug. Though did you know that Mug scales with the caster’s agility? The faster the user is, the more Lye he will take from the enemy.

Though, just a quick question. Your Taunt comment makes me think about how should I explain the effects of enemy spells to the player? In the early portions of chapter II, you will find a few monsters with the spell Outrun. Do you know what it does? Of course not. A player will not understand that Outrun works somewhat as a normal attack but will deal multiplicative damage depending on the target and user’s speed(As of now, Outrun’s formula is (Norma Attack Damage)*(User’s Agility/Target’s Agility)), so I kind of need to put something in place to help players understand what each spell does, since I’m pretty much tinkering a lot with custom states and formulas.

And yeah, thanks for the feedback. Honestly, I thought that you were not harsh enough. Though, I’m pretty sure that you’ll find a few more issues once you get into the dungeon after getting the third party member. The boss there is kind of brutal(Well, was, he’s now just ordinarily hard after several waves of nerfs.) and I feel that I gave him a too-strong of a skill. Though did you try exploring the Crystal Cavern up north? I generally do that side-quest before going to that beach.
 
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Hesufo

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As long as there is at least previous notice for the player, or the game is in its advanced stages, I'm okay with enemies having crits. But getting shanked by one that early into the game really surprised me.

The thing about Taunt was more of a curiosity, because the ability itself is explained in the textbox (but I hadn't read it). You don't really need to change it :)

As long as your spell descriptions convey the way a skill works accurately it's going to be fine (e.g. just let me know Outrun is based on the Agility stat).

EDIT: I kept playing until the Forest part. I like the game so far quite a bit, save from a couple of things in the storyline that aren't explained properly (such as where the hell did Sander come from XD) and the cutscenes are fine but they could use a bit more movement by the characters and not only text.

Also, I did check out the Crystal Cave up north and I gotta say that if you intend for it to be a starting area then you'll need to show it to the player because, between the beach and a cave with crystals, I'm going to go with the beach zone first, always. In any case, I didn't have any major problems because of missing the cave (I explored it after doing the temple).

Couple of issues I encountered so far:

- You can walk over the water in the 2nd floor of the temple.

- You can't save in the overworld after exiting the Forest (I had to enter and leave the temple grounds to enable it again).

- "Strenght" is misspelled
 
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ArchaicSpoon

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So far the abilities all have very clear descriptions about what they do, so a player getting a new ability and not know what to do with them shouldn't be an issue in the future. Story-wise, a lot of things are supposed to remain in the dark until later in the game, such as the scene at the chapter's end after the meeting in the cabin, the scene with the two generals in the beginning, and the mention of the High Cathedral's involvement. So all the pieces are supposed to fall together once the end of the game is reached. Sander should have technically walked in to the south, but he kind of just randomly appears, so I'll try making that scene more fluid.

About your issues:

1) That's technically working as intended

2) This will be fixed in v0.2, thanks for reporting.

3) Really? Aww crap... I can never manage to spell strength correctly, thanks for the heads up.

So essentially, Chapter I doesn't have any glaring issues aside from the vague instructions on where to go in the beginning? This shouldn't be too hard to fix.
 

Hesufo

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Some other issues, including a crash bug:

- Your battle backdrop and transition images aren't suited for the widescreen resolution you use. You can notice there are black borders around the battle backgrounds, so you should resize them accordingly.

- I got this bug after the cutscene at Sander's cabin:

 
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ArchaicSpoon

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Some other issues, including a crash bug:

- Your battle backdrop and transition images aren't suited for the widescreen resolution you use. You can notice there are black borders around the battle backgrounds, so you should resize them accordingly.

- I got this bug after the cutscene at Sander's cabin:



Gotcha on the first one, though could you provide additional documentation for the second issue? I've tried it in my game and so far I have never gotten this issue before.

Though, so far I have finished about half of the second chapter and here are some heads-up on v0.2

*It will contain Chapter II: The Fugitive's Path, and Chapter III: Whispers from the Past. They are both each about 1.5~2.5 times as long as Chapter I: The Revered Exile.

*Story line-wise, these chapters will focus more on discovering more lore about the Maiden's Path and the Maximillian Empire. Several key figures will also be introduced. Some questions will be answered, but many more will arise.

*It will likely not be compatible with save files from v0.1. I have tinkered with a few switches so I'll create a compatibility patch if I have time.

*You will gain two more party members as you progress through the story-line.

*You will gain eleven more job classes. (two through story, nine optional)

*You will be able to access the northern portion of the Eastern Maximilian Empire, almost all of the Limestone Kingdom, and the northern portion of the Grey Falcon Kingdom.

*Optional bosses will be available after chapter I. I've made them far more difficult than the storly-line bosses for the sake of a side-challenge.

*Strength will now be correctly spelled instead of Strenght.

I've gotten pretty much the whole game planned out and the world map completed. Now I just need to finish the mapping, eventing, and databasing. Providing school and life doesn't get in the way, v0.2 will probably be out come February.
 

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