RMMV Insurgence - Second Assault

Discussion in 'Games In Development' started by kokozhang, May 18, 2019.

  1. kokozhang

    kokozhang Illustrator Member

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    Insurgence - Second Assault
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    Current Status: In Development | Type: Commercial | Platform: PC Steam

    Synopsis

    Insurgence is a 2D Role Playing Game with Visual Novel elements, Enjoy the classic RPG experience and discover the meaning of redemption and friendship within the Insurgence movement.


    Insurgence - Second Assault is a follow-up sequel to Chains of Renegade. Which takes the point of view from different characters and factions.

    Insurgence - Second Assault tells the peak of the civil war that took place in Aereon. Where Aereon was divided into three kingdoms, namely the Empire of Aereon, Imralia Rebellion and Union of Rochefort.

    Insurgence - Second Assault is split into two sides of the story. The first side, the story of Alissya who is looking for her sister with Rea and the second side, the story of a knight of a noble descent named Tressa Lauretilion and her friend Sara who was assigned to lead the war against Imralia and also as proof that Tressa deserved has the Lauretilion name.

    Where the stories from both sides will be correlated to one and another. Creating a narrative experience that is unique to the player.​


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    Features
    • Two Perspective stories
    • Unique Skill Equip System where players can equip "Skill Set." to add additional skills.
    • Skill Level up! system.
    • Featuring stunning music from the renown composer of Ar Tonelico and Atelier Series Ken Nakagawa.
    • Original CG Artwork.
    • Weapon & Armor Crafting.
    • Alchemy & Cooking.
    • Classical Turn-Based Battle System.
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    Screenshots
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    Title Screen
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    Town or Village
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    In-game Map
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    Battle System


    Note: Playing Insurgence - Chains of Renegade is not required to understand the Insurgence - Second Assault storyline, but it is strongly recommended to play Insurgence - Chains of Renegade if you want to understand more about Character and World in the Insurgence Series.

    System Requirements
    • OS: Windows 7
    • Processor: AMD A4 4000 APU or Intel Celeron B840
    • Memory: 2048 MB RAM
    • Graphics: AMD Radeon HD 5450 / Intel HD 2500 / Nvidia GT 420
    • DirectX: Version 9.0c
    • Storage: 1 GB available space (For the Demo Version)
    • Sound Card: Stereo 16 Bit 44.1 Khz
    • Additional Notes: On High Refresh Rate Monitor, Please set it to 60hz or 59hz
    This is Pre-Alpha Demo, contains about 40-60 Minutes of Gameplay, Representing most of the Game Features such as Battle system and Crafting System. We really need your feedback so we can improve the game!

    Please give us your feedback on the comment section or on our social media below.

    Visit our Social Media too!

    Facebook: Link
    Twitter: Link
    Instagram: Link


    DOWNLOAD LINK

    Link 1: (Itch.io) https://muhammadriza.itch.io/insurgence-second-assault
    Link 2: (GDrive) https://bit.ly/2HpFG87
     
    Last edited: May 19, 2019
    #1
  2. bgillisp

    bgillisp Global Moderators Global Mod

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    I removed your email as spam bots scan this site constantly and posting it would give you about 100 spam posts in no time.
     
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  3. Jayje

    Jayje THE Lone Indie Cheese! Veteran

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    *watches the trailer* "ladies, Ladies, LADIES!" :wub:kaoswt:
     
    Last edited: May 19, 2019
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  4. kokozhang

    kokozhang Illustrator Member

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    thanks mod!

    hehehehe
    :2k31:

    ---

    Edit: we just adding Google Drive link.
     
    Last edited: May 19, 2019
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  5. Kupotepo

    Kupotepo Fantasy realist Veteran

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    @kokozhang, you are so creative combine RPG maker MV with Visual Novel software. The artworks are beautiful. I hope you playtest a lot because for some reason bugs find their way in the game. I hope your game is a major success.
     
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  6. kokozhang

    kokozhang Illustrator Member

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    Thank you for your feedback and support!

    Cheers!
     
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  7. hiddenone

    hiddenone Lurker Extraordinaire Moderator

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    I gave your demo a try, and played up until reaching Lisanna. The art is great, but unfortunately both combat and the writing really needs work.
    Your native language isn't English, and unfortunately it really shows in the game's dialogue. I have to recommend finding someone who's fluent in English to be an editor so that the writing is as good as a game that looks like this deserves. I started noting down issues, but gave up pretty quickly during the intro. Some of the ones I noticed in the intro were:

    ⦁ Theo's "Oh, it turns out you are..." makes no sense since all Tressa said was "Excuse me, my lord"
    ⦁ Theo: "All right, just go to the main point, as you know." would be better off as "All right, you already know why you're here, so let's get to the main point." or something like that
    ⦁ Tressa: "Do you think its too soon?" 'its' should be 'it's', & "They have high morals..." 'morals' should be 'morale'
    ⦁ Theo : "And this is the right time for you to make up for your defeat in the battle against Rochefort back then." The 'back then' isn't needed, since it's already clear that the battle happened in the passed​

    And as I played I say many more mistakes and missing periods, which make the game feel like it's quality is low. It's easy to see that you've put a lot of effort into it already though, so please find someone to make sure that the writing doesn't bring the whole game down!

    Moving on, the fact I had to hit an arrow key before being able to interact with menus like the title screen and town menus started to bother me after a while. Just having the scene start with one of the options selected would've been a lot more pleasant (I went through and checked things a few times in towns, so I saw that scene a ton of times and not being able to just hit 'spacebar' to select something was annoying after a while).

    Battles had the same issue with English as the dialogue, the label 'Now Turn' isn't correct. Instead, you could have something like 'Now Acting'. The placement of enemies seemed a bit strange, since they were so high on the screen that most of the time the enemies were sitting on the trees or other things in the background.

    For the battles themselves, I found them a bit boring. It can be nice to learn the ins and outs of a battle system with over-powered characters, but it went on for way too long. Since I could just one-shot everyone with normal attacks, the game was training me to just spam attack and not consider using skills. When the teams switched over to Alissya and Rea, I was already used to just spamming attacks and it took a bit to get used to using skills again (though I really only used the Valborg skills since they seemed like the best option). I'm not sure if there are elemental weaknesses for enemies, but if there are then I wasn't taught it during my playthrough.

    I'm not sure if you intended it to happen or not, but both teams shared an inventory. While that wouldn't be a problem for the player, I'm not sure you wanted the player to be able to get the Valborg equipment from the Thieves' Hideout and then equip Alissya with it, which makes defeating enemies early on a lot easier.

    The forest maps were way too big, with little story happening which made the game drag on. For the start of a game, it's important to have a good balance of story and gameplay to draw the player in, but I spent so much time wandering aimlessly around the forests that I totally forgot the reason I was there in the first place. :rswt

    I do want to stress that you've got some great art, so show it off! Use the full window for your CGs! If you can't make them bigger without losing details, then add a fancy border to it that matches the rest of the cutscene style. I loved the CG of Sara in the graveyard, it would have been great if it felt like it really belonged in the scene and wasn't just a picture being shown.

    As for mapping issues, there's a treetop missing its trunk in the forest Alissya and Rea travel through:
    missing tree bottom.png
    And all maps suffered from being really big, but it's clear in the father's house that there's a lot of empty space that's not being used well. A general rule of thumb is that each tile is about 3 feet square, so just look at how huge those rooms are!
    house is waaay too big.png
    Overall, it's clear you've put a lot of work into this game, but it really does need more polish and tweaking when it comes to the writing and battles to make sure it's as good as it can be. Good luck! :rwink:
     
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  8. kokozhang

    kokozhang Illustrator Member

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    Thank you for your Feedback, as for writing issues, actually I already hire someone to Fix it. But I choose wait until chapter one is finished (this demo is like 0.4 chapter) because we are small studio and need extra fund so I need to works some things out first :LZSlol:. There is also some possibilities that I might hire extra helps from this forum using Project recruitment thread :LZSlol:.

    About the equipment, It's intended especially the Valborg ones. since the "overpowered" characters is having fixed equipment that cannot be changed (except accessories).

    About the Map, thanks, actually why I made the forest map is big, because I've got some input that my previous game back then for having small maps, and some people like more large. But I agree with the Interior Map, I think I will revise the Interior Map.

    PS: actually there are some elemental weakness on the enemy, there are 6 elements. Fire, Ice, Water, Thunder and Physical. Fire > < Ice , Water > < Thunder and some monster weak with Physical attack some weak with General Magic. But I forgot to make the tutorial or any explanation for that.

    As for the battle, we might totally overhauled it, since It's basically RTP/Standard with some UI changes only. Like making it ATB or something.

    as for the other feedback, we'll try to fix it! thanks! :hhappy:
     
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  9. hiddenone

    hiddenone Lurker Extraordinaire Moderator

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    It's great to hear that you're hiring a writer, but I do think you'd be better off having them start right away on the dialogue in the demo. This demo is the first thing people will play when they see your game, so it'd be a shame if the lackluster writing in it turned people away. :)

    Okay, if you intended for the inventory to be shared then it works fine. I do still question how the two teams could be sharing an inventory, but if that's what you want then I guess there will be an explanation in-game later on.

    The issue with the forest maps wasn't that each one was large, but that there were a lot of large maps so the area felt like it took ages to travel through. Later on in the game you could probably have that many large maps, but at the start of the game I think most players would prefer to have more story-based interactions so they can get invested in the characters (of course, every player is different so some of them may like having all the large maps without story :rswt). I honestly think you could cut the number of maps for those early forests in half and it wouldn't hurt the game, so maybe consider trying that and see how players respond to it?

    See, I guessed there'd be elemental weaknesses, but I never saw them in action during the demo so I didn't see a reason to use magic most of the time. Even if it was something simple like the Ice Ceby being a bit strong against Physical attacks and really weak to Fire magic so Rea could kill them off in one hit with her magic would have taught me to keep elements in mind. You'd need to make sure there were more mana healing items at first so the player could use magic more often, but I think that would be fine in the long run since the player would learn to make sure to both use magic often and keep some mana items handy.
     
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  10. kokozhang

    kokozhang Illustrator Member

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    I think cutting the map is a good idea, or make it a separate area, if the player wants to explore it and get some extra items.
    As for writing fix, we are currently working on it. we might upload patch and re-upload the game in the near future.

    And again, Thank you for the critique and the feedback.That kind of honest and true feedback that we need, so we can Improve our game further!

    cheers!

    :MV1:
     
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  11. kokozhang

    kokozhang Illustrator Member

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    We've been busy in the last few weeks, we Hired a new staff (Editor) for helping us grammar fixing and rewriting the dialogue become more natural.

    We also are on the way on continuing writing for the second chapter, we really hope we can finish all the story and dialogue this June. So we can advance further the game development.

    When we finish Re writing dialogue on chapter one and try to apply most of the feedback we receive on the forums and our twitter, we will post an updated demo.

    As for now, we really don't have anything to show. Wish us great luck, and we really hope we can finish this game.

    Some CG Updates for the game.

    New BG's
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    New CG's
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