RMMV Kindred Novel (Version 1.5 Free Side Content Completed)

Kaylie

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Kindred Novel
box art upscaled2updated.png

SECTION A: SYNOPSIS

  • Explore a vast world from the perspective of eight heroes each with their own stories. Defeat challenging foes with your reflexes on move inputs as well as knowledge of their weaknesses. Forge bonds with the denizens of each nation and unite them against those who threatens the peace.

    A J-RPG that emphasize on execution and planning. No grind for experience points required. All progression are unlocked through exploration and beating challenging foes.

    Each and everyone of the monsters and foes drops a unique gear, bearing their name called a 'Warprint' that allows you to wield their powers when equipped.

    Choose a party of four within a cast of eight unique characters, each with their own resource management playstyle as well as having roles they excel in. Discover augment jobs that allows for a huge possibility of customization to play to your strengths or to cover for your shortcomings.

EoR Promo-min.png
Edge of Reality
Bonus Game Mode for those who wants to dive into purely gameplay aspects of the game. A full roguelike mode of 5 stages for the player to test their skills and see how far they can make it with the resources they are given. Randomly generated paths and battles and customizable loots awaits!

Version 1.5 Major Change Log
  • Dungeon area reset trigger fixes.
  • New playable character, Kaylie the Sorceress.
  • Sorceress Permit is now removed.
  • When starting a Edge of Reality run, you are provided with 5 free Bravery Roots now.
  • New Permit, Starstriker is now added.
  • Adjusted enemy stats.
  • Added new bridging areas.
  • New Option Bosses.
  • New Battle Mechanics, timed input for Gear Skills and Item now has a small chance to bypass resource consumption.
  • Fixed graphical faults in Bells Area.
  • Rebalance Melodi's Consecration with the light damage scaling increased.
  • Rebalance Melodi's Consecration to provide a damage reduction buff as well.
  • Rebalance Melodi's standard Gloria to provide a BRAVE as well.
  • Melodi's Gloria also provides a 15% boost to 'Lucky' now.
  • Melodi's Resuscitate is now renamed to Gabriellio.
  • Melodi's Allgrace has its BRAVE cost adjusted.
  • You may speak to Sinatra in the Edge of Reality starting area to select battle music.

Version 1.1 Change Log
  • Increased starting money allowing players to purchase a few gears in the emporium.
  • Added additional tutorial sequence before railway Zeezos encounter to better showcase newly introduced characters.
  • Added Training Dummies to teach fundamentals of the combat system. In depth coverage of less intuitive mechanics.
  • Added introductory descriptions of common states to Varis' hub function, strategic descriptions remain unlockable through dialogues.
  • Rebalanced Melodi's BRAVE engine by eliminate integer rounding issues that cause her to be too weak without any Spirit boosts.
  • Rebalanced Varis' Steel Salutation to require less BRAVE.
  • Changed Sol's introduction sequence during Arachnid battle to also showcase his Passive ability.
  • Rebalanced Zaxxi's Moonwhisper Ω to have a slightly high Spirit scaling on the heal.
  • Added more overworld treasures.
  • Allowed re-entering of Sootwell South Mines with rest point so players may farm for Warprints if they so choose.
  • Added mini fast travel within Delancia in between districts.
  • Additional Save Points in the overworld.
  • Misc. proofreading.
  • Rebalanced Vitalin from 150 to 200 Health healing.
  • Removed menu access in the campsite to prevent runtime errors.
  • Rebalanced Crau to have slightly weaker defenses, use 'Venomous Stinger' less frequently.
  • Rebalanced tutorial encounters, Zeezos will use 'Deflected' less often.
  • Rebalanced Apex Zeezos deals slightly less damage with group assault to prevent cases where player dies while above 50% HP.
  • Added cursors to leaping points.
  • Removed 1 Patrol during stealth/escape sequence.
  • Misc. collision fixes.
  • Fixed map traveling issues from Wishbrooke to Wishpeak.
  • Added Shortcuts in Wishpeak to help with backtracking.
  • Rebalanced the damage output levels of Sorcerer Permit. (Edge of Reality)
  • Changed starting Warprints during character selection. (Edge of Reality)
  • Added indicator of starting Warprint equipped on each character during their selection text. (Edge of Reality)
  • Added text descriptions of starting bonus for 'Monster Harp', 'Proto Trinkets' and 'Chromatic Lodepike'. (Edge of Reality)
  • Added Edenstill Saplings to the first area of each elemental dungeons. (Edge of Reality)
  • Added Save Points to bonus areas requires no combat to progress. (Edge of Reality)
  • Abridged roguelike mode to only be 4 Stages, updated instructions. (Edge of Reality)

Version 1.2 Change Log
  • Rebalanced Melodi's Gloria and added very minor BRAVE generation on the 'Σ' version.
  • Rebalanced Plode's Warprint Skill 'Dire Protocol' to have far higher scaling.
  • Fixed Zaxxi's Kindred Skills display in menu.
  • Fixed Kindred Armor to provide the correct skills and states.
  • Added more state information in the Journal.
  • Misc. proofreading, yet again.. I know...
  • Misc. collision fixes, you guys are seriously good at straying off the beaten paths.

Version 1.3.1 Change Log
Version 1.3.1 Changelog:

  • Final trial added for Edge of Reality.
  • New Warprints added to random pool.
  • Autosave feature for Edge of Reality.
  • Added item that acts as Lives for Edge of Reality.
  • Choice to start with combat consumables now provides 2 of each.
  • Characters who are unable to act, will have their falling weapon hidden during input phase.
  • Increase input window for all characters.
  • Item price adjustments.
  • Added cursor for 2nd boulder puzzle lever in Wishpeak
  • Fixed boss sprites changing when interacted from the sides.
  • Rebalanced Spellthief's Olsnicawiza, reduced damage and increased BRAVE cost.
  • Rebalanced Dryads encounters to have more Health.
  • Rebalanced Bolster to cost 8 BRAVE instead of 5.
  • Rebalanced Vrathos Link to siphon slightly less BRAVE.
  • Rebalanced Plode health, made it more lightly to survive till combat event.
  • Fixed Blusterclaw Ω from targeting all enemies.
  • Fixed Warmaster's Rite Ω from targeting all enemies.
  • When Down Button is held during input, weapon visuals fall faster.
  • Added more overworld treasures.
  • Orto and Fibbs battle rebalanced, increased BREAK! shields by 1 but added a new weakness each.
  • Enemy use states are now visible in the Journal.
  • Added Bloodlust state to Journal after challenging the Cerbereus.
  • Item Menu now reflects flat values too.
  • ???? is added to Edge of Reality.
  • Added actor directions to coach cutscene.
  • Misc. proofreading.
  • Misc. collision fix.
  • Fixed cutscene errors in heroes chapter.
  • Fixed Behemoth dropping Warprint of other monsters.
  • Added descriptions for obtainable weapons.
  • Fixed stat kids end of quest conversation reenactments .
  • Fixed Varis leveling up with Chromatic Lodepike playing animation at the wrong time.
  • Launcher icon updated.
  • Fixed Varis' secret skill not costing BRAVE.
  • Overall performance optimization.

Version 1.4 Change Log
Version 1.4 Changelog:
  • Massive assets update, the great RTP purge is upon us!
  • Parameter stages formulas are adjusted.
  • Fixed some overworld chest having sprite behaviour issues.
  • Tint Screen issue after opening scene.
  • Zaxxi's Moonwhisper Ω now only provide 1 stage of resistance.
  • Zaxxi's Pack Formation now cost lesser BRAVE.
  • Begonia's Dragon Wheel has the damage scaling swapped with the Ω version.
  • Lifewing battle debugger event removed.
  • Guardian's Virtuous Scars now has a small BRAVE cost. Rebalanced lower scar moves.
  • Multiple enemy AI updated.

TRAILERS


IMAGES/SCREENSHOTS
City.png
eor5.png
Battle.png
Altar.png
eor1.png
eor4.png


DOWNLOAD LINK & COMMUNITY
Version for PC, Android & MacOS are all available on:
itch.io
gamejolt
Join the discord for updates, bug reports and feedbacks. You can also mingle and play games with everyone there too!
 
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Kaylie

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MacOS support for the Demo is available now!
 

ShadowDragon

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it looks cool and nice mapping skills, Ima try later :)
 

ElCheffe

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It looks nice and seems to be the kind of game I could enjoy. Going to give it a try soon.
 

ShadowDragon

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I need to get used on how the battle system exactly works, but I love
the animation and the intro, really nicely done.

this issue below is from the start, which is above player.

issue.png

there is also 1 on the next map with the long rock walkable?

I'm also not sure if you can walk the mine rails to get to the roofs, but
once there, you cannot walk back either unless you got hit by the minecart.

while I got the save, I play later further, but it looks really amazing, and also
very intresting to continue where it ends and how it plays out.

keep up the amazing work.
 

Kaylie

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I need to get used on how the battle system exactly works, but I love
the animation and the intro, really nicely done.

this issue below is from the start, which is above player.

View attachment 211579

there is also 1 on the next map with the long rock walkable?

I'm also not sure if you can walk the mine rails to get to the roofs, but
once there, you cannot walk back either unless you got hit by the minecart.

while I got the save, I play later further, but it looks really amazing, and also
very intresting to continue where it ends and how it plays out.

keep up the amazing work.
This will be addressed in V1.1 very soon! Thank you so much for the heads up!
 

NineTales

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The side view battler animations and custom art look really great! ^^
I would try and get away from the mapping RTP though. The default icons next to all that great art look off. Even if you can just start with the icons, and slowly convert more things away from RTP.
 
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ShadowDragon

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here are some more issues (in spoiler) here I'm also currently stuck and
cannot figure it out yet how to get to the higher ground, because of some things.

So I adress some from prison and the rest where im stuck to get to the north
exit where I need to go.
"my" should be "me" unless you can clarify it?
1_typo.png

At the start, there is a sack that can be walk over.
2_passable.png

when going up the stairs to the higher level, a rock is passable.
3_passable.png

the mine carts can be push out of the rails?
4_passable issue.png

Same is true for the other, but also blocked in the area where you cannot go out as well.
blocked.png

in the last image in the spoiler, the other can be pushed out, but it also seems, you can push them
a few times and than blocked from pushing.

I know there is a reset switch, but how can you compleet it if you cannot go out or where to go?
I know I need to the center part to push the 2 mine carts in order to reach the exit, but this
leave me unknow where and how to do that.

As a side note of that, I have no idea how the battle system works, like skills are empty, so does
the other part, pressing X gives a menu thing? but empty.

but I dont know how exactly the battle works or how to get to the item list?
or equip skills to choose from?

but I like the mapping, but there are things that leave me out of options how things works.

A good thing I like on this game, is the character you play, and different faces, charposes.
but I hope you can help me out a bit in the mine and explain how to use skills in battle and how
the lightning rose or thing works.
 

Kaylie

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Gameplay issues are fixed within the 1.1 Version of the demo. It is up now, sincere apologies for the oversights and very thankful for spotting them as well as putting up with those issues!

A in depth tutorial has also been included in the new version and can be accessed at various points of the game. That should guide players on my combat mechanics much better.
 
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rpgLord69

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Played it a little (until I died :D ). The first save crystal at the beginning worked automatically, but the one in the prison cell didn't bring the save screen automatically (just said that I could save there), so I didn't manage to save. Did I miss something or how do you open the menu?

The little bit I played seemed like a fun, charming jrpg. And you've obviously put some thought to the combat system. Below are some thoughts:

The battle is obviously better played on a controller. I didn't like that when selecting the commands on a keyboard with up and down the battle meter jumped forward. Also the shining yellow effect that highlights your current command choice should be brighter, I think. Also, I read some tutorial about basic commands and those special attacks, but I still didn't quite understand...why did my character seemed to attack even when I chose (or at least tried to choose) defend?

There were a couple of spelling errors during the time I played. For example in the intro battles there was a moment when "has" was used instead of "have", I think. And some other ones that I don't remember.

Anyways, seems like a nice game!
 

Kaylie

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Played it a little (until I died :D ). The first save crystal at the beginning worked automatically, but the one in the prison cell didn't bring the save screen automatically (just said that I could save there), so I didn't manage to save. Did I miss something or how do you open the menu?

The little bit I played seemed like a fun, charming jrpg. And you've obviously put some thought to the combat system. Below are some thoughts:

The battle is obviously better played on a controller. I didn't like that when selecting the commands on a keyboard with up and down the battle meter jumped forward. Also the shining yellow effect that highlights your current command choice should be brighter, I think. Also, I read some tutorial about basic commands and those special attacks, but I still didn't quite understand...why did my character seemed to attack even when I chose (or at least tried to choose) defend?

There were a couple of spelling errors during the time I played. For example in the intro battles there was a moment when "has" was used instead of "have", I think. And some other ones that I don't remember.

Anyways, seems like a nice game!
Stepping away or interacting with buttons with the save point disables it, as long as you open up the menu after 'just' touching the point it should work normally.

Yellow highlights on the buttons are meant for touch and mouse controls, which I believe to be extremely unpopular and very unlikely to affect these control scheme. I've not encountered defend command making the player attack so could you please elaborate on how that happened so I may see into possible fixes?

Up and down button during windows should not affect the input timing speed, only outside windows, I've not been able to recreate the issue. Selection of targets are done with left and right buttons only.

I've noticed a lot of the mechanics are quite none intuitive and and thus added a robust tutorial options around the overworld in the form of a training dummy. They are present in the new version of the game and I really appreciate all the feedbacks that allowed me to polish up the game much more. Thank you for putting up with the issues and hope the new version is a much better experience!
 

rpgLord69

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Well, if you can't recreate the issue, then it's highly likely that I was selecting the wrong command when thinking I was doing something else :D As I said, at least playing on a keyboard the commands weren't the simplest (and I have a bad concentration :D ). But good that you've added the tutorial options!
 

Kaylie

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More above mentioned issues are fixed in the slight update Version 1.2.2
Version 1.2 savefiles are usable in this version.
 

Kaylie

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MacOS support updated to Version 1.2.2
 

ShadowDragon

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I will redownload the game, and see if I can pass the cave where I was
stuck previously, but nice job on the update =)

If I find anything unuseal, I let you know =)
 

Kaylie

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Thank you so much for taking the time to both play my game as well as report issues. I will strive to create the better quality product that you deserve!
 

ShadowDragon

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I found 3 issues so ar, 2 minors, 1 little typo which I can send later, but I
dont get the cave, how to solve it.

in the last image of the previous where I got stuck is the same, especially
if you use the reset handle, I love the arrow parts, but whatever I do,
I dont get it.

the battle tutorial is nice, but I didn't found a way to use potions in battle yet.
but it cleared alot how to use some things to keep in mind.

I try to figure around how to get that part of the mind cart, but I get stuck
whenever I jump over the top mine cart and cannot push it the way.

the same is true too if you save there, you cannot push it either after loading
the save game somehow.
 

Kaylie

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I found 3 issues so ar, 2 minors, 1 little typo which I can send later, but I
dont get the cave, how to solve it.

in the last image of the previous where I got stuck is the same, especially
if you use the reset handle, I love the arrow parts, but whatever I do,
I dont get it.

the battle tutorial is nice, but I didn't found a way to use potions in battle yet.
but it cleared alot how to use some things to keep in mind.

I try to figure around how to get that part of the mind cart, but I get stuck
whenever I jump over the top mine cart and cannot push it the way.

the same is true too if you save there, you cannot push it either after loading
the save game somehow.
1. Jumping off the north ledge allows you to push the cart to your left back out left then down to use it.

2. Item tutorial is a little after the minecart place, it essentially just Gear Skills but on the right. (Page Up/Down Button held + X to bring up item window)

3. Save point shouldn't affect carts at all, that is strange I'll test that out. (I think the issue is that you were holding a direction button while trying to push the card, there are quite a number of player height events that are operating to determine if you are on high ground or not, they are triggered usually when they detect movements so it may have taken precedence on the cart events, try standing still while trying to push the carts.)

HOTFIX added
Version 1.2.3 has fixed the events overlapping issues causing players to be unable to interact with carts while walking.
 
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ShadowDragon

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I DM the issues to fix for the major update, while those are very
small, but I didn't had a button held down.

but I dont know how to solve it still, I know 2 minecarts where to go,
but I dont know how to get the center part, as I cannot make 2 jumps
that I thought it should be, as it is blocking pushing from the topleft side.

I love to get through so I can bugtest/glitch is all out if I'm able to solve it.
I redownload the hotfix and set my savefile over.

EDIT: the hotfix, start you from the mine though.
safefile transfer didn't work either :p
 
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