RMMV Manafinder - A tale about survival featuring all original pixel art and music!

masterlobo

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would it be possible to rare enemies "trophies" like the alpha fox cannot be sold?
as on the trader, "sell stuff" it sells everything, including rare enemies trophies.
Hmm, I just double-checked this and you cannot sell the trophy, not even through "Sell All" command. Is it possible that you had already exchanged it for your reward?

I'll keep checking from my end, but I am unable to repro this bug.

I've fixed the passability issues and the typo though! So thanks again! I should be releasing a patch once I have more bugfixes, etc.
 

ShadowDragon

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I did sell all, so everything that I cannot use is been sold, even the trophy
I had from the alpha fox (which is useless furthermore), items like HP, MP
etc did not sold when clicking "sell stuff", but the trophy did.

and that was BEFORE noticing the trader of the rare enemies. so I asume
the 6-7 rare enemies arent doable in the demo to get them all.

but if it cannot be sold, than I wonder why it did though.
before I went back, I readed the trophy description, than "sell stuff" so I got
coins, but trophy was gone, so I dont know where it went wrong.

it was in the "stuff" category, I wonder why not in the "key item" section?
 

masterlobo

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Here's a new area: Aevi's Edge!

I did sell all, so everything that I cannot use is been sold, even the trophy
I had from the alpha fox (which is useless furthermore), items like HP, MP
etc did not sold when clicking "sell stuff", but the trophy did.

and that was BEFORE noticing the trader of the rare enemies. so I asume
the 6-7 rare enemies arent doable in the demo to get them all.

but if it cannot be sold, than I wonder why it did though.
before I went back, I readed the trophy description, than "sell stuff" so I got
coins, but trophy was gone, so I dont know where it went wrong.

it was in the "stuff" category, I wonder why not in the "key item" section?
I see, it is supposed to be a Key Item! Maybe I accidentally switched that in the demo build, apologies if that is the case :(

But don't worry, I'll ensure it is indeed a Key Item for the next demo patch, and obviously in the final version of the game. Thanks again for your feedback and for playing!
 

masterlobo

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#screenshotsaturday featuring the very first encounter of the game: The Jackalope! I've been fascinated with jackalopes ever since I found out about them in a book. IMO they are underrepresented in RPGs!

 

alice_gristle

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I played the demo for a bit, and I still feel bad for killing all the animals... :kaocry:Apart from that, the game feels pretty good, although I just got past the intro bit and only just set out on the Emerald Trail. Really nice work y'all!

EDIT: Soo, I got to the end of the demo. Thankfully I didn't have to kill that many animals to get there! I hope that if I stick with Fred we can make a pacifist run. :biggrin:

I find I've developed an allergy to "training grounds" and all associated tutorialing, thankfully it was over fast and the infodumping was minimal. Otherwise everything feels light and easy to comprehend, so thanks for that!

I was a bit overwhelmed by all the emotion bubbles, to the point I didn't understand anymore what everybody wuz emoting... Also, I felt all the cutscenes were too talky, but maybe I just can't stand talk anymore either. :kaoswt:

The art still looks really nice, esp. all the portraits! Also the graphical style looks good and things fit together pretty well. The Violet Hills were really violet and the Emerald Trail was a ton of fun to trek through, I'm totally for these colour schemes! I wuz at the top of the peak in the Settlement, and the pixel landscape there looked a bit fuzzy, tho. Small things.

I feel like I got somethin' else to say, but I forgot it. :biggrin: Oh! Fightin' was fun, I'm all for when I can just be carefree and button mash my way through fights.
 
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Wumbohek

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Just played the demo. Really liked the concept of protecting the little community of exiles. The world makes you feel vulnerable, especialy during the prologue. Also liked all the other guys of the manafinder group and the tension between them.
Gameplay wise, nice difficulty and cool choices to level up your character to your own preference. The leveling up system with the different gods adds a nice bit of worldbuilding as well and is more than just a screen where you pick skills. Also smart implementations for the tutorials where they only pop up after you don't figure it out for yourself, like when you encounter monsters that you can only get past by defending or escaping.
Sad when demo ended. Will 100% play it when it's ready. :biggrin:
 

masterlobo

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I am currently working on a demo update that focuses on QoL updates! I will include new options such as faster text speed, and maybe (depending on how testing goes), also faster animation speed. No promises on animation speed yet!

Additionally, I'm adding signs on top of a couple of tents so it's easier to locate important places!

I played the demo for a bit, and I still feel bad for killing all the animals... :kaocry:Apart from that, the game feels pretty good, although I just got past the intro bit and only just set out on the Emerald Trail. Really nice work y'all!

EDIT: Soo, I got to the end of the demo. Thankfully I didn't have to kill that many animals to get there! I hope that if I stick with Fred we can make a pacifist run. :biggrin:

I find I've developed an allergy to "training grounds" and all associated tutorialing, thankfully it was over fast and the infodumping was minimal. Otherwise everything feels light and easy to comprehend, so thanks for that!

I was a bit overwhelmed by all the emotion bubbles, to the point I didn't understand anymore what everybody wuz emoting... Also, I felt all the cutscenes were too talky, but maybe I just can't stand talk anymore either. :kaoswt:

The art still looks really nice, esp. all the portraits! Also the graphical style looks good and things fit together pretty well. The Violet Hills were really violet and the Emerald Trail was a ton of fun to trek through, I'm totally for these colour schemes! I wuz at the top of the peak in the Settlement, and the pixel landscape there looked a bit fuzzy, tho. Small things.

I feel like I got somethin' else to say, but I forgot it. :biggrin: Oh! Fightin' was fun, I'm all for when I can just be carefree and button mash my way through fights.

Thanks for playing, and thanks for your kind words! And also thanks for the feedback! I hear ya on the "training grounds", that's why the whole Imbue training can be skipped.

As for game being too talky... yeah, I mean I won't lie... the game is talky, however, I am constantly fine-tuning it to not go overboard with exposition. Balancing it out is a challenge. Believe it or not, before I released the demo it was even more talky! lol. I am working on adding a faster text speed option, which I hope helps a bit ^^

The good news though, once you embark on missions you will usually go through extended periods of not a lot of talk. Beyond The Settlement, I seek to create an ambiance of solitude.

Just played the demo. Really liked the concept of protecting the little community of exiles. The world makes you feel vulnerable, especialy during the prologue. Also liked all the other guys of the manafinder group and the tension between them.
Gameplay wise, nice difficulty and cool choices to level up your character to your own preference. The leveling up system with the different gods adds a nice bit of worldbuilding as well and is more than just a screen where you pick skills. Also smart implementations for the tutorials where they only pop up after you don't figure it out for yourself, like when you encounter monsters that you can only get past by defending or escaping.
Sad when demo ended. Will 100% play it when it's ready. :biggrin:
Thanks! And I'm really glad you enjoyed it! It's really motivating to see/read about people enjoying Manafinder!!!
 

alice_gristle

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Ya, talkiness is pretty interesting, imo! I kinda feel like that for a JRPG style game, the less talk the better, in general, but it's a pain sometimes trying to work all the exposition in like that. I think you guys doin' pretty good, in all fairness! :biggrin:
 

masterlobo

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I'm excited to announce that Manafinder will be part of the Tokyo Game Show 2021 as part of their Indie Game "Selected Exhibit"!


We're hard at work with producing a new trailer for the event and can't wait to share it with the community :D
 

alice_gristle

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Adorbs pigs! :kaoluv: They look a bit funny when facing front, tho, can't put my finger on what it is...
 

masterlobo

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It's finally here! I'm excited to share with all of you Manafinder's latest trailer!!!! I hope you all like it!
 

masterlobo

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Here's a great playthrough and critique of the demo by Studio Blue! :D
 

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I played the steam demo of this and encountered a minor bug. Apples are stated to restore 80 hp, but they were actually restoring 100, the same as a banana (though it was nice to see an error in my favor for once).

In addition, regen was the fist magic I leveled up, but when I went to use other blessings later I clicked on it again and it still used up my blessing. Is that a bug, or can you put multiple blessings into a single skill in order to strengthen it?

I am also confused by Ale and Wine in the tavern. Both are stated to restore 100 hp with a chance of causing confusion, but the wine costs more. Is the wine supposed to heal more or have a lesser chance of causing confusion?

It was an interesting game overall, good luck on your full release.
 

masterlobo

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I played the steam demo of this and encountered a minor bug. Apples are stated to restore 80 hp, but they were actually restoring 100, the same as a banana (though it was nice to see an error in my favor for once).

In addition, regen was the fist magic I leveled up, but when I went to use other blessings later I clicked on it again and it still used up my blessing. Is that a bug, or can you put multiple blessings into a single skill in order to strengthen it?

I am also confused by Ale and Wine in the tavern. Both are stated to restore 100 hp with a chance of causing confusion, but the wine costs more. Is the wine supposed to heal more or have a lesser chance of causing confusion?

It was an interesting game overall, good luck on your full release.

Yay, thanks for playing!

Yes, the fruit descriptions are wrong, apologies. I had been tweaking their values as I balanced out the game during play-testing and forgot to update their descriptions x.x

They will def be fixed before the full release.

The Regen thing is def a bug, and I had not heard about that before. Thank you so much for reporting this, and I am sorry it affected your playthrough :( I will look into this!

Finally, about the booze... honestly, they are kind of joke items. Just as in real life they do numb the pain... but they can certainly impair your motor functions! Having said that, I can see how it is confusing to players that two things do the same thing but cost differently. I'll update this before release!

Again, thanks a lot for playing and for providing feedback! It really helps!
 

masterlobo

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I was interviewed by Mildra the Monk and I had a blast doing so! I dive a lot into the inspirations and game design considerations behind Manafinder :)


And I should get a better mic btw lol
 

masterlobo

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Manafinder has come a long way, and I made a small GIF to illustrate how much it has changed since its nascent stages :)

Also, ICYMI here's a new screenshot I released on Saturday!
 

ShadowDragon

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I dont like rainy weathers, but I love shadows over sun too :p

but the screenshot looks nice.
 

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Well, someone "reviewed" my game. Didn't credit me anywhere in the video and spent 2 minutes insulting it. Going to ignore that and move on.
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