Phernil Academy - Use knowledge and tactics to conquer multiple Arenas // download available

SwiftIllusion

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Based on the re-imagination of mechanics from an incomplete boardgame design
Phernil Academy is about using knowledge and tactics gained from your experience in each battle
to become a noteworthy Part Leader and conquer the arenas the Academy provides.


- - - In-Game quick introductory tour Video - - -


- - - Gameplay Video - - -


- - - Features - - -​
  • An interactive tutorial to teach the battle system with the inclusion of tips to refer back to inside battle.
  • A unique battle system of tug and war with enemy rage and player stamina, with the additional layer of interactive keys to increase skill performance.
  • Multiple Arenas to conquer with High Scores tracked, including a Hero Arena where you can unlock and customize further layers of difficulty.
- - - Combat Tutorial Video - - -


- - - Screenshots - - -
- A moment in the tutorial with an image to provide more direct reference-
dGLKLcu.png
- A screenshot in the middle of battle -
hLui1Ls.png
- Checking your High Scores in the Academy -
aQZY4sx.png
- Talking to the tutor where you can unlock enemy boosts for higher Hero Arena score potential -
hQ10GmP.png
- Enabling/Disabling enemy boosts with the points bonus per battle victory shown -
JMPSlqV.png
- - - Team - - -
QA testing and feedback - Susana Gonzalez
QA testing and feedback - Woestijn
Design, Development and miscellaneous art/code additions - Swift Illusion

Additional Credits
-- Game Engine --
RPG Maker MV + some RMVX/Ace resources

-- Plugins --
Yanfly
Moghunter
Quasi
Victor Sant
HimeWorks
SumRndmDde

-- Additional Art Assets --
Ækashics

-- Additional Music Assets --
Karugamo

- - - Download link - - -
Via Dropbox


- - - Final Notes - - -​
I really hope you like how this project turned out, a lot of thought and effort was put
into it and it's the most accomplished I've been able to feel as a designer in ages.
I can't thank the team and everyone that develops additional resources for RPG Maker enough.
As a completed project it makes me excited to see it here, and as something I can cross
reference in the future with all I've managed in it I'm looking forward to what might be made next..
If you do find any bugs we weren't able to discover,
or if there's any additional tips you'd like available in the book please let us know :).
 
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ShinGamix

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I wana play this! Everything looks impressive.


(Is there a way to turn off the hp bars on the character or the hud below? I just don't feel the need for both.
 
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SwiftIllusion

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@ShinGamix I'm really happy to hear that, thank you :)! The download is there so I hope you enjoy your time with it when you get a chance to play it ^^.
Sorry there isn't any way to turn off either bar.
The reason I feel it's important to have both and the reason I was happy to be able to find a hud layout like this, is because I want you to be able to easily compare visually vertically who you should most be concerned about with their hp and where to balance their stamina when selecting your actions.
EPt1CFo.png



However I also feel it's important during the action to be able to let your eyes just focus on the upper side of the screen and see the changes in the ratio of your health bar relative to the enemies with this form of battling and I'm unable to replicate the visual of the shield to the bottom bar..
If you find it distracting while playing I don't think it's an impossible thing to change, but please get a feel for it in action and then let me know if you feel the same way afterwards :).
 

Mayuen

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Randomly stumbled upon one of the videos on youtube and thought the battle system looked really polished so I wanted to try it out.


This setup isn't the usual kind of game I play, but it was clear the effort put into it and I still found myself entertained for an hour or so.


I like the unique touch the battle mechanics, it makes you stop and think which enemy you are actually aiming for and not just button smash it


(those puff-balls are lethal when they get enraged!). It was a bit boring with the enemies at the end of the challenges, I think what bummed me most were that it was the same boss in all of them, but the enemies that were there felt nicely worked out.


Good job!
 

SwiftIllusion

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@Mayuen Thank you so very much :)!
All that is what I was aiming for so I'm really happy to hear you were able to enjoy it as much ^^.
Yeah regrettably though I wanted to I didn't have time to add additional bosses. I wanted to make sure the skills/balance for them was well tested, and was concerned if I added more too late that I might miss any potential bug/etc added (discovered a crash bug in the main bosses basic attack after hours of testing that only happened in a super unique circumstance) so I wanted to just polish off what was there.
Thanks again for you trying it out and for responding :) .
The limited overall response means I'll need to focus on moving towards the next project without expanding this with additional enemies/bosses first but I'm glad it was entertaining for you as long as it was ^^.
 

JoePie

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All those art are incredible done! I likey!
 

Canini

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Looks really cool, this goes on my game-to-play list. I appreciate that you chose to make the content polished over adding more. Quality over quantity.Mind if I review this?
 

SwiftIllusion

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@CaniniThank you :)! I'd be absolutely honored to receive a review, looking forward to hearing your thoughts on the game ^^!
 

Canini

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Nice!


I am working through a backlog at the moment so it may take some time before it is your turn. 
 

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