Secret of Cypressa - [Fantasy RPG] - 1.04 update! (11/16)

fallenlorelei

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In a town called Cypressa, surrounded by swamplands, there was a young Hero, a man of local legend! He continuously saved the town from bandits, located hidden treasures, slayed marsh dragons, and helped old widows carry their groceries. Truly, he was a shining star in a town surrounded by mud.
 
But one day, their Hero disappeared…
 
To protect his inhabitants from similar fates, the duke of the land outlawed all physical and magical fighters. Young adults who wish to train their might were sent to barracks in a faraway town, while those magically inclined were either arrested or sent to an academy. “For the good of the people.” Not surprisingly, this was enough encouragement from nearby tribes to begin raiding the village, while the duke and his family remained safely hidden behind walls. Cypressa was no longer the bustling city in the glades. It had become a crumbling village in the bog.
 
Now, Cypressa is under attack by a mysterious villain who has plans on destroying the entire city. By poor misfortune, a young woman is given the quest to locate the long-lost hero in order to save the town. She’ll meet new friends, become stronger, and discover terrible truths about Cypressa. Will she reach the Hero in time?
 
Characters

Aislyn. The protagonist of our story. She is a young woman with dreams of becoming a powerful Wizard, forced to practice her art in secret. She wants nothing more than to find her childhood friend, the lost Hero, while practicing her magic along the way.
Wizard: Dish out strong elemental skills. These spells are found only through spellbooks throughout the story.

 ​
Daer. Raised a bandit, Daer hasn't quite known the world outside of his tribe. But when word reaches that his town and likely his family might be destroyed, he sets out with hopes to take care of it.
Thief: Disarm traps, buff party, and deal out strong melee damage while remaining evasive to enemy attacks.

 ​
Lisbeth. The Hero's younger sister who ran away shortly after he disappeared. She is a Witch with powerful Light and Dark abilities. She wants nothing more than to prove herself as more than simply Kaldar's little sister.
Witch: Heal with the magical waters of your Chalice, or "Change Weapon" mid-combat to her Athame and siphon HP to deal massive damage.
 
Features
  • Four planned chapters from beginning to end with a "Character Arc" between each
  • Story Quests and Character Quests, the latter featuring arcs that follow a unique storyline for each of your party members
  • Unique items and abilities. No default armor, weapons, items, or skills! (except Attack)
  • No buying gear! All armor is found in the wilderness through chests, while weapons are rewarded through Character Quests
  • Play through puzzles that are challenging yet fun!

Screenshots

Cypressa: Before

 
Cypressa: After

 
A Serene Mountainside

 
A Marsh Maze - Push boulders to get through to the end
 
This is a new story that I've been working on for the last couple of weeks. The entire plot is already etched out, so I know how it's going to end and what's happening in the middle. It was meant to be a "short story" that I could make to just get used to MV, but I've actually really enjoyed making it so far, and have expanded the story into four chapters. Each chapter will feature an "intermission" from the story in which, instead of partaking in side quests, you will enjoy learning the backstories of each of the characters through "Character Quests" - a form of character arc. Each character will have about 2 or 3 "parts" to their story, spread out across the chapters.

Demo Version 1.04
Mediafire | 212 MB​
Known Bugs

  • Most important bug of all: Don't leave the map or save and return during the Marsh Puzzle. I am using Yanfly's "Save Event" plugin (it works between battle events) but it doesn't seem to work whenever you leave and come back. I need to figure that one out.
  • The traps in the Marsh Maze don't change their graphic if you "disarm" it after setting it off
  • Some passability settings are off because I went shrubbery crazy in the town - let me know where! And please be specific!

Change Log

1.04

  • Hopefully fixed more passability issues
  • Added an event between Serenity Mountain and the Swamp so I'm not losing people to lack-of-story-boredom
  • Added a new spellbook for Aislyn to learn a new spell!
  • Daer has a new ability as well
  • Monsters will now respawn after 2~3 minutes
1.03

  • Fixed some passability, grammar, and event issues
  • Added music to the beginning =]
  • No more random encounters! All monsters are evented. Let me know if you find yourself underleveled for the boss, though.
  • Added "Through" to the dead enemies so you shouldn't get stuck anymore
  • Increased Daer's hit rate from 95% to 100% (not sure why he missed so often - he has the highest agi and luk in the bunch!) (Edit: He's still missing a lot. Umm!)
  • Added unique battle commands to make things a little less generic
  • Battle Sequences! Only for Lightning Bolt, Magic Missile, Daer's Attack, and Backstab. I'll add the rest later.
1.02

  • Changed player run speed to x2 faster - it feels a lot better, but it didn't speed up battle animations, so there's still that
 
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fish

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I tried the browser version and here's a list of my impressions and issues I encountered:

-The introduction/prologue felt awkwardly silent without bgm. imo, having an appropriate soundtrack playing will establish the atmosphere much better

-Mechanisms and story wise, they felt rather generic. It was also quite hard for me to relate to any of the characters. They felt... plain. 

-I like the mapping, and the visual appeal and atmosphere of the first town is quite well done.

-You might want to check your tile settings for passage. I've managed to walk on walls a few times. (like the man's house on the right side of the starting town, and the room where the woman gives you a carrot)

-You might wanna take a look at your progression system. If you intend to have the player proceed in certain order, you might want to give a better sense of direction of what to do next, or lock off regions until certain conditions are met. For example, I left the town without learning the lighting spell, so when the combat tutorial pops up and tells me I can cast lighting when in reality I can't, it was rather awkward.

-I don't mind random encounters.

Overall, I feel like... the game as it stands right now, lacks that special something to make it stand out.
 

fallenlorelei

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I tried the browser version and here's a list of my impressions and issues I encountered:

-The introduction/prologue felt awkwardly silent without bgm. imo, having an appropriate soundtrack playing will establish the atmosphere much better

-Mechanisms and story wise, they felt rather generic. It was also quite hard for me to relate to any of the characters. They felt... plain. 

-I like the mapping, and the visual appeal and atmosphere of the first town is quite well done.

-You might want to check your tile settings for passage. I've managed to walk on walls a few times. (like the man's house on the right side of the starting town, and the room where the woman gives you a carrot)

-You might wanna take a look at your progression system. If you intend to have the player proceed in certain order, you might want to give a better sense of direction of what to do next, or lock off regions until certain conditions are met. For example, I left the town without learning the lighting spell, so when the combat tutorial pops up and tells me I can cast lighting when in reality I can't, it was rather awkward.

-I don't mind random encounters.

Overall, I feel like... the game as it stands right now, lacks that special something to make it stand out.
Thanks for the critique! I agree that it's a little generic at the moment. I'll need to think of how to fix that up...

And oops! I totally meant to block off the exit until you've received the quest to do so. I don't know how I forgot that. Thanks!
 
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fish

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Mechanisms of the game is where I think are a bit too generic atm.

I think the story has the potential to be more emotional than it currently is. I guess it's just... in general, the characters are a bit hard to relate to, so I feel no particular feelings during the death scenes for example. Perhaps if you extend the dialogue to give them a bit more personality with likable traits would help?

If anything, having a well-written and gripping story will definitely motivate players to finish it.
 
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fallenlorelei

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Mechanisms of the game is where I think are a bit too generic atm.

I think the story has the potential to be more emotional than it currently is. I guess it's just... in general, the characters are a bit hard to relate to, so I feel no particular feelings during the death scenes for example. Perhaps if you extend the dialogue to give them a bit more personality with likable traits would help?
To be fair, the death scene was simply to give some extra emphasis on the decrepit nature of Cypressa by comparing the old and the new. I wanted to keep it a short introduction, so it's alright that they didn't necessarily provoke any emotion. Simply: "ooh" was what I was going for.

Between this chapter and the next will be a lot of character cutscenes that should be able to fill in what it seems to lack, in regard to relatability.

As for the mechanics - yeah. Definitely. I told myself it felt stale, but then reasoned, "Wellll it's the beginning of the game, all RPGs are like this until players get more abilities." Did you get up to getting Lisbeth? She's likely the most mechanically interesting. Although I do need to change her battle command window to emphasize that.

I'm going to rethink the battle system here. Thanks again for your comments. Super helpful.
 

fish

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Np, and no I didn't get that far. I just felt the story wasn't gripping enough and there's an overall lack of motivation for me to go on. Try improving that by adding more personalities to the characters you speak with?

Right now, all the npcs' dialogues seem very informational. They establish the premise of the game, but not much else. I think it'll be better if they express their own personality while doing so, at least for the more important characters that you'll speak with more often.

'cause imo, if you can't get the player interested right from the start, then no matter how good the story gets later on, they won't see it since they may never reach that far. 
 
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Clangeddin

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Ok, I played this up to a certain point, where a bug screwed my progression completely:

In the marshes to the south, the point where you have to push the boulder on the shallow water. I pushed the boulder in the right spot, then I moved back to previous screen and re-entered, the boulder was back to its original place and could no longer push it, but I kept hopping on it instead. That's where I stopped playing as I was stuck and felt the only way to progress was to restart the game and sorry it's not happening with all those random encounters (see below).

My feedback so far:

1) There are tile passability issues. Broken mirrors inside buildings in the first town allow you to go inside walls.

2) The random encounter rate is too high, in the bandit's hidehout I had probably more than 30 random encounters without even trying to farm. It forced me a lot to go back and forth to the save statue though. I am not a big fan of random encounter systems, they always seem to end up having this issue. Is there any chance you could replace this with respawnable enemies on the map that trigger the fight when you engage them?

3) Daer misses too much. I don't know the exact numbers, but it feels like he's got a 70% hit chance. =/

4) Aislyn's thunder spell mana cost appears to be a percentage of total MP rather than a fixed amount, but what's the point of raising your max MP then if the spell's cost increases proportionally with it?
 
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fallenlorelei

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Thanks for the feedback!

In the marshes to the south, the point where you have to push the boulder on the shallow water. I pushed the boulder in the right spot, then I moved back to previous screen and re-entered, the boulder was back to its original place and could no longer push it, but I kept hopping on it instead. That's where I stopped playing as I was stuck and felt the only way to progress was to restart the game and sorry it's not happening with all those random encounters (see below).
Oh no! That's a terrible bug. It's supposed to save event locations (using yanfly's plugin) so I don't know why it returned to the original location. I might need to update the plugin?

2) The random encounter rate is too high, in the bandit's hidehout I had probably more than 30 random encounters without even trying to farm. It forced me a lot to go back and forth to the save statue though. I am not a big fan of random encounter systems, they always seem to end up having this issue. Is there any chance you could replace this with respawnable enemies on the map that trigger the fight when you engage them?
Yeah they were originally enemies that roamed the map, not random encounters, but I couldn't find charactersets that I liked for the monsters I wanted roaming. So I switched to random encounters. I mention above that I don't know how to lower the encounter rate, as "weight" either means percentage or # of steps until next encounter - google keeps telling me different things. But I'll try to take a look and figure it out =]



3) Daer misses too much. I don't know the exact numbers, but it feels like he's got a 70% hit chance. =/
I noticed that too! I thought I was just imagining things. His class's "hit rate" is 95% and "Attack" has a 100% success rate so I have no idea what's going on.

4) Aislyn's thunder spell mana cost appears to be a percentage of total MP rather than a fixed amount, but what's the point of raising your max MP then if the spell's cost increases proportionally with it?
You're right, it was originally a 10mp cost but as she leveled up, you could spam Thunderbolt without really wasting any mana. So as a quick fix I changed the MP to be %-based. I'll have to fix this.

Thanks again!
 
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Lux Fortuna

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I played the demo until the bandit's hideout lair. Everything was working fine until the last (??not sure) bandit, the aqua haired one near the treasure chest, followed me and it didn't immediately start a battle, so I was permitted to go near the one-tile path to the treasure chest. However, after the battle the aqua bandit's corpse was blocking the 1-tile path to the treasure chest so I was locked in.

I enjoyed your music choice and the way you incorporated various events/cut-scenes. As far as critiques go, beyond that bug, I was not necessarily captivated by the story. While the cutscenes were done expertly, I sort of wanted to just skip past them, so I found myself holding spacebar a lot @_@.

Other than that everything seemed top-notch. Keep it up you have a good thing going--I wish I was as talented as you on the program!

On a side note, after watching a few of your tutorials you should definitely look into dabbling in voice acting if you're not already.
 
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fallenlorelei

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I played the demo until the bandit's hideout lair. Everything was working fine until the last (??not sure) bandit, the aqua haired one near the treasure chest, followed me and it didn't immediately start a battle, so I was permitted to go near the one-tile path to the treasure chest. However, after the battle the aqua bandit's corpse was blocking the 1-tile path to the treasure chest so I was locked in.

I enjoyed your music choice and the way you incorporated various events/cut-scenes. As far as critiques go, beyond that bug, I was not necessarily captivated by the story. While the cutscenes were done expertly, I sort of wanted to just skip past them, so I found myself holding spacebar a lot @_@.

Other than that everything seemed top-notch. Keep it up you have a good thing going--I wish I was as talented as you on the program!

On a side note, after watching a few of your tutorials you should definitely look into dabbling in voice acting if you're not already.
What a strange bug! I'll have to see if I forgot to set that guy to Player Touch. Did pressing [enter] not trigger the battle? As for Aqua blocking your path, I'll go and put these corpses onto "through". Good catch.

I suppose I'm kind of stuck in this "how to make this story interesting." In my last game, I had way too many cutscenes and people were getting frustrated. This time I thought I struck the right balance, but it's boring! Hahaha. Oh game making! You so fickle.

Anyway - thanks for the feedback and comments!

I have not dabbled in voice acting but when I was a teenager I really wanted to try! Not sure how the VA community is here in RPG Maker.
 

Clangeddin

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About the random encounter issue, I see you've been having it pointed out on other sites as well.

If I may, my suggestion would be to use a "default" character set for represeting monsters or "threats" on the map, like a shadow or a wisp, this usually works and is used in several other games and while it may not look perfect, I think it's still miles ahead of the random encounter system.
 

Lux Fortuna

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@fallenlorelei

I'm not sure what the problem was with event touch. I actually ran into this bug in VXA where some event-touch and player-touch events would glitch and not actually start when they were a square from the player. While I don't know how to fix it to force it to work properly, the workaround would be to make it a 2-tile path, or have the corpses disappear when you interact with them.
 

NPC

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I had to walk past every trap before I could disarm it.
 

fallenlorelei

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About the random encounter issue, I see you've been having it pointed out on other sites as well.

If I may, my suggestion would be to use a "default" character set for represeting monsters or "threats" on the map, like a shadow or a wisp, this usually works and is used in several other games and while it may not look perfect, I think it's still miles ahead of the random encounter system.
I took your suggestion and used some basic monster sprites! =D Until I can find better ones out there.

@fallenlorelei

I'm not sure what the problem was with event touch. I actually ran into this bug in VXA where some event-touch and player-touch events would glitch and not actually start when they were a square from the player. While I don't know how to fix it to force it to work properly, the workaround would be to make it a 2-tile path, or have the corpses disappear when you interact with them.
Well, I went ahead and put the dead graphics to "through" so you can walk right over them =D

I had to walk past every trap before I could disarm it.
By clicking [Enter] on the tile right before the trap you can disarm it. With version 1.03, if you found yourself standing on it, then you can press [Enter] to disarm it before moving forward. But the tiles surrounding the tile are the ones that let you disarm it =]
 

Clangeddin

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Well, I restarted and finished the 1.03 version. This time it's a lot more bearable without the random encounters, so well done on that.

There are still things I'd like to point out:

1) Some broken mirrors in town still allow you to go through walls

2) The old woman in town (outside) says she gives you a carrot, but you get nothing in your inventory from her.

3) Monsters do not seem to respawn at all, they stay dead forever? Be careful with this kind of design because it may screw up unexperienced players if they blow gold and consumables and they're not allowed to farm it back somehow, in harder parts of the game this may force a game restart and usually players don't take this kind of stuff with pleasure. Either make them respawn after screen transition or provide an alternative way to farm "at will". (Note: if you decide to make them respawn, please consider reducing their numbers, as I feel there's still a bit too much of them roaming around).

4) Aslyn's mana missile spells now costs more MP than before (5) and it states nowhere that you consume MP. Thunderbolt still consumes MP as a percentage (even if less than before).

5) Daer's miss issues (still present), may be due to the enemy's high physical evade rates? That could explain it. If not, check his daggers or equipment and see if they have any negative -hit% on them, it's pretty common with rpg maker default weaponry.

6) The dreaded boulder bug (the one I mentioned in my previous post) in the marshes to the south is still present, please try to fix it as a top priority as this can ruin a new player's experience entirely.

7) If you disarm the traps after they hit you, they stay up, they no longer deal damage, but can trigger the disarm event over and over ad infinitum.

8) The dragon was a wuss, he didn't have much HP and felt less of a threat than the elemental spirits, who have that annoying AoE sleep.

9) Daer's normal attack now hits two random enemies. Why? Can't he control himself to decide who to attack when he does a normal attack?

10) The Headband you find in Aslyn's home gives negative -1 defense only. It's worse than having nothing equipped? -.-'

For the time being, I think that's it. Good luck with your project and keep up the good work. Looking forward to seeing the next releases.
 
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fallenlorelei

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Well, I restarted and finished the 1.03 version. This time it's a lot more bearable without the random encounters, so well done on that.

There are still things I'd like to point out:

1) Some broken mirrors in town still allow you to go through walls

2) The old woman in town (outside) says she gives you a carrot, but you get nothing in your inventory from her.

3) Monsters do not seem to respawn at all, they stay dead forever? Be careful with this kind of design because it may screw up unexperienced players if they blow gold and consumables and they're not allowed to farm it back somehow, in harder parts of the game this may force a game restart and usually players don't take this kind of stuff with pleasure. Either make them respawn after screen transition or provide an alternative way to farm "at will". (Note: if you decide to make them respawn, please consider reducing their numbers, as I feel there's still a bit too much of them roaming around).

4) Aslyn's mana missile spells now costs more MP than before (5) and it states nowhere that you consume MP. Thunderbolt still consumes MP as a percentage (even if less than before).

5) Daer's miss issues (still present), may be due to the enemy's high physical evade rates? That could explain it. If not, check his daggers or equipment and see if they have any negative -hit% on them, it's pretty common with rpg maker default weaponry.

6) The dreaded boulder bug (the one I mentioned in my previous post) in the marshes to the south is still present, please try to fix it as a top priority as this can ruin a new player's experience entirely.

7) If you disarm the traps after they hit you, they stay up, they no longer deal damage, but can trigger the disarm event over and over ad infinitum.

8) The dragon was a wuss, he didn't have much HP and felt less of a threat than the elemental spirits, who have that annoying AoE sleep.

9) Daer's normal attack now hits two random enemies. Why? Can't he control himself to decide who to attack when he does a normal attack?

10) The Headband you find in Aslyn's home gives negative -1 defense only. It's worse than having nothing equipped? -.-'

For the time being, I think that's it. Good luck with your project and keep up the good work. Looking forward to seeing the next releases.
Omgosh these bugs you found are hilarious. What the heck happened between my two versions? -1 defense??

As for the boulder bug, I updated the Save Events, and put the tags inside the map itself and the events. They stay in the same position when you finish a battle, right? They only move when you leave a map? How frustrating T_T I'll try to figure something out.

Thanks so much!
 

jonthefox

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Hello! I decided to try your game.

-The visuals are fantastic.  I really got a feel for the marshy city, and the bandit's cave was distinctive.  All of the sprites, animations, battlers, battlebacks, etc. etc. are inspirational to me in what can be achieved even for a small-scale game.  

-I'd rate the story a 7/10.  I felt a few holes (I had to suspend my disbelief a little at the idea that they banned all "fighters" not just wizards, and that their reason for this was because a great hero went missing) but overall it did draw me in, and I was very attached to and invested in the main character (and her younger version was so adorable! aww opening scene gave me the feels).

-The dialogue was very good, I felt each character's personalities, and there were nice little tidbits thrown in that were comic relief but also reminding the player of what the next question was.  Really loved the bandits.

-The music during the bandit battles was great.

-I would've loved to see more interesting and strategic combat/gameplay.  For the bandit battles, it would've been cool for example if you used a unique name for each one instead of just labeling them 'main bandit', and it would've been great if they each had different combat styles / weaknesses.   

-I saw that I had already learned lightning strike at the game's beginning, so when I got the spellbook and "learned" this I felt a little gypped! because I initially thought I had learned a 2nd spell. :D  I'd also suggest putting magic missile on the spell list, because it is a move and does cost MP if i remember correctly.

-I felt that the game started off REALLY well and I was so into it, but went a little downhill after the bandit's cave.  The monsters in Hills of Serenity didn't feel very interesting to me, and I felt like it was just grinding through them thoughtlessly - especially since I could just keep going back to the statue to heal my HP and MP in between each fight.   

-I stopped playing shortly into the marshlands or whatever that area was called.  Good use of boulders/trap puzzles, but ultimately I found the combat unsatisfying.  It felt very repetitive - spam lightning strike, use items or go back to statue and heal resources, rinse repeat and plod through.  Very traditional jrpg I guess but I prefer combat systems that demand more strategy and provide more choices (granted, too many choices would confuse and overwhelm me - but I like to be choosing from at least 3 different skills that have situational value).  I also don't like being able to have constant access to the statue without the enemies respawning - takes away the challenge!

-So overall, nice little game that I enjoyed and learned from! But in my humble opinion the combat/gameplay could use some improvement.  Hope this helped, :)
 

fallenlorelei

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Thanks so much! I'm going to respond in a different color =D

Hello! I decided to try your game.

-The visuals are fantastic.  I really got a feel for the marshy city, and the bandit's cave was distinctive.  All of the sprites, animations, battlers, battlebacks, etc. etc. are inspirational to me in what can be achieved even for a small-scale game.  

Yay, I'm glad!

-I'd rate the story a 7/10.  I felt a few holes (I had to suspend my disbelief a little at the idea that they banned all "fighters" not just wizards, and that their reason for this was because a great hero went missing) but overall it did draw me in, and I was very attached to and invested in the main character (and her younger version was so adorable! aww opening scene gave me the feels).

It's a bit suspicious that they'd go and ban all fighters just cause one went missing, huh... =3

-The dialogue was very good, I felt each character's personalities, and there were nice little tidbits thrown in that were comic relief but also reminding the player of what the next question was.  Really loved the bandits.

-The music during the bandit battles was great.

-I would've loved to see more interesting and strategic combat/gameplay.  For the bandit battles, it would've been cool for example if you used a unique name for each one instead of just labeling them 'main bandit', and it would've been great if they each had different combat styles / weaknesses.

I didn't want any emotional attachment to them because I'm not 100% sure if they're coming back yet or not (they very well may be) but I'll definitely keep this in mind!  Because you're right, "Main Bandit" and them all being clones of each other (to a degree) is pretty silly.

-I saw that I had already learned lightning strike at the game's beginning, so when I got the spellbook and "learned" this I felt a little gypped! because I initially thought I had learned a 2nd spell. :D  I'd also suggest putting magic missile on the spell list, because it is a move and does cost MP if i remember correctly.

Yep, that was my fault! Forgot to have the class unlearn it after I was testing it ^^;

-I felt that the game started off REALLY well and I was so into it, but went a little downhill after the bandit's cave.  The monsters in Hills of Serenity didn't feel very interesting to me, and I felt like it was just grinding through them thoughtlessly - especially since I could just keep going back to the statue to heal my HP and MP in between each fight.   

Good call. I think that's where I'm losing a lot of people, actually. It's hard to find that balance between action and story.

-I stopped playing shortly into the marshlands or whatever that area was called.  Good use of boulders/trap puzzles, but ultimately I found the combat unsatisfying.  It felt very repetitive - spam lightning strike, use items or go back to statue and heal resources, rinse repeat and plod through.  Very traditional jrpg I guess but I prefer combat systems that demand more strategy and provide more choices (granted, too many choices would confuse and overwhelm me - but I like to be choosing from at least 3 different skills that have situational value).  I also don't like being able to have constant access to the statue without the enemies respawning - takes away the challenge!

Too bad, you were close to the boss and meeting your 3rd party member, who has a much more interesting kit. And yeah! I added respawn to the monsters so at least there's that =D

-So overall, nice little game that I enjoyed and learned from! But in my humble opinion the combat/gameplay could use some improvement.  Hope this helped, :)

This did help a lot, thank you! It was great reading your "good points" for my story instead of just downright saying it was boring and combat sucked. All of these points were very helpful! 
Thanks again!! =D
 
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Kikeluzi

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Woooww!!! it's awesome!!!! the story is perfect! it's like a manga dramatic story! the graphic, the details, the music, the effects... YOU MADE A FANTASTIC WORK!!! *w*

the bugs/problems I found are minimum...


  • There was places that we enter in the wall, I used to have this problem in my game, the solution I had was to install Region Restrictions by Yanfly Plugins :D
  • There are NPCs that doesn't have a image in the dialogue box, but maybe, you know it :v
  • The second slime I killed turned into a dead ogre in the land LOL



I'm in the part that she meets Daer, but I'll play more, after!

Nice work!!!
 

fallenlorelei

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Woooww!!! it's awesome!!!! the story is perfect! it's like a manga dramatic story! the graphic, the details, the music, the effects... YOU MADE A FANTASTIC WORK!!! *w*

the bugs/problems I found are minimum...

  • There was places that we enter in the wall, I used to have this problem in my game, the solution I had was to install Region Restrictions by Yanfly Plugins :D
  • There are NPCs that doesn't have a image in the dialogue box, but maybe, you know it :v
  • The second slime I killed turned into a dead ogre in the land LOL



I'm in the part that she meets Daer, but I'll play more, after!
Nice work!!!
Omgosh!

Thank you ;__;

The first review that didn't say it was super boring hahaha. It gives me some newfound hope. Unfortunately the spot you stopped is where I lose a lot of people XD! So good luck!
 

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