The Elements: Genesis

GEIYRYLE

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Which Element Is The Best?
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Download Links:
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!!!REQUIRED FOR PROPER GAMEPLAY!!!
Insert all the files from MissingAudio.rar into Audio/BGM 
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(Please inform me if you come across any errors/bugs)
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Special Links:
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After A long wait, It's finally finished!
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Synopsis:
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Pure Elements are individuals who keep balance to their region. Every region has a total of 3 Pure Elements. You're job in this game is to find, save, and befriend all three Pure Elements in order to prevent their Pure Elemental essence from being stolen. If an individual is able to steal all three Pure Elemental essences from the Pure Elements, that individual will become a light element. The battle system is from the front-view perspective with moving enemies. Character voices were added into the battle system, offering more of a realistic feel to each individual character. There are 4 bonus characters with 4 bonus enemies. One of those characters being Pikachu, from the Pokemon Series, and one of the enemies being the Underchomp, from the Paper Mario Series.
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Setting:
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There are a total 195 regions in the world, but in Genesis, you will be exploring only 2 of them, The Acirema Region and The Aisa Region. The Acirema Region is a well established, and well maintained region, that has only experienced destruction once. The Aisa Region is no longer habitable. This Region experienced a severe destruction preventing it from ever recovering. 

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Characters:

Jerome 1.jpg
Jerome Tayze:

Jerome is the main playable character in The Elements. He is also one of the few remaining lightning elements in the Acirema Region. A God-like character puts you in control of his life, requesting that you stay out of any situation that doesn't concern you. Confident in his own strength, Jerome believes that he can fight his way out of almost any situation.
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Caroline 1.jpg
Caroline B. Sasnak:

Caroline is the first daughter of King Sasnak. She is one of many playable characters in The Elements. Caroline is a fire element, who is well-known due to her hazardous temper. Trusting no one, Caroline keeps herself close to King Sasnak at all times to prevent herself from being harmed as well as keeping herself from harming anyone else.

Rachel 2.jpg
Rachel Tsunami III:

Rachel is the proud mayor of Aksala. Similar to Caroline, Rachel secludes herself in her office all day long trying to complete the same sheets of paperwork. Rachel is a water element. She is admired by everyone in her town. Rachel treasures her swords because of the memories they bring her.
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Bella 2.jpg
Annabella Hierba:
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The strangest earth element in all of Acirema. Annabella's parents were both monsters, her mother was a succubus and her father was an earth demon. Annabella has the ability to completely obliterate anyone who manages to piss her off. Luckily, Annabella is able to keep her emotions controlled.   
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Shadroline 2.jpg
Nolinea Flair:
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Nolinea is one of the infamous Pure Elements from the Aisa Region. She prefers to be called Shadroline by everyone who she determines is insignificant to her. Her attitude and strength can be extremely intimidating. Nolinea claims that she is the strongest fire element in the entire world.
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Shadarry 2.jpg
Harry Sheldon:
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Harry is a man of absolute darkness and is the leader of the League of Shadows. He is also known as Shadarry. All his life, Harry wasn't proud of being a shadow element So, his one goal was to become a light element, however, in order to become a light element, a life threatening event must occur. 
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Screenshots:
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Title Screen.jpg
click to enlarge​
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Interactoins.jpg
click to enlarge​
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Melas.jpg
click to enlarge​
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Final Hall.jpg
click to enlarge​
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Unlockables.jpg
click to enlarge​
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If you have any comments, concerns, or interests in regards to the game or simply just for me, I will try my very best to respond and answer thoroughly. Now, I did intend for there to be a lot of post-game content, but because of college applications and stuff, I wasn't able to add everything I wished. The game, however, is still playable and there shouldn't be any issues.
 
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HuntingSwan

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Dude the download link is a nightmare!  It tries to install so many other programs, I cant download the game without associated malware.  Please fix it!
 

GEIYRYLE

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Dude the download link is a nightmare!  It tries to install so many other programs, I cant download the game without associated malware.  Please fix it!
The game file was too big to fit on mediafire. To fix it, I broke it up into smaller files. I will update the download links once it's complete. Thank you for informing me.
 

bgillisp

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The game file was too big to fit on mediafire. To fix it, I broke it up into smaller files. I will update the download links once it's complete. Thank you for informing me.
Too big? How many files do you have? My game file has hit 750 MB and mediafire has had no problems with the upload.
 

GEIYRYLE

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Too big? How many files do you have? My game file has hit 750 MB and mediafire has had no problems with the upload.
That's really embarrassing, I didn't even realize that. Thank you so much! The whole thing is currently uploading, now.

The size is about 650 MB.
 

bgillisp

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Ok, I was wondering, as mediafire told me it could *only* handle 10GB, so I was just suddenly visualizing a 10GB+ RPGMaker game....
 

GEIYRYLE

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That's bigger than the average Xbox game!
 

nio kasgami

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interesting concept but ..damn you use a lot of rips ressources...
 

GEIYRYLE

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interesting concept but ..damn you use a lot of rips ressources...
I wanted the game to have some familiar themes entwined in it, but I understand I over did it. If this game gets good reviews, I'll put together a sequel that won't have so many.
 

TheGameCritic

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I wanted the game to have some familiar themes entwined in it, but I understand I over did it. If this game gets good reviews, I'll put together a sequel that won't have so many.
 A sequel? You recently finished making this game and you already have ideas for a sequel? I'm impressed. I'm currently waiting for the download to complete, so I can play through the game. If you like, when I'm done playing, I'll let you know if there should be a sequel.
 

GEIYRYLE

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 A sequel? You recently finished making this game and you already have ideas for a sequel? I'm impressed. I'm currently waiting for the download to complete, so I can play through the game. If you like, when I'm done playing, I'll let you know if there should be a sequel.
Yeah! Haha. I've already started working on it, some people finished this one and requested another one, so I'm putting together a more MB-efficient game :p
 

Shadowhoundz

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Is there anyway to check what you're supposed to be doing? I talked to the fairy, lost Jess, took a break, and don't remember what the fairy told me to do.
 

GEIYRYLE

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Is there anyway to check what you're supposed to be doing? I talked to the fairy, lost Jess, took a break, and don't remember what the fairy told me to do.
You're supposed to go back to King Sasnak.
 

GEIYRYLE

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Is there anyway to check what you're supposed to be doing? I talked to the fairy, lost Jess, took a break, and don't remember what the fairy told me to do.
 Wait, scratch that. There's a red flower in front of the spring, you're supposed to interact with it.
 

Evalis

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So my first post here.. not sure if this is where we put feedback on games, so my apologies if this is out of place.

So I figure I'll start with the good things about it first:

The enemies are visible on the map: Thank the lord. Random combats make me bat-rolling dump firing crazy.

Solid event mechanics: I don't think I experienced any faulty event codes during my play time (about 3 hours)

Interesting beginning: Even that whole line with 'Jess?' appearing as an enemy was both cute and inspiring.

Unique Battle System: Action timers are significantly better than the original combat style. Kudos to whoever designed it.

Leveling not required: Both gear and experience were given appropriately. Although armor costs took a weird spike..

Easy to access health/mp restore: I didn't find myself stuck anywhere due to lack of antidotes/potions.

Proper Picture->Text Display: Character faces gave emotional emphasis to what they were saying!

I can go into some more detail if you like, though usually when I think something was done well.. I don't have much to say XD.
The stuff that bothered me:

Unbalanced Skills: The biggest culprit was 'close combat' which did more damage than any other skill, and due to it being a 'normal attack', built back all the tp required to use it, so it was spammable. I never found myself using anything else, even my teammates just used buff skills on the hero for lack of damage on their part. But other lesser culprits were the fact that a big number of magic skills are tied to fighter types, making their use only marginally better (sometimes worse) than simply attacking.

Uninteresting Combat: So the battle system was definitely an improvement, but there still was no reason to do anything other than inflict the most possible damage, nor did any enemy skills play a role in my actions. Just as an example.. those slimes that life drained could have used it only (or more freqently) when they were low, but it just seemed completely random.

Too many enemies: While the lack of random battles at least helped this somewhat, there was a point in the house of riddles (water place) where I was on a floor fighting sahaguin (the sprite model) and was about to give up, but decided.. 5 more.. okay I can do this.. only to find 3 more on the next floor. Again.. 3 more.. okay just 3.. and then.. An entire new floor of enemies.

That was it for me. The number of enemies fought between each line of text was simply to great to justify pushing any further. 
My Suggestion:

Remove the 'gap opener' events and let players avoid the enemies to the boss. Or..  just have a couple 'gap opener' events tied to key points and increase a variable by 1 for each mob, unlocking at some set value (could be different for each), so only a few actually need to be killed to open the way. Perfectionists could clear to their hearts content, and people more interested in story (like me) could just avoid the rest.
I certainly hope that wasn't too harsh. I'm not even sure if you were looking for feedback >.>
 
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GEIYRYLE

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So my first post here.. not sure if this is where we put feedback on games, so my apologies if this is out of place.

So I figure I'll start with the good things about it first:

The enemies are visible on the map: Thank the lord. Random combats make me bat-rolling dump firing crazy.

Solid event mechanics: I don't think I experienced any faulty event codes during my play time (about 3 hours)

Interesting beginning: Even that whole line with 'Jess?' appearing as an enemy was both cute and inspiring.

Unique Battle System: Action timers are significantly better than the original combat style. Kudos to whoever designed it.

Leveling not required: Both gear and experience were given appropriately. Although armor costs took a weird spike..

Easy to access health/mp restore: I didn't find myself stuck anywhere due to lack of antidotes/potions.

Proper Picture->Text Display: Character faces gave emotional emphasis to what they were saying!

I can go into some more detail if you like, though usually when I think something was done well.. I don't have much to say XD.
The stuff that bothered me:

Unbalanced Skills: The biggest culprit was 'close combat' which did more damage than any other skill, and due to it being a 'normal attack', built back all the tp required to use it, so it was spammable. I never found myself using anything else, even my teammates just used buff skills on the hero for lack of damage on their part. But other lesser culprits were the fact that a big number of magic skills are tied to fighter types, making their use only marginally better (sometimes worse) than simply attacking.

Uninteresting Combat: So the battle system was definitely an improvement, but there still was no reason to do anything other than inflict the most possible damage, nor did any enemy skills play a role in my actions. Just as an example.. those slimes that life drained could have used it only (or more freqently) when they were low, but it just seemed completely random.

Too many enemies: While the lack of random battles at least helped this somewhat, there was a point in the house of riddles (water place) where I was on a floor fighting sahaguin (the sprite model) and was about to give up, but decided.. 5 more.. okay I can do this.. only to find 3 more on the next floor. Again.. 3 more.. okay just 3.. and then.. An entire new floor of enemies.

That was it for me. The number of enemies fought between each line of text was simply to great to justify pushing any further. 
My Suggestion:

Remove the 'gap opener' events and let players avoid the enemies to the boss. Or..  just have a couple 'gap opener' events tied to key points and increase a variable by 1 for each mob, unlocking at some set value (could be different for each), so only a few actually need to be killed to open the way. Perfectionists could clear to their hearts content, and people more interested in story (like me) could just avoid the rest.
I certainly hope that wasn't too harsh. I'm not even sure if you were looking for feedback >.>

This was perfect. Thank you so much!
 

TheGameCritic

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So my first post here.. not sure if this is where we put feedback on games, so my apologies if this is out of place.

So I figure I'll start with the good things about it first:

The enemies are visible on the map: Thank the lord. Random combats make me bat-rolling dump firing crazy.

Solid event mechanics: I don't think I experienced any faulty event codes during my play time (about 3 hours)

Interesting beginning: Even that whole line with 'Jess?' appearing as an enemy was both cute and inspiring.

Unique Battle System: Action timers are significantly better than the original combat style. Kudos to whoever designed it.

Leveling not required: Both gear and experience were given appropriately. Although armor costs took a weird spike..

Easy to access health/mp restore: I didn't find myself stuck anywhere due to lack of antidotes/potions.

Proper Picture->Text Display: Character faces gave emotional emphasis to what they were saying!

I can go into some more detail if you like, though usually when I think something was done well.. I don't have much to say XD.
The stuff that bothered me:

Unbalanced Skills: The biggest culprit was 'close combat' which did more damage than any other skill, and due to it being a 'normal attack', built back all the tp required to use it, so it was spammable. I never found myself using anything else, even my teammates just used buff skills on the hero for lack of damage on their part. But other lesser culprits were the fact that a big number of magic skills are tied to fighter types, making their use only marginally better (sometimes worse) than simply attacking.

Uninteresting Combat: So the battle system was definitely an improvement, but there still was no reason to do anything other than inflict the most possible damage, nor did any enemy skills play a role in my actions. Just as an example.. those slimes that life drained could have used it only (or more freqently) when they were low, but it just seemed completely random.

Too many enemies: While the lack of random battles at least helped this somewhat, there was a point in the house of riddles (water place) where I was on a floor fighting sahaguin (the sprite model) and was about to give up, but decided.. 5 more.. okay I can do this.. only to find 3 more on the next floor. Again.. 3 more.. okay just 3.. and then.. An entire new floor of enemies.

That was it for me. The number of enemies fought between each line of text was simply to great to justify pushing any further. 
My Suggestion:

Remove the 'gap opener' events and let players avoid the enemies to the boss. Or..  just have a couple 'gap opener' events tied to key points and increase a variable by 1 for each mob, unlocking at some set value (could be different for each), so only a few actually need to be killed to open the way. Perfectionists could clear to their hearts content, and people more interested in story (like me) could just avoid the rest.
I certainly hope that wasn't too harsh. I'm not even sure if you were looking for feedback >.>

I agree with you 100% and what I noticed from all the enemies was an attempt to level you up so you could fight the boss. Also, I recently finished the game and for a first game this was very impressive!

This was perfect. Thank you so much!
If nobody else thinks so, I would like you to make a sequel for me.It would be interesting to see how the story continues.

I'll give my critique on this game as well.

Starting With The Bad



What I didn't like were those damn bees. They really pissed me off. I guess you could say it's my fault for provoking them, but when I did, they'd poison me and just keep beating on me until I died. Like I couldn't even run from them! Another thing was the Frozen state. Those little snowmen kept freezing me and after they would keep freezing me until I died. Basically the battling states and skills could have been better, like, it could've really made the game better. And another thing, when I was supposed to go to Sttesuh-Cassam, I back to Aksala, so I could prepare myself, but 'Rachel' wouldn't transfer me back through the water. I think that was more of a bug. Finally, The game took up more memory than it needed too. You definitely could've made the same game using less memory.  
Now, The Good!



The plot was amazing. I knew I would have to fight The Great Unknown, but the fact that Gwen was the The Great Unknown caught me off guard. I also liked the character development. Where Caroline was the harsh one, Rachel was the mature one, and Bella was the carefree teenager. I wans't sure if anyone else noticed this, but the names of the Shadow Elements reflected that of the Pure Elements, like Shadroline and Caroline, Rachel and Shadachel, and then Shadella and Bella. That was interesting to me. I almost forgot about Jess. I liked her role in the game. She began the journey with you, fought with you, then joins you again. Not to sound cheesy, but Jess was kind of an inspiring character for me. I hated Melas, I didn't want to fight any of the people there, like I got there and I was kinda scared. The monsters were all deformed. Like it made me nervous. I enjoyed seeing Shadroline use absofusion on powerful enemies. Like when she killed The Great Unknown and became that superpower. There's honestly a lot I can say about the characters. I liked being able to interact with so many things, like eating the food on the table, taking items off the walls, and even the things you wouldn't normally check, like the cabinets and stuff. This game was developed incredibly well. There's so much I could say, but I'll be overwhelming to read all of it, so I give this game a 3.5 out of 5. I would've said 4, but there were too many enemies, the skills could've been developed better, and those dumb frozen and burn states.
 

Shadowhoundz

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Just a warning, do not leave Anozira to use the crystal. Upon going back in, you're missing the file 2-19-brobot-battle. I'm not sure if its only because Windows 8 is horrible, but just in case just don't.
 
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B.Ultimus

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Wait... who has a 750MB+ RPG Maker Game?  Time to trim unnecessary resources and compress your audio files.
 

GEIYRYLE

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Just a warning, do not leave Anozira to use the crystal. Upon going back in, you're missing the file 2-19-brobot-battle. I'm not sure if its only because Windows 8 is horrible, but just in case just don't.
 No, that's my fault. I was getting rid of unnecessary files and that one must have gotten removed. Thank you for the update.
 

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