RMMV The Last Wish

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Story
In a realm unseen by the living resides Wish, one tasked to guide lost souls, releasing them from their turmoil
that prevents them from moving on. Such a charge has been given the title of Guardian, as more comes
with the task than simply guiding souls to where they are to go.
With a rising threat to the balance of the afterlife, Wish must not only continue her given task,
but call upon a few of these powerful souls to aid her in battles to come.
But with the recent passing of the previous Guardian, her mother, Wish's training is incomplete,
and she must learn quickly...

Screenshots
Untitled2.pngUntitled3.png

Synopsis
Though not a direct sequel, The Last Wish loosely expands on the universe shown in my previous title, The Last Lightbearer. Despite not being a direct sequel, there are references to it's story, so if it concerns you, there will be minor spoilers.

Update: 2/5/23
The game now starts from the very beginning, and has the prologue playable.
When the available story is completed, it will take you to the test map, where you can try out any additional skills or other things that are being tested.
While the mechanics are based on Lightbearer, I am trying to build off of that, and take it in a more action oriented direction. All combat (With some exceptions) will have three modes;
Neutral, Safe, and Story Mode. Neutral being how the combat is intended to go, displaying additional timed inputs during combat, Safe mode being more lenient, removing inputs entirely, allowing for an easier experience, and Story Mode bypasses the combat entirely, for those that do not want to go through the combat scenario for whatever their reason may be.

There is no form of basic attacks!
Instead, you must not only observe and adapt to the enemy's patterns, but you must build up an additional resource that allows you to perform unique abilities that often have two or more effects.
But you also must assure you don't put yourself in danger by doing so.

Download
All updated versions will be posted here, until further notice.
You will need to unpack the folder, then use game.exe.
Download (Free)
 
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ShadowDragon

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to bad you didn't keep the name "dusk" from "the Last Lightbearer" as you
you the same little character :p

but I will test it out and see how it went.
 

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It's not the same character, but there is a reason for their similar appearance.
I plan on expanding on things as the game progresses.
 

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To everyone who has played both Lightbearer and Wish, which style of combat do you prefer, and why?
I have been considering going back to how Lightbearer was, with it's precise numbers and patterns, but adding the rng of inputs from Wish would essentially negate that.
I am still working on the game, despite the long periods of lacking updates, but over time, I've gotten more ideas of what I could do with it, but each one is essentially a style that would mean redoing almost everything.
 

ShadowDragon

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personally, I like the challenge of Lightbearer's pattern of battles, as it more
strategy approach and it was really well done that way.

as I like the story from that game as well, but that is my choice of action.
but it's up to you :)
 

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(Edit: Deleted, no longer relevant.)
 
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After many more forms of experimentation, I am starting to think the system just can't calculate what I'm asking it to fast enough to do everything properly.
So unfortunately, until further notice, I will be removing randomized inputs all together, as much as I was hoping to have them be a core mechanic of the game.
I can, however, still keep SET inputs, though they will be more limited.
 

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Update: After beginning a complete overhaul, I have just uploaded the new version that shows the bare bones idea of the direction I am now going to take it in.
The download link has been updated as well.
Like before, this version starts in the test map, and there's not much to show, as I've had to spend most of my time erasing and backtracking. But it would still be nice to get some input as to if this new direction is good or not, or ideas for helping it improve.
To those trying it for the first time;
Open the silver chest directly below where you start and check the book it gives you in the inventory.
Then read the character profile to get an idea of how she works now.
The old man at the upper left is also how you initiate battles, and the robot still does the rhythm minigame, which is also good for practice.
(And once again, yes, there are silly little things that will be removed eventually.)
 

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Updates:
Lots of little updates. One, the game now starts right at the intro. It's really short, but it's meant to lead into the tutorial. Two... Lots of other little updates. There's a full changelog in-game, but it felt somewhat extensive, so I didn't want to copy and paste it here.
But there were enough changes that I think it warranted an upload update.
This might be the last update for a while, as I intend on focusing on actual playable content progression now, and those will be done in chunks.
The download link has been updated, please give it a try, and let me know what you think!
 

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Update: The prologue is now complete and available for play!
It's more or less a semi-guided tutorial, but the final battle should be enough to help people know they will need to pay attention, and may be a bit of a challenge.
Please try it, and let me know what you think!
This is likely the build I will keep building on, so feedback would be greatly appreciated.

Edit: I remembered some people had issues with 7zip last time, so along with a couple of small fixes, I converted it to a basic zip file for easier access.
 
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WhyTry

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Interesting. I’ll have to check this out while not at work.
 

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Updates worth noting:
1. There is now an actual practice battle before the final battle in the prologue.
2. Damage has been increased in the final prologue battle.
3. There is now two extra turns in the second phase in the final prologue battle.
There is a more detailed list in the test map.
 

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I know this is a long shot, but I've recently come across this issue, and can't seem to fix it.
To anyone who has played this game, you know how Wish leaves behind an afterimage that takes her place.
But now, for some reason, the afterimage is too far forward when it appears.
I've tried adjusting every setting I can think of to fix this, but nothing seems to revert it back to when it worked properly. I even outright deleted/ reapplied unedited/ fresh plugins that influence party/row features, and even that didn't fix it. So I am concerned something I can't control broke somewhere.
I found I can adjust the anchor of the sprite itself, but all this does is move the sprite, but not the hitbox or shadow, so it's kind of a bad 'fix.'
If nothing else, I figure I'll have to start over just to fix this one issue, and I'd really rather that be a last resort.
I use Yanfly engines, such as battle engine core and row formation, if that helps.
 

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After some experimentation with plugins, it seems like some things in the core were broken, so I had to start a new iteration. After some work, the transfer is finally complete. I have made numerous small changes since the last update, and have just finished uploading the latest version.
The latest version, which you can find an updated link to in the first post, will now go up to the end of the prologue. I have made a number of adjustments to it, in hopes of making it more accessible, but it is still an ongoing project.
Edit: Now finding I can't post links to where the monthly sub site that starts with a P is, /shrug.
 
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The Last Wish is now on Itchio!
The playable demo has been uploaded there, and there is an updated link on the original post as well for anyone interested.
Please keep in mind that it is a WIP prologue.
You can find it HERE.
(If you do download it, please do it from itchio, rather than mega, as it can get views and I can observe analytics better there.)
 

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