The Magi Chronicles [Back to ACE!]

JacobM

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Thank you Asuka! Great feedback. The escape crash has been fixed... just not updated. A new demo will be available soon with lots of fixes and a couple of new things ;) (unfortunately this may require you to start a new game due to some scripting changes). I will fix the spelling issues as well. I'm really glad you're enjoying it so far and I look forward to hearing more from you!
 

Saberwolfcdw

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Hey guys, just making myself available to the Forum community.  I am the Co-producer of The Magi Chronicles working with drassray.  

I hope anyone who is playing the game is enjoying it and make sure to keep us informed of any bugs or misspellings (we both suck as spelling) you see.  

We hope to have a new update soon with some new systems implemented and features to test.  

Keep spreading the word about our project.  The more people that play it the better.
 

JacobM

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Has anyone finished the demo to the credits?
 

Saberwolfcdw

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Hey everyone! We have posted our first Developers VLOG!

Check it out and if you would like a question answered in our next video, leave your comments here or send me or drassray a PM.
 

Link:
 

JacobM

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The latest VLOG is now available! 



Featuring some new game play and a question from the Forum Member Jarrad! 
 

seita

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Nice job guys, I love the vlogs they're very informative. I'll have to give the demo a go when I have a little more time!
 

JacobM

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Thanks Seita! We'd love to hear what you think when you get the chance! :D
 

Jef299

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Played the updated demo.

I had a lot of fun. After I got Corran though, I kinda got lost on the world map. I ended up in the mountains to the south and was killed by some killer scorpions and had not saved in a while! :(

I'll play it again. Just want to say I like how polished everything is now. Keep up the good work!
 
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JacobM

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Thanks man! That makes me think though... if you ran into scorpions that early im thinking theres something wrong... you shouldnt be able get to the scorpion area because it technically isn't part of the demo. Lol im going to look into this. As always you're a fine tester my friend!

[Edit] Looks like a region set error on my behalf, so if you are playing the demo do not go to the brownish hills to the furthest south on the world map, scorpions there will most likely mess.. you... up... think of it like the old dragon warrior games on NES.... don't venture too far or you may die. lol anyway, if you were to head a little further west, Jef, you would have found Vincia. Here's a pic for reference. 
 
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Shelby

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Hmm it seems people really like this game, aaaaand im bored, I noticed some good maps but not a lot of custom resources. Since you have your own countries/cities how about I make you guys a custom in game flag/banner? Give me the details or a sample and I'll make you one:)
 

JacobM

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I would love to take advantage of your boredom.
Haven't really thought about that yet but it sounds interesting so here's the on-the-spot version:

Brathea: Human nation. They are typically warriors. I would have their crest most likely be a lion or a dragon.  if I were to make a flag for them it would probably be blue with gold or silver-ish inlay.

Theocia: Elf nation. Typically magic wielders. Their crest would be more in line with nature, like plants, trees, and probably green with a gold inlay.

Protia: Cat-like Race Nation. Typically monks and clerics. Can't think of a good crest for them, maybe something to do with freedom like an eagle or something along those lines. it would be Purple with gold inlay, or maybe red with gold.

That's how I would make it (if I could) but you're more than welcome to give it a shot and I would definitely appreciate it! No hidden fees, right? =P 
 
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Shelby

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Ok I heard human, lion and blue, soooo I just decided to combine all of those, I present to you the lion goddess of war:)



And of course no hidden fees, I like to brush up on my skills every now and again. Keep in mind this is just a sample, I can do a lot more, but anyways enjoy, YOU can use it in your game if you want, and of course I reserve the right to use it to, others need permission.
 

JacobM

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Thanks Shelby, Looks cool! I like it!
 

LoneWolfDon

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Hi there. Congratz on the release of your Demo. It seems well made, and I imagine you've put in a fair amount of time and work developing it so far.

I've played the game/demo, at least what I was able to (maybe I've encountered a game-breaking bug, as it seems I'm "stuck" and can progress no further, supposed to go "South to Vicia", but no way I can find to go there).  I got around, I think about 30 to 40 minutes of game-play time in.

It's a really nice looking game, the story keeps my interest so far as I progress, the various maps/locations for the most part seem well designed and nice to explore.

I appreciate some of the bits of humor you've included in few parts (Like the little-girl who zips around zig-zagging like crazy for a moment after she tells you she had pancakes with extra syrup, or when Daryl first gets to class, and some of the characters like a fellow-student all bandaged up who probably experimented too much with magic, etc..).

Some things I mention below are some things that I thought could perhaps could be improved upon;

* At first, I wake up, I'm supposed to go to school (I guess I'm late), but, I had no idea which way to go (maybe make mention it's up/ North, or put it as a First "Quest" that you could refer to and get some details/instructions from), so I explored all over the map I was able to access until I finally found the school.

* Most items/objects in rooms and on various maps have no interactions, whereas I did find a couple that had some interactions. For example, in my bedroom where I start, I can access the Cabinet once, and find some, what I guess is Money? (Lucre or some odd sounding name that every-time I see that word it doesn't register as "Money" to me, rather it reminds me of Licorice. "Hey, I found 10 pieces of Licorice. Yummy. And everyone buys/sells stuff for Licorice.". Why not have it "Gold" or "Coins" or "Dollars". But that's a minor gripe. No worries. ;) ), anyways, after that, I can no longer interact with that cabinet. And in fact, is seems I can't interact with anything else in the house at all.. Lots of neat looking items, nothing I can interact with. So, if that becomes so common that most all object I can't interact with, I'll soon get to the point where I won't bother trying to interact with any objects/items I see, as I figure nothing will happen anyways. But, if this is the case, maybe later on there IS supposed to be some object/item of importance that I'm supposed to interact with, but as a Player, because I've been by this point to train to think that most every object I can't interact with anyways, so why bother. So, what I'm saying is, even if it's an item of non-importance, you might consider adding something that happens when the Player tries to interact with various objects.. "There's nothing more of interest in that cabinet", or "A comfortable looking bed, but it's no time to rest, it's time to get to school." (In that regards, why, when the Inn door finally becomes unlocked later, I can choose to rent a bed to rest there, but, at my on bedroom I can't choose to rest? That I'm aware of).

* Some randomly wondering people/neighbors can block access to doors or my path or where I want to go sometimes.

* Trying to go certain directions or open some doors, I'm met with a message of "You can't go there now". Perhaps explain WHY I can't go there, like, "You can't go there yet. You need to get to school first", or some message explaining why I'm not allowed access to some places/directions.

* The main in-game menu, it seems odd I need to "scroll" up or down to be able to have access to all options on that menu. This seems a nuisance. I should be able to see all options on the main-menu at a glance. Just expand you main menu there to show all options there, as there's plenty of room still on that menu to be able to show all options.

* When talking to some people & neighbors around the town, perhaps have them say more than just one line (maybe make a few lines they cycle through speaking, which you could set-up with some variable). This is a minor point though.

* In class, there's one spelling error I noticed when someone comes in to give you the Charles quest,

"...I'm sure Charles' parents will greatly appriciate your efforts."  Should be appreciate.

*When I get the find Charles quest, if I happen to go home first and talk to Darious (My father I guess that is), I'm still met with the message of;

"..Wait, shouldn't you be at school right now?". Maybe at that point have the message change to why he's no longer at school, like have Daryl say, "Ms. Gray asked me to go to Frina Forest to look for Charles."
 

* From the main Menu, where you have the "Save" option, maybe have it read "Save / Load", so the Player will visually know that's where they can also load save-files from there.

* I see you're using Yanfly's Save System script, as I'm also using it in my Blade-of-Rage game. However, I might suggest adding Galv's confirmation script extra to it, from here:

http://forums.rpgmakerweb.com/index.php?/topic/9248-confirm-save-message-yanfly-save-engine/?p=97494

 This can help to prevent accidentally overwriting  a save-file, or accidentally loading in a save-file (therefore losing progress), or help prevent accidentally deleting a file. 

* So, once the Captain so-and-so shows up to recruit me for some quest to go to Vincia, to the south apparently, that's it. I can't continue the game anymore. I can keep playing, but I am unable to go south (aside from the forest). So, I have no clue what to do now. If I try to go outside down, and towards the direction of that sign, I get "You can't go that way" type of message.  There's no way that I can see to talk with the Captain (he's blocked off on the other side of a big table, and I can talk to Darius, who blocks the path to the other side of the table where the Captain is sitting, but, that's it, I can't continue the quest that I have found).

* Going North again to some Formula shop (I forget the name of it now, I think it's about mixing herbs and such to make potions, symbosis or some-such.. just personally, I'm not much of a fan of those types of having to collect lots of ingredients, recipes, mix it etc... Though I'm sure some Players may enjoy that sort of thing. Me, I'd just rather buy a potion as I need it than trying to find a bunch of ingredient, return to that shop to mix it, and only if I have the right recipe.. Unless it's part of a Quest, I'll probably never bother with it, but like I say, that's just my feelings on those kind of systems in game. Like when I played "The Witcher" game. Great game. But, I dreaded the unnecessary finding recipes, ingredients and mixing to make make some potions.. I never bothered with it, especially since I could usually buy the same potions anyways with Gold earned killing monsters and such).  Anyways, when I said "No" to the tutorial.. After that, I was never given the option of a Symbiosys/sysntehsis tutorial again. You should keep the that "Tutorial" available to the Player, even when/if they first say no.

* Also odd I found in that shop... It's a shop where I'm to spend my Licorice to buy some things if I want, but... then.. in some chest, I find like 100 Licorice.. right in front of the shop-owners. And they let me steal it :p   It just seems odd to have it so the Player can take money from a chest in a Shop and right in front of the shop-owners being there.

* I'm not a fan of "Save Crystals" in games (though it can be okay if it's implemented well and frequent enough). But, going from a save-system where I can save anytime, then suddenly, once I'm in the forest, I'm no longer able to save when I want (I have to find a save crystal, which they seem a fair distance apart), and with random monsters every few steps (I felt the encounter rate was a bit too high, usually within every few steps I took *Bam! Slime in your face* *Bam! More Slime* *Bam! Guess what, another slime*. After about the 10th time or so of random Slime trying to gnaw my face, I was just trying to Escape the battles. I guess good for grinding for experience if wanting to level up, but maybe have random encounters a bit less frequent, give the Player a bit of a breather between battles. Having such a high random encounter rate can also make it quite frustrating just trying to explore the forest or get anywhere. And with so many random monsters, fighting so frequently, that's when I needed my Save to be working the most! But, because it's now switched over to the save-crystal, I'm finding I have to try and back-track every few fights, to try and save my progress again. Maybe have it, so, the "crystal" recovers HP and MP (like it does), but no need to make it as a "save crystal", I'd say, keep your save system consistent throughout the game, don't punish and frustrate the Player with this "save-crystal". If you're set on it, then, also have them more frequently (I felt they were way too far apart to feel comfortable about progressing and exploring further).

* In battles, the regular "Attack" almost seem useless when compared to the Magic attacks. I understand that the Magic is supposed to be more powerful than regular/weapon attacks, but for now it seems the Magic is too over-powered, and weapon-attack under-powered. You might consider pumping that up just a tad or more balancing these.

~~~~~~~~~~

Okay, so, there you have it. Some feedback and some suggestions (take as you like, and use as you like). It's all meant in a positive constructive way (so please don't think I was attacking your game or you as Developers), and if I didn't like your game or if I thought it was crap, I wouldn't have bothered playing it as much as I did, or taking notes as I did or to give the feedback as I have. 

I do like the game, it has potential to become a great game I think with more polish and perhaps fixing up a few things and/or addressing some of the points I bring up as well.

Overall, I enjoyed playing it (as far as I was able to, for now, I have no idea how to continue the "Travel Southward to Vincia." quest, so, I'm at a loss and impasse with it for now).

Keep improving upon it, and keep up the good work! Cheers! :)
 
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JacobM

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This, for one, is some rockin' feedback! Thanks for taking your time to write it out! Im not sure what's going on with the whole vincia thing but I will look into it. But because I know where it is maybe thats why it's working for me....? Its the town to the southwest of your hometown and a path begins to it. Does the transfer event not work for it? It worked when i downloaded the demo... so im at a loss...

-Interactions. Yes we need more I full heartedly agree!

-The chest in the synthesis shop is not supposed to be there anymore lol.

-I appreciate your thoughts on game balance and will fully discuss that with my buddy Corban (SaberWolfCDW) who helps me with that.

I know that doesnt cover everything BUT know that your review is definitely the most detailed I've received so far AND inspires me to hop right in and address some issues which makes me a very happy developer!

Thanks again and I hope we can find a way to get you through the rest of the demo I'll check my game again and see whats going on with that.
 

LoneWolfDon

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Hi, Big Don here again ;)

Well, I'm glad that you found my feedback helpful (and that's how I intended it as).

On that note, I figured out the problem of why I couldn't continue with the go to Vincia quest (or why I couldn't figure it out earlier).

I will show some screen-shots of the problem to help explain;

Most all tiles, in which there is some object, like a cabinet, wall, etc... It prevents the Player from moving-up (un-walkable tiles)

Here, you can see some cabinet prevents me from moving-up any more;

tmc_01.jpg

Here, I am blocked-off by Darius (the Captain dude is on the other side of the table, which at this point I had no idea I was supposed to talk to him to continue my Quest, and as far as I knew, I had no way to walk over to that side of the table of where he was anyways).

tmc_02.jpg

Because of the way things are visually, and because all other walls, cabinets, beds, fireplace, various objects, etc.., all those tiles prevent me from walking-up, I had no idea I was able to "walk up" along the counter area (it seems here I'm am actually walking partially along part of the counter area itself, which is fine, but it isn't consistent with all other object-based tiles that's I've encountered in this game);

tmc_03.jpg

Then finally I was able to get to the other side of the table area and talk to the Captain dude;

tmc_04.jpg

=================

Perhaps make it so either it's visually clearer (or more space) that there's a way clear-path to walk around Darius, or move Darius to a different spot (so it doesn't appear that he'll be blocking my path), or move the Captain-dude to the left side of the table.

And, I don't know if I missed it or not, but maybe make note or mention of it that I'm to talk to the Captain when I'm ready to start that quest (or have mention of it in the Quest notes itself too, like, "Talk to the Captain when ready to begin this quest, then go south with him to Vincia", or whatever description suits best.

====

Cheers! :)
 
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JacobM

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I see, I see! Good suggestions! I will definitely make it more clear to the player that they are supposed to talk to him. Aslo, I'll look into rearranging the tiles or characters position. Thanks again my friend! :D
 

Saberwolfcdw

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This is great guys and gals! Thanks so much for all the feed back! keep me informed if you guys are noticing any glaring balance issues.  Remember though if you skip fights you could be under leveled and it will be more difficult.  So something to think about. 
 

Saberwolfcdw

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* In battles, the regular "Attack" almost seem useless when compared to the Magic attacks. I understand that the Magic is supposed to be more powerful than regular/weapon attacks, but for now it seems the Magic is too over-powered, and weapon-attack under-powered. You might consider pumping that up just a tad or more balancing these.
Well I am assuming this was written before you managed to leave with Corran to Vincia.  

In our minds as developers Daryl is a Mage.  his standard weapon attack is meant to not be very powerful.  Same with Naomi later on.  His simple primary nuke early game is Arcane Bolt.  He is designed is to play more like a mage from World of Warcraft or FFXI not attacking with their melee weapon unless in dire need.  The game is balance around using abilities more to do damage.  The basic attack for Corran and our other physical Characters later in the game are much stronger and worth using, but they are balanced around using them and their mechanics are tied into using them more regularly. 

Thanks again for the feed back.
 

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