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Sentay33

[RMXP] Ashevale Chronicles

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I've finally passed the one year development mark for this game, and am proud to say that out of all the places I've posted this game, this site is my favorite! I'm looking for people to play the game and have fun with it, but also to give me some feedback on it so I can get a perspective on what to add, what to remove, what works, what doesn't, etc. This is also a one person project. It's only me working on this, so keep that in mind as you play XD.gif I hope that everyone enjoys the game, and any/all feedback is appreciated. (Also, as this is being posted, I am currently still hard at work on this project, updating some things I wanted to fix, and just overall polishing it up a bit)

All game info and screenshots will be placed below in spoiler tags to allow minimum space to be taken up. A download link for the most current demo will also be available at the end of my post.

Anyway, a few disclaimers so everyone is aware: This game contains mild language, and alcohol usage. I also take no credit for any of the scripts or animations. Most of the graphics are ones that I found online that were really good, and the same goes for most of the icons. The music and sound effects are taken from various games (such as final fantasy and Pokémon) and due to me using material that is mostly not my own, I give credit to all original authors and creators of this material, and this game is a free to play game that will never be used for commercial purposes or monetary gain. If I were to do so i'd be infringing on the original creator's work without proper authorization. I cannot stress enough that all credit goes to all original creators.
 
 
 
 
 
 
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History and Backstory:

During the creation of the world, two breeds of Gods existed. Gods of White Wings, and Gods of Black Wings. These Gods, despite being higher life forms, were unreasonable creatures. Rather than trying to solve misunderstandings or wrongdoings through diplomacy, they used violence. As this violence continued, their races were eventually subjected to an eternal war that wouldn't end until the genocide of one of the two had occurred. As time passed, other races were born, and the universe expanded. The Gods of White Wings and Gods of Black Wings became known as primitive warmongers. Despite being Gods, nobody respected them.

Eventually, a select group of Gods of Black wings quit fighting. They descended onto the planet known as Earth, and began to interact with the mortals. Those Gods of Black Wings learned greatly from the humans, and formed a high society among them, creating a name for themselves and living with the humans for thousands of years. Eventually, the Gods of White Wings descended onto earth as well, not knowing Gods of Black Wings had already made an empire there. As time passed, the descendants of each Godly race forgot about one another. The secrets and legends of these Gods remained etched in myth and legend. The difference of white and black wing Gods were forgotten, and the difference of wing color was chalked up to mere translation errors from past scriptures and tablets. Two large kingdoms still exist in the current world, the Kingdoms of Kelstar and Ashevale. Kazix Ashevale, the current king of the Ashevale Kingdom, discovered his ancient past, that his bloodline is that descended of Gods of Black Wings. Kazix decided to use this power to control the world and unify all nations and kingdoms under his Godly rule. He relentlessly attacked all surrounding countries, quickly bringing them under his rule. As his power grew, so did his control of the world. Eventually, most places around the world had heard of the fearsome Ashevale Kingdom, and began to fear that their villages and homes would be overthrown. The Kelstar Kingdom decided they would not stand to let Kazix take control of the world, and began to train an elite army, and recruit other nations and villages for the resistance movement against the Ashevale Kingdom.

A man named Iska ventured to the Kelstar Kingdom. Iska was a man who had been training in the lost art of Dark Magic, and wished to assist the Kelstar Kingdom in defeating the Ashevales. Iska talked to the Kelstar king, and was officially recruited into their army as the head of the Magic Army. Iska took hundreds of soldiers and brought them to a secluded desert nation, where magic was invented. It was there that Iska trained these soldiers in the art of magic for nearly fifty years. When Iska was traveling back to the desert nation from giving his report to the Kelstar king, he found a child abandoned in the desert. He rescued the child and brought her back to health, and decided that she would be his personal pupil, that would learn the secrets he was unwilling to teach the other soldiers. During the time Iska was teaching these generations of troops powerful magic, Kazix learned of the Kelstar Kingdom's plans, and sent troops to invade Iska's camp and learn the secrets of magic. With the secrets Kazix's troops learned, Kazix developed a technology that would allow him to bring armor to life in the form of mechanical men that would be mostly impervious to magic. Once this technology was completed, the Ashevale's victory seemed almost certain. Kazix's troops invaded the desert nation in an attempt at destroy the magic at its source. To the knowledge of the Kelstar Kingdom, all troops were wiped out, including Iska himself. However, the young girl that was Iska's personal student escaped with the help of Iska. The girl traveled many miles through many nations in a journey to make it to the Kelstar Kingdom and talk to the man named "Markus" which is the final order given to her by Iska. Her journey brings her to the small village of Pashen Town where our adventure begins.


 
 
Main Story:

A young boy named Izeikial Dermani lives with his aunt and uncle on the ranch just outside of the village known as Pashen Town. One day, a series of events leads to him and his friend Sheudo joining a girl named Lillith on a quest to stop an evil empire from taking over the world.
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Izeikial Dermani:


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Age: 17
Weight: 115 lbs
Height: 5' 9"
Gender: Male
Bio: Izeikial is a farm boy raised by his Uncle Joseph and Aunt Stephanie. He's known by most people in the small town he lives near. He's always willing to help a friend if they're in trouble and he wants to learn to fight, so he made a wooden sword and shield and practices with them on sacrecrows or occasionally goblins that attack the ranch or town. His best friend is Sheudo, who runs the weapon shop in Pashen Town.


 
Sheudo Graves:


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Age: 20
Weight: 135 lbs
Height: 6' 1"
Gender: Male
Bio: Sheudo runs the weapon shop in Pashen Town. His father was the previous owner, but he died of pneumonia during winter three years prior to the beginning of the game, and his mother died of a broken heart shortly after. Izeikial's Uncle Joseph helped Sheudo out until he managed to get on his feet and start running the business.


 
Lillith Rose:


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Age: 22
Weight: 120 lbs
Height: 5' 8"
Gender: Female
Bio: Lillith was taught magic by her Master Iska in a secluded desert nation. Her mission is to get to the Kelstar Kingdom and find a man named "Markus" to relay her Master's dying message to him. As she passed through Pashen Town she met Izeikial and Sheudo who offered to join her on her quest and help her get to the Kelstar Kingdom.


 
Xeris Axel:


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Age: 35
Weight: 155 lbs
Height: 6' 3"
Gender: Male
Bio: Xeris is a former General of the Kelstar army. His reasons for leaving are unknown. He spent most of his time drinking in the bar in Freugo City, until Izeikial and Sheudo walked in one day. Upon seeing Lillith he volunteered himself to escort her to the Kelstar Kingdom, as long as he didn't have to enter the kingdom itself.


 
 
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Quests are an important part of any RPG. They allow you to obtain rare items, get new skils, fight strong enemies, and gain levels fast through fighting those strong enemies. Ashevale Chronicles is no different. The quests are spread around in each town, and in are available only at certain times, so be sure to talk to NPCs to find any and all quests that you can do. No matter how long or difficult the quest may be or seem, the reward in the end is ALWAYS worth it. NPCs that give the player quests now have Question Marks above their heads. Depending on the color of the mark, it indicates your progress in the quest. Blue means it's a new quest, Green means it's currently in progress, and Purple means it's been completed.
 
Edit: In response to a request on here, I added a quest log option to the Main menu, so now all of your quests are displayed neatly in the order that you accepted them, including where the quest takes place, a quest description, and what you get for completing the quest.
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The battles are smooth turn based battles that showcase each party member's HP and MP as well as their Overdrive next to their names. Each player earns overdrive by attacking enemies and defeating enemies, and other players will have other ways of filling the gauge besides just these two methods, such as whenever they dodge an attack from an enemy, or when they fight with low HP, etc. Each character will also be given Overdrive Skills at certain points in the story, or by completing skills or finding items that teach abilities. Each character will also have unique categories that their skills are divided into and will gain skills through leveling up. Occasionally, you will find a quest that will reward you with skills such as Creature Summons, or the ability to transform into creatures such as wolves or dragons. Characters and most enemies will have moving battle sprites that give an extra touch of smoothness to the game. When the players attack, the Icon of the currently equipped weapon will be what is used for the attack animation, giving a layer of creativity and reality to the game, giving you a reason to buy new weapons besides just the stat bonuses. Enemies will now also have their HP displayed below them, and on Gameover you will now have the option to Respawn, which will out you back to where you were before the battle began, Go to the title o you can load a file, or to quit the game.
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The Menu is designed to allow the player quick access to all of the info you need. The equipment, your levels, stats, Items, etc. It also allows you to see your current strength and defense for each character along with the weapon and shield icons just below the HP and MP gauges. The save system also allows for 3 files, showing you the number of saves, gold, chapter title, play time, location, and your current party, as well as their current HP, MP and level
 
Edit: The Menu now includes a "Quest" option that allows the player to access a log of the quests that they've accepted over the course of the game.
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Version 2.0: Original beginning, Idea scrapped. Few graphical bugs, couple glitches, all fixed for the most part.

Version 2.1: New beginning added, fixed facegraphics, added missing Icons, updated party changer, added quest symbols above NPCs, Added run and sneak system (Hold A for sneak, S for run) lowered enemy strength to balance game more, increased Izeikial's strength slightly, Increased Izeikial's Dexterity greatly so not every move of his misses, added more story elements, added respawn system on gameover, fixed selling items to sell for full price rather than half-price, New font for title screen, Fixed and Updated title screen
 
Version 2.2: Mostly aesthetic changes. Reduced health for the Lesser forest spirit, added the quest log in the menu, reduced number of healing items you get. Changed prices for items in shops, Changed how the healing items work (heals in set values rather than percentages) added graphics for quests that require you to kill multiple creatures, fixed a glitch in Pashen town that caused a loop, Fixed a glitch where you couldn't obtain the food for the rabbit quest.

 

Version 2.3: Lots of boost to the story, completely new chunk of material added. Updated some previously unnoticed bugs, made some major aesthetic changes, added several new skills, and edited some characters' skill trees and their EXP gain. Lots and lots of work and care went into this update.


 
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Click the link below to download the game. A new link will be added for each new demo available. The version will be next to the link, and the most current version will Be marked with red Text. Remember guys, any and all feedback is appreciated, whether it's positive or negative, I just want to know what to be able to improve on . Thank you and again, happy playing![/size]
 
 
Version 2.0
http://www.mediafire.com/download/ibjidcvq55no626/Ashevale_Chronicles.rar
 
Version 2.1
http://www.mediafire.com/download/5mycuhov1jlhlac/Ashevale_Chronicles_V2.rar
 
Version 2.2
 

 

Version 2.3

http://www.mediafire.com/download/when5xl2tz340ob/Ashevale+Chronicles+Beta+version+2.3.zip

Edited by Sentay33

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  • Very well done maps!
  • Eventing FTW
  • The controls seemed restricting. Not sure if that is how RMXP is or if you made it that way. I couldn't run. I had to use spacebar to interact which  I prefer to use Z...
  • Graphical glitch right here:1-7021.JPG

I'll try to remember to play more tomorrow, its like 1 am here lo, overally I like it so far, there's a lot of thought and care put into the design.

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It's very good to hear some feedback, and I really appreciate it! 

 

You can't run only because it's an RMXP default that you cannot run, but I will look into scripts that will allow you to run, or perhaps make an event for allowing your character to run.. hmm.. parallel events and a button specific conditional branch maybe... ANYWAY! As for the interaction, if you right click on the game's top window (I am aware I have it set to run in fullscreen, and you can make it full screen, or run in a window using the command "Alt+Enter") you can customize the keyboard to use whichever keys you want to act how you wish! I personally have mine set up to run so that you use enter to interact and confirm, make decisions, etc. and right shift to open the menu and go back, like the A and B buttons on a gameboy or an NES controller. 

 

Hope this little bit of information will enhance your playing experience :) 

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Could I please get some more players and feedback on this please? i've put a lot of hard work into it and would very much like to hear some more feedback on it and anything i should add/remove/fix

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Hello? How can I get my game to get some more attention? I really want some more feedback and have been still working on this game, improving it and trying to polish it as best I can. 

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Amazing game, I enjoyed to play it. But I would like some changes, when characters talk, text popping too slow. Can u do it a bit faster. And it'll be great if u will add mission log to menu. To keep track of sidequests.

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Hey, thank you for the feedback. I have a new demo up and available, and It's looking better than ever. I'll try to setup a quest log menu and see if it's possible, and i'll be releasing the next demo sometime in the next couple months. As for now, I hope you guys will enjoy the nice new layout of the game page, and the new Demo version 2.1! 

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A lot of these are just questions that might lead into suggestions.  I wasn't able to get too far into the game before I had to alt+f4 out of it for a glitch, sadly. But, here's my feedback so far, starting from the beginning of the game:

 

1. I love your intro. It's not too long, the credits are interspersed with scenes to keep it interesting, and there's enough story to get the player interested right from the start without giving away your entire plot.

 

2. Watch your grammar -- there's a lot of lowercase "i's" strewn about with "I've" that should be capitalized. Obviously not going to affect the gameplay in any way, but if you're going for professional, which it looks like you are, you'll want to fix those. 

 

3. I like the green sparkles and the question mark method. But, I have to say the blue sparkles take a little bit of the fun out of the classic RPG search and find. Makes things way too easy.

 

4. Why are there no doors in the Ranch? You have them evented very well in the other places I was able to get to, so I'm just curious why you chose to have those two doors nonexistent?

 

5. You may want to double check the potion drop rate with your goblins. My first time going through, I fought everything and got a potion from literally all of them. It was a little potion-heavy. On the walk back, I only got them about half of the time, but even that seems a little high.

 

6. When you find the log, why not use an actual log graphic instead of the sparkle?

 

7. The 1st store gives away with the powders that you're going to be adding party members, which might be more fun to keep a surprise.  Along the same note, if you go into the party menu, you can add Zoro in from the beginning with no introduction or mention. Not sure if that's intentional or not.

 

8. With the "Kill 10 Goblins" quest, there's no method of knowing how many you've killed. Perhaps a bestiary or just have the quest giver tell you how many you've killed?

 

9. In your menu, if you go to the quit option, there is quite a lot of overlap and making the correct decision is really difficult because you can barely see the options available.

 

10. When you return to the ranch, you are unable to get more animal food to complete the little girl with the bunny's request. 

 

11. After your Uncle joins your party and you return to the town, if you walk down it will retrigger the event and the game will freeze so you have no option but to crash it and start from your last save.  ]:

 

Your mapping up until this point in the game is beautiful. Great job with that!

 

Anyway. Hope these helped at least a little. Let me know if you'd like me to go through and send you some more? I can either post here or PM them to you.  [:

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A lot of these are just questions that might lead into suggestions.  I wasn't able to get too far into the game before I had to alt+f4 out of it for a glitch, sadly. But, here's my feedback so far, starting from the beginning of the game:

 

1. I love your intro. It's not too long, the credits are interspersed with scenes to keep it interesting, and there's enough story to get the player interested right from the start without giving away your entire plot.

 

2. Watch your grammar -- there's a lot of lowercase "i's" strewn about with "I've" that should be capitalized. Obviously not going to affect the gameplay in any way, but if you're going for professional, which it looks like you are, you'll want to fix those. 

 

3. I like the green sparkles and the question mark method. But, I have to say the blue sparkles take a little bit of the fun out of the classic RPG search and find. Makes things way too easy.

 

4. Why are there no doors in the Ranch? You have them evented very well in the other places I was able to get to, so I'm just curious why you chose to have those two doors nonexistent?

 

5. You may want to double check the potion drop rate with your goblins. My first time going through, I fought everything and got a potion from literally all of them. It was a little potion-heavy. On the walk back, I only got them about half of the time, but even that seems a little high.

 

6. When you find the log, why not use an actual log graphic instead of the sparkle?

 

7. The 1st store gives away with the powders that you're going to be adding party members, which might be more fun to keep a surprise.  Along the same note, if you go into the party menu, you can add Zoro in from the beginning with no introduction or mention. Not sure if that's intentional or not.

 

8. With the "Kill 10 Goblins" quest, there's no method of knowing how many you've killed. Perhaps a bestiary or just have the quest giver tell you how many you've killed?

 

9. In your menu, if you go to the quit option, there is quite a lot of overlap and making the correct decision is really difficult because you can barely see the options available.

 

10. When you return to the ranch, you are unable to get more animal food to complete the little girl with the bunny's request. 

 

11. After your Uncle joins your party and you return to the town, if you walk down it will retrigger the event and the game will freeze so you have no option but to crash it and start from your last save.  ]:

 

Your mapping up until this point in the game is beautiful. Great job with that!

 

Anyway. Hope these helped at least a little. Let me know if you'd like me to go through and send you some more? I can either post here or PM them to you.  [:

 

Thank you so much for all of that info! I didn't realize that there was so much wrong >.< I think what i'd suggest you do is wait just a little bit before continuing in the game, and I will (sometime within the next week) update all of these changes and update a version 2.2 for the game. There are already a few things I've changed. As Fanatik007 suggested, I have added an option for a quest log in the menu (adding not only quests that the NPCs give you, but your story missions as objectives are in there as well, giving you info if you ever forget what you're supposed to be doing.) as well as changing the formulas for the potions. As it turns out, using a mere 25% boost in health with potions is not going to do much, and potions quickly become useless. And by quickly i mean almost immediately from the start. So there are a few things that I've changed already, but I didn't feel that those themselves were good enough to warrant a new update for the demo. However, what you've just posted does indeed do just that. So, now, I feel like your list is so long I should address each thing one-by-one xD

 

1. Thank you :0 I wanted to make an intro that captured a bit of interest, and gave just enough mystery that would want people to continue. In the beta 1,0 versions of the game, the player just immediately woke up in Izekial's house, and was told to deliver the parcel to Sheudo, and that was it. Honestly, it was rather terrible >.> hence the reason that these are beta 2.0 and not 1.0 in fact, beta versions 1.0 aren't even available online, but kept on my computer only. If you really want to see how much I've changed and done on my own between versions 1.0-2.0 and how the game would have been had I not caught my terrible mistakes, i'd be willing to upload it.

 

2. That's merely a force-of-habit of mine xD I tend to think of things like "i've" and "i'll" as single words rather than compounds, and thus I forget the I needs to be capitalized.

 

3. The reasoning for the blue sparkles is due to the fact that if I want to make hidden items, I want players to be able to find them. Granted, they're easy to spot if you're looking, but in order to find hidden items, you'll actually have to look. If the item is just laying there and you don't know to examine the object, or that specific tile on the ground, that's unfair. Also, I placed two "hidden items" in the game so far, both inside buildings. Did you find them?

 

4. I'm not entirely sure why they don't have doors xD ever since the beginning I designed the ranch without doors, and I just sorta kept it that way. Though I have been thinking of changing that for a while.

 

5. You must have just gotten very lucky!! The goblins' potion drop rate is only 25% and maybe even lower. I've played through my own game myself to test it and work out bugs well over 100 times, and on each sweep through the forest I get perhaps 1-2 potions from the Goblins, but never quite as many as you got!! maybe I should lower it just in case...

 

6. I never thought of using The actual Log graphic xD I may just have to do that.

 

7. Totally forgot about Zoro!!!! I made him a character for a side quest later in the game (that the demo has not reached yet. kinda gives away a bit of a surprise for One Piece fans >.> I'll just have to edit that, but I can fix that rather easily, and I will also be removing the powders from the shop. that's something I forgot was even there, honestly.

 

8. I will add in a counter for the Goblin side quest. I kind of thought about that, but never put too much thought into it for whatever reason. Nobody had ever said anything about it, so I just kinda left it. However, since it's something I've toyed with in thought, i think i'll finally add it in.

 

9. I'm honestly not entirely sure what you mean here. The entire menu I've always found to be sleek and very nice. I did do a little analysis, and took some screenshots and broke it down, but that will be here in spoiler tags with my little breakdowns and explanations, and PLEASE get back to me on this one, because i really don't understand what you mean.

Example 1:
If you look at Object 1, I can see how it might be confusing having the cursor for the quit options being there in the menu, However, looking at object 2, that's the cursor and highlighted icon for the normal menu select, and that's not hard to follow. Its position never changes after all, so i'm not sure what's wrong here.

Example 2: this one is super easy. There's a cursor next to the option. Nothing else. pressing enter (or your select key) chooses that option and executes it. Nothing confusing here that I can see whatsoever.

Example 3: Same thing as Example 1 actually, looking at object 1, I can see how it overlaps into the menu, but still, object 2, the main cursor, has not changed and thus your perception of the options should be the exact same. Not sure how you can get confused here.

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10. Hmm... I think that may just be an error I haven't worked out due to the change of the intro between 2.0-2.1 I never actually checked that, and I will go ahead and fix that.

 

11. This again is due to the intro change, and I may have just missed adding in some switches to prevent that from happening. There is another event that this happened to that I noticed, and I fixed it. (Though it hasn't been updated in 2.1 and will be for 2.2) All the switches are there, I occasionally just forget to check the events for it to apply. 

 

 

So again, thank you for all of your help here, I really appreciate it!! Any and  all bugs you find (I would very much appreciate it if you looked for more and found more) just post on here. I would like for anyone playing the game to be aware of any/all bugs or glitches they may encounter, which will encourage them to save more option to preserve their game so as to disrupt their play through as  little as possible. thank you again, and i'll be posting version 2.2 sometime in the next week or so!

Edited by Sentay33

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Aw, don't think that there's a lot wrong! It's not really. In all honesty, the only one that even really mattered in the long run was the missing switch / event with the uncle, since you'd get stuck in that loop. I'm one of those obnoxious nit-picky people that wants everything to be absolutely perfect all the time, so that's why I had so much. Also, I think it's the fact that I do think your game is quite good and has a lot of potential to go somewhere. I've demo'd several games that I'm not even motivated to get through the first 15 minutes of, whereas yours I felt quite differently.

 

Were the hidden items the tea / soup? I did find those, but not sure if that's what you're talking about? Otherwise, makes sense with the blue sparkles!

 

Not sure if it's just me being 100% dumb, but in the next part, after you go west / destroy the rock and have to pick up logs. I only found one log. Is it meant to be that way? Because I am officially stuck.  xD

 

25% is a good drop rate for the goblins. I was definitely on the lucky side when I went through and was thinking you might have had it set at 75%+. 25% is awesome, though! I noticed in the second half I was getting them much less than my initial play through, so that's perfect. Also makes sense for the ranch doors. I was just making sure it was intentional. I left an entire town without doors in my game until my brother played through as my alpha-tester and went "why does no one here believe in privacy?!" so I just wanted to point it out in case.  [:

 

I'm not sure about the menu anymore. Mine was strangely overlapped when I was playing before, but the screenshots you have look much cleaner / clearer. I'll have to boot it back up again and see if it does the same and screenshot. 

 

I look forward to the next update.  [And help with the log section to get across the river because I'm pretty sure I'm just being slow, lol]

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With the log section, I actually designed it to be a bit difficult. However, there is most certainly a way to get through it. There are many places to place logs to cross, and every single place has another log you can pick up. It's a good chance to get s lot of bonus items and gold by going across every possible crossing and picking up the stuff from chests. If you just took the log and crossed the river nearest to it, the way you get the next log is by battling the nature elemental wandering around that area.

 

I've thought of creating a website for my game and adding an "online guidebook" for my game. I may just do that... hmm...

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Haha, awesome. I died the first time I tried to kill the elemental, so I ran away and never went back.  Time to attempt it again, haha. :D

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Also, let me know if I need to reduce the power of the elemental. that would be helpful to know as well!

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I was pretty well dead already when I took the elemental on the first time, but I just went and reattempted and won. I think the enemy is adequately tough. Maybe toning it down JUST a smidge would be good, but not too much, because you want it to be a bit tougher than the rest of them. 

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Aw, got to the end. I wanted to play moorrreee.  ;]

 

I wasn't QUITE done, but I saved just before the demo ended, so I'll have to play through another time to finish up with the stuff in the woods. But, I wanted to give you the remainder of my notes. I took screenshots of some stuff [a couple of very, very minor mapping errors and a handful of typos] and circled / underlined the trouble spot. I thought that would be easier than attempting to explain where things were. I uploaded the zip of the screenshots to mediafire for you here.

 

Otherwise, here's the rest. 

 

1. When you respawn sometimes, the music dies, too. Not every time though.

 

2. Overdrive. So far, I haven't seen a purpose for it or an option to use it. Is it going to be implemented later?

 

3. When you're heading to deliver the parcel and you walk into the crossroad area for the first time, there's no music.

 

4. When you destroy the rock and go into the forest, it would be nice to be able to go backwards in case you get stuck and want to save, or if you didn't explore that way and miss the chest.

 

5. The fight with 3 Bug-A-Boo and 3 goblins is REALLY overpowering.

 

6. In Freugo City, I think the move animation on the seagulls is turned off. They don't seem to flap their wings as they fly, simply gliding around the sky.

 

I'm looking forward to playing more when you release it!

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So, has anyone tried the new update yet? Mostly Aesthetic, however the next update will contain a large increase in the story, how far the characters go, etc.

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Hey everyone. Sorry for the long absence and lack of updates. I've had several things going on that have sopped me form being able to work on the game. My mouse died and haven't had the money to get a new one until just recently, loved ones just getting back form the Middle East, and the release of Pokémon X and Y have all kept me occupied/incapable of continuing my game :P however, now that all of that has been solved, production is back on full speed, and hopefully i'll have the new update in the next few weeks.

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So, update for y'all. I've been working hard on the next large update, and I had some major issues with some eventing for certain tings that happen early on in the next update, so that has stopped me from completing very much since it's been my main priority. As of today I was finally able to fix those errors and issues, and aside from combating a little writer's block and how to progress a few things, i'm just about set to go. There aren't may things stopping me from blasting through the rest of the process and soon enough there should finally be a new update. Sorry for this taking so long. Life has just been happening, and lots of things have been stopping me from working, but i'm finally back at 100% and Can't wait to push forward and deliver more content to you all! Thanks for being patient and waiting! 

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Just finished the upload for version 2.3 and the link is in the Original Post. Enjoy everyone ;)

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hi~

just saying I downloaded the demo. I'll try it out later.

do you want me to search for bugs, or tell you my opinion on the game ?

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I would very much appreciate it if you were to give me your opinions and inform me of any bugs in the project you find. Thank you in advance :) I hope you enjoy the game!

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Nice idea, I haven't looked at the demo yet as I barely have time. If I do I'll try to remember to check it out. Anyways, why don't you post this in the game section so it's easier to configure.

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Haven't gotten very far through the demo yet, but found two things - after you've completed the first 'quest' of doing the on-farm tasks for your uncle, the blue spark for the parcel is there before you speak to him. Izeikial's speech after his uncle dies is slightly flawed - he says something like "my uncle taught me that no matter what you have to keep pushing forwards no matter what", which sounds clunky.

Otherwise, seems great so far :)

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Got to the end of the demo; mostly great, but found a couple more small things...
1) on the ship, event with Shugo after the first conversation with Lilith ran once, spoke to him again & it ran a second time, then he joined the party and could continue

2) in the dimension, could walk off the end of one of the first platform you get to through the columns

3) after the dimension scene, Zeik had lost the ability to summon

4) the event outside the commander's building will trigger if you speak to the guard; it then freezes as he turns and tries to walk through the wall

Edited by Goonlalagoon

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Alright, thanks for that. I knew there were bound to be a few things i'd have to fix ;P Thanks for letting me know about that. What did you think about the game overall?

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It's been a while since I last posted, but I've been taking a big break from developing this game, but I will be getting back to it pretty soon :)

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