• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
In the old Island of Azulea, the natives were pushed away from the land they once held. The ones who conquered the land have settled and created a new civilization on the Island. Now that the King is near death, there are 2 groups that are fighting for the throne.

You can change your class once you beat the 1st boss. Before then, you can choose which starting class you want your characters to be, out of 6 of them (Fighter, White Mage, Black Mage, Red Mage, Thief, Monk). You gain ABP after a battle, so once you get enough ABP, the character can learn an ability from their class. There are 40 quests in the game to take.

Latest Blog

Paradise Blue's 10th Anniversary!

I missed the actual date, but it still has been 10 years since I released Paradise Blue!

Paradise Blue was an interesting project to work on, and possibly the biggest one I've had so far! I've thankful for all the nice reviews and comments and people who enjoyed the game.


This was a passion project made from back when I was still in university, and really enjoyed working on an old school style project. I was torn between making Azulea and this, and Paradise Blue ended up going from a small side project to the main project.

The game was initially based around FF1s Class selection system for 4 characters. Quickly, FF5s class based system was added. A fair amount of the project was making the battle system and class system work together, and a number of classes got added or removed depending on how I felt about it. Dragoon was a class I would have wanted, but I felt I didn't have enough to go with skill wise on that and the Jump command was such a pain to code that i removed it. If you go back a few blog posts in Paradise Blue, you'll see me talk about the things that I didn't get to add, and 2 "Final Classes" (Angel Knight and Phoenix Knight) were those 2. Having a party of only those 2 at the end felt less interesting to me than having them pick their own 4 classes, it's why I wasn't a fan of FF3's Ninja/Sage classes either.

Graphically, it started out directly from FF1 but I strayed from that when I saw MSX Final Fantasys graphics and started shading the classes a bit. Soon I stopped caring about color restraints and then decided to just go all out and revamp them in my style. As far as enemy designs, you can see from the start of the game to the end of the game how different the designs are. At first, it was just my own designs but I got TFT to help design a bunch of monsters and they ended up being a whole lot more creative and interesting so I based my later enemy sprites off of those.

Team member wise, I asked people if they wanted to be NPCs, and had some do different effects if you hire them. I also had Dajhail and Kaede make a few songs for me as well which I liked a lot! The song playing when you get the Ancangers with Amelia / Neil is Dajs song, and the main battle theme is Kaedes. I wanted to really have the Island sort of influence appear throughout the game.

There is the definitely inspiration/influence from Final Fantasy 1 and 5, but I also was a big Might and Magic VI fan and took ideas from it such as the hiring NPCs for an effect, killing enemies that don't respawn (they do in MM6, but only by certain triggers or after a long enough passing of time), sidequests and all. It was sort of like a mix of various games I liked, and I wish my writing back then was interesting enough to hold up.

I've had various ideas of different Paradise Blue remakes I've wanted to do. I still have it on my to do list, but I've been busy with other projects that it's actually lower priority. My friend Jihaus (who worked on Ruin Frontier 0) did class sketches for me so I made sprites for... most of them? I need to check again but here's a few!


My thoughts were: Either I could make Paradise Blue and change up stuff in the 2k3 version and then make an updated version or a sequel in VX Ace or MV. Paradise Blue is not a small game and I wouldn't want to keep it 100% the same so it would take a while to make. I figured I could focus on Cast Ashore first, then Fragments of Mind and then Paradise Blue, but it is definitely something I still want to make! I'm sorry I haven't been able to release a new Paradise Blue, but game making is still important to me and I do want to create new games and learn more!


Here, have an Amelia artwork!
  • Completed
  • Ocean
  • RPG Tsukuru 2003
  • RPG
  • 10/13/2007 10:33 PM
  • 01/15/2024 03:16 PM
  • 07/29/2009
  • 416562
  • 91
  • 8252

Posts

I found a mistake: The quest where you have to get the sword from Marsall Town says ''Location: Seaside'' which is wrong. It must be Marsall Town of course. This mistake leads the player to a totally wrong place! D-:
Ocean
Resident foodmonster
11991
"Quest: Get the sword from Marsall"
The location is for the quest giver. I didn't have enough space or else I would have put "Seaside Base/Marsall".
loved it I espcially liked those paladins
Ocean
Resident foodmonster
11991
Thanks! I had fun designing the paladins. Was it the skillset, stats, or just general look you liked for them?
I liked their looks and stats most of all and my paladin knows triplecut which works well with his class
Llorcan is so hard! I'm like level 31 and still can't beat him! just to make it worse I can't find anymore EXP giving monsters!
Ocean
Resident foodmonster
11991
Nope, you should end the game at around 25-30. 31 is the max though I think I've reached 32 one time. You can beat him at an earlier level if you're careful. You can still go to the Azuras River area to gain ABP though if you want to master some class abilities.

I would start with making sure everyone is Hasted (I like to hire an NPC for that), have someone with Time magic in case more Haste is needed and for Slow, someone with White, Blue or Summon magic, and Songs can help too. Blue is pretty helpful if you have BigGuard and WhiteWind. White would be nice for Dispel, Summon for the Ancenforce and Ancera. ArcAncanger does pretty nice damage too.

Or you can be cheap and get a lot of gold, get the $Toss ability (I *think* Assassins already have it), and throw everything you've got.
thanks you didn't need to help but still thanks for the help
thanks you didn't need to help but still thanks for the help
Ocean
Resident foodmonster
11991
Oh it's okay, I've had various people find difficulty fighting him. I've received a pretty good suggestion of having the last boss be easier but tougher if you've beaten the optional battles, but I think I'm done working on this game for the moment. Good thing for me to keep in mind for the future!
Holy Cow, Llorcan fell like a mighty ofe oh wait not like an ofe as an ofe wow don't get me wrong but I didn't expect him to go down so easy. Thanks but now I'm sad. : (
wow I hate not being able to edit comments
I know! I was here earlier today and was thinking the same thing.

However, it is a finished polished game. What is left to do except to sit here and garner downloads?
I guess you're right but,it's a little sad.
I guess you're right but,it's a little sad.
Ocean
Resident foodmonster
11991
Eh I don't mind. As long as people try it.
Sneak to appropriate position
Take out knife or other sharp object
Apply knife or other sharp object into wound of enemy
Back away so no one knows you did it

STAB