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Iniquity and Vindication is a game about James Brandt, a man with a grudge against the Regala Empire. He wages a one-man war against Lord Justice, the comically inept villain who tries his best to be evil but just isn't very good at it. The Regala military has begun secretly experimenting with paranormal artifacts, several of which James and his allies have stolen. As the game progresses, comedy is mixed with action and drama as dark forces enter the fray and James's resolve is tested. The player's mastery of the game must grow as challenges become extremely tactical. Enjoy fighting sharks with frickin' laser beams attached to their heads.

Features:
- Battles use a lightning-fast battle system geared to work strategically like CTB but look visually like ATB, and occur on the field map, Chrono Trigger style.
- Eight major playable characters, each with a vastly different combat style and with their own method of learning new skills. (Lightbulb, Blue Magic, Crest Graph, Monster Soul Absorbing, etc.)
- Removal of repetition. If you beat a challenge once, you won't be given that same challenge again. This not only means no random battles but also no basically-identical battles. This game isn't about grinding, it's about figuring out how to win.
- Puzzle-filled dungeons, in which you must cleverly use various tools collected over the course of the game to bypass obstacles.
- More bosses than you ever thought a traditional RPG could have. Just about every third or fourth battle will be a boss. That's not an exaggeration.
- A blend of comedy and action in the manner of Disgaea or Dr. McNinja. Or, you know, Vindication.
- The opening scene starts with the hero being slowly lowered into a vat of lava sharks.

This game is currently in early production stages. An hour long demo is available that lasts through the end of the second dungeon. I'll be updating the blog as I go.

Iniquity and Vindication is a sort of spiritual sequel to Vindication. It features some familiar-seeming characters and similar events, but it is not set in the same world and there is no continuity between the two games.

Latest Blog

Elements

Been contemplating removing elements from enemy attacks, and removing equipment that protects against elements. And then also giving every piece of equipment the same PDef as MDef. So it would basically be impossible to protect yourself from anything before a battle, except to the extent that you build yourself for defense vs. offense vs. hp vs. healing. In-battle protective buffs would still exist.

The logic: You cannot tell what elements enemies will be using before a battle starts. You can't change equipment after a battle starts. This type of "preparation" doesn't reward any kind of skill, it requires clairvoyance on the part of the player. Otherwise known as "bullshit difficulty." I already decided against having any kind of status immunity equipment for the same reason.

The counterlogic: Death is relatively painless in I&V. You respawn right before the battle. Long cut scenes are even shortened to one or two lines if you've seen them before. So if this equipment requires dying first to realize you should use it, is that strictly a bad thing? As long as you don't actually need the equipment to survive, it makes the game easier for people who died once, without making it easier for people who don't need the help.

The game design process would go faster if I didn't keep second-guessing myself, but it would go WAY faster if I worked on the game more than a couple hours every other week.

Posts

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Deckiller
Mad bank for RMN server bills yo
12185
Depart from me, all ye workers of iniquity!

I'm digging the laser sharks in particular.
Everything looks great man.
I've been wanting to play this since you posted that video somewhere in a thread.
NewBlack
☽ TRASH THAT IS A WASTE OF TIME
4879
Subbed due to high shark content.
WCouillard
Sanubian Menace
1830
Lava Sharks. In other words, subscribed.
Versalia
I was looking forward to some gam mak
1165
I demand more updates because I need a demo of this lava shark battle.
LockeZ
The Z is for Znderson; RMN's resident antagonator
1686
Sorry. If I had someone making enemy sprites/animations for me, this would go 10x quicker. Graphics are my bane. They were so much easier in Vindication, because I didn't realize when my graphics looked like crap, and thus I had no reason to spend extra time on them! With great knowledge comes great responsibility, though.
Deckiller
Mad bank for RMN server bills yo
12185
Depart from me, ye who work iniquity!
Yeah, now this is an RMXP game that should be completed. Comical story, unique style of game play, a battle system that requires a bit more thought and can prove to be a challenge, even though you do get healed after each fight. My only gripe is that after about the third or fourth shark battle, it sort of becomes repetitious.
Nightowl
The N is for Not knowing how to operate pants.
1613
I have to really ask, one of the main characters' special skill/combat style is... Lightbulb?
Could you explain that one?
LockeZ
The Z is for Znderson; RMN's resident antagonator
1686
If you've played any of the SaGa games (other than the original three for the game boy), Lightbulb is similar to how weapon skills are learned in those games.

James starts with four basic skills. Each of these skills is the first skill within one of four categories: sword, martial, ki, and dark. By using his existing skills repeatedly, he will eventually learn new skills of the same type. Each time he uses a dark skill, he has a chance to learn a new dark skill; each time he uses a martial skill, he has a chance to learn a new martial skill.

Each time he learns a new skill, a lightbulb appears over his head, like in the SaGa series; this is where the name of the learning style comes from.

If you play the demo and manage to learn any new skills during it (learning the second dark skill is almost guaranteed) you will see a tutorial that explains the above.

Warning - trivial algorithm details ahead:
In most of the SaGa games, you can potentially learn any skill at any time, but you have a higher chance against stronger enemies. I felt that such a strong degree of randomness could break the game's difficulty if the player were really unlucky, so I opted for a kind of hybrid approach in Iniquity and Vindication. In my game, you can't learn any ability at any time. Instead, each ability you can learn requires you to use your existing skills a certain number of times before you're even eligible to learn it. So, for example, to learn the third dark skill, you might have to use your existing dark skills a total of 150 times. Once you are eligible for it, each time you use a dark skill you'll have a fairly high chance - about 10-25% - of learning the new skill.
Melkino
Startling, aren't I? Some people say striking.
1753
uh, did you seriously gank catharsis' css and leave the ids, classes, and my comments in pretty much the same order?

that's just lazy, come on
LockeZ
The Z is for Znderson; RMN's resident antagonator
1686
Pffft hahaha sorry, I figured you probably took it from somewhere else that took it from somewhere else. Most people wouldn't bother to do their own when there are already working ones out there. :) If you spent time to make it yourself, though, I'll definitely ditch it and find another.
Melkino
Startling, aren't I? Some people say striking.
1753
I don't mind if people look at it for learning purposes, it just bothers me when I quickly recognize my coding style copied and pasted on other people's pages.
I spent a lot of time putting it together, mostly on color picking and IE compatibility
LockeZ
The Z is for Znderson; RMN's resident antagonator
1686
Your CSS code was pretty, but I changed it to something else. Now it kind of looks like a pile of smoke-textured donkey turds got smeared all over the page, but I'd rather work on the game than change it a third time this week. I'll redo it again when I get a chance.
I really like where this game is going. 70% of the battles are awesome in the updated demo you gave me.
I'll upload the video tomorrow.
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