• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Status: Completed!
My newest game! An all original story, with twists.

This contains the first 3 chapters of the Game.

Genre:

Action, dark fantasy, Drama

Setting

-This game takes place in Feudal and in the Sengoku period of Japan. The "feudal" period of Japanese history, dominated by the powerful regional families (daimyō) and the military rule of warlords (shōgun), stretched from 1185 to 1868.

The Edo period, a Period of war, politics and conflict between European and Asian Religion.

-The Sengoku period or 'Warring States period' in Japanese history was a time of social upheaval, political intrigue, and nearly constant military conflict that lasted roughly from the middle of the 15th century to the beginning of the 17th century. The Sengoku period in Japan would eventually lead to the unification of political power under the Tokugawa shogunate. Christians and firearms first arrived during this period to Japan.

History

During the Edo period, also called the Tokugawa period, the administration of the country was shared by over two hundred daimyō in a federation governed by the Tokugawa shogunate. The Tokugawa clan, leader of the victorious eastern army in the Battle of Sekigahara, was the most powerful of them and for fifteen generations monopolized the title of Sei-i Taishōgun (often shortened to shōgun). With their headquarters at Edo (present-day Tōkyō), the Tokugawa commanded the allegiance of the other daimyō, who in turn ruled their domains with a rather high degree of autonomy.

The Tokugawa shogunate carried out a number of significant policies. They placed the samurai class above the commoners: the agriculturists, artisans, and merchants. They enacted sumptuary laws limiting hair style, dress, and accessories. They organized commoners into groups of five and held all responsible for the acts of each individual. To prevent daimyō from rebelling, the shōguns required them to maintain lavish residences in Edo and live at these residences on a rotating schedule; carry out expensive processions to and from their domains; contribute to the upkeep of shrines, temples, and roads; and seek permission before repairing their castles.

Genesis:

The "Christian problem" was, in effect, a problem of controlling both the Christian daimyo in Kyūshū and their trade with the Europeans. By 1612, the shogun's retainers and residents of Tokugawa lands had been ordered to forswear Christianity. More restrictions came in 1616 (the restriction of foreign trade to Nagasaki and Hirado, an island northwest of Kyūshū), 1622 (the execution of 120 missionaries and converts), 1624 (the expulsion of the Spanish), and 1629 (the execution of thousands of Christians). Finally, the Closed Country Edict of 1635 prohibited any Japanese from traveling outside Japan or, if someone left, from ever returning.

The christian problem reached its highlight under Ieyasu's successors Tokugawa Hidetada and Tokugawa Iemitsu, particularly after the predominantly Christian population of Kyūshū had risen in the Shimabara Rebellion against the shogunate in 1637. The uprising was crushed brutally; more than 40,000 Christians were killed. Authorities of persecution were set up, with the goal of a nationwide persecution and extermination of the Christians. Anyone who was suspected of being a Christian had to abandon Christianity publicly and dishonor Christian symbols, which were called 'fumie', , as well as register in the Buddhist register of faith of Buddhist temples and visit those regularly. Those who refused to abandon their Christian faith were executed, often through public crucifixion or incineration. :)

Shimabara Rebellion:

It is an uprising in southwestern Japan in 1637–1638 during the Edo period. It largely involved peasants, most of them Catholic Christians. The shogun vs Samurai Christians and peasants converted to christianity.


Plot

In the Year 1665, You play as Jubei Kibagami, a hitman at a local city of Gion, a district of Kyoto. Your origins are unkown, but it is known that Jubei is a very skilled swordsman, being a student of Sasaki Kojiro, the greatest samurai. You will live through several decades of Jubei's life. Some say Jubei comes from a town that was known as Ichihara, a town that a powerful dragon destroyed, Jubei even lost his family during the attack... but in the end only Jubei knows the truth, since it is said that only he survived, this event came to be known as the massacre of Gion.

It is said that Jubei is searching for Kojiro, his master, since he was the only man to ever slay a Dragon and a possible survivor at the massacre of Gion, only Kojiro knows how to kill a dragon!

Play as Jubei in his search for Vengeance!

Places:

Yomi: The Japanese Hell.

Ichihara: Home village of Kojiro and Jubei.

Characters:

-Amakusa Shiro: Leader of the Christian rebellion in Japan, people call him the "heaven's messenger." Miraculous powers were attributed to him.

-Francisco Xavier: Roman Catholic sent by the pope to Japan to convert Japan into a "Christian country" for "Salvation" porpuses.

- Kojiro: Granson of the famous samurai Sasaki Kojiro, that was slain by Miyamoto Musashi. Kojiro worked for the shogunate and is now a teacher in Ichihara. He is famous for slaying a Dragon, it is said he is the only one in the world to have accomplished such a feat.

- Haruka: Kojiro's and Jubei's younger sister. Kojiro is like a father to Sakura.

- Ittosai: Village chief in Ichihara, he taught Kojiro the way of the sword, he is one of the daimyō ruling families.

- Amaterasu: Goddess of the sun and universe.

- Susanoo: God of the sea and storm, ruler of Yomi.

- Jubei: Brother to Kojiro and Sakura, was a student under Kojiro... now a famous hitman at Gion.

-Seiryu: Famous dragon, has control over most natural elements.

-Go-Yōzei: Emperor of Japan.

-Oda Nobunaga: Daimyo from the Oda Clan, initiator of unification of Japan, interested in European culture and one of the first to wear European clothes. He also became the patron of the Jesuit missionaries in Japan and supported the establishment of the first Christian church in Kyoto in 1576.

-Toyotomi Hideyoshi: Worked for Nobunaga as a general and later a persecutor of christians.

-Tokugawa Ieyasu: Tokugawa Ieyasu received the title of shogun from Emperor Go-Yōzei.

-Shimazu Takahisa:Daimyo to receive Francisco and let him spread Christianity in his domain.


Download the Demon:

http://www.mediafire.com/?qiya14oahplucly

Link the the second Part:

http://rpgmaker.net/games/4378/

More info at: downloadjunkie.weebly.com/japan-jubeis-vengeance.html

Latest Blog

No blog entries have been posted yet.

  • Completed
  • titogod
  • RPG Maker VX
  • RPG
  • 02/18/2012 03:56 PM
  • 04/01/2017 12:34 AM
  • 08/15/2012
  • 105309
  • 10
  • 600

Tags

Posts

Okay, so I had to go back to Kojiro at the dojo to talk to him, even though the dialog had already told me to leave the dojo, so that I could get the key that would let me into my house.

I'm there now, and I've retrieved the lunch (isn't it dinner?), talked to Haruka, mom, and Kojiro, and I can't figure out what I'm supposed to interact with in order to advance the plot. I've basically run around the house mashing A on everything, and I haven't gotten any results. The three characters just repeat the same dialog. Maybe a sparkly here indicating where the player is supposed to go would be helpful?
Marrend
Guardian of the Description Thread
21781
author=titogod
Marrend will you play the game?


Like I said, it's on my to-game list. It's just that I have a bunch of other stuff to do.
author=kumada
Okay, so I had to go back to Kojiro at the dojo to talk to him, even though the dialog had already told me to leave the dojo, so that I could get the key that would let me into my house.

I'm there now, and I've retrieved the lunch (isn't it dinner?), talked to Haruka, mom, and Kojiro, and I can't figure out what I'm supposed to interact with in order to advance the plot. I've basically run around the house mashing A on everything, and I haven't gotten any results. The three characters just repeat the same dialog. Maybe a sparkly here indicating where the player is supposed to go would be helpful?


Hello kumada san, use the bed to rest, so that you can advance the plot. \Kojiro tells you "get some rest after you eat some food"
I've tried. Both beds. There's no point on either of them where I can trigger an event.

edit: ....found it. The legendary third bed, hidden in the upper left corner of the screen, totally covered over by the HP/MP/EXP box. Maybe it could be moved a little so that the player has some idea it's there?
author=kumada
I've tried. Both beds. There's no point on either of them where I can trigger an event.

edit: ....found it. The legendary third bed, hidden in the upper left corner of the screen, totally covered over by the HP/MP/EXP box. Maybe it could be moved a little so that the player has some idea it's there?


Lol, I will put something sparkling
"-Random graphical glitch during the firey cross cutscene. There's a thin bar of distorted pixels that rolls across the screen. Not sure where it's coming from. "

Kumada i knew about this and I did not how to fix, I tried something now, and I fixed it :D
-Kojiro says "I will see you by the dojo" and then abruptly vanishes. Maybe a quick fade to black and some footsteps to make it sound like he isn't clipping out of existence?

-Arriving in the dojo causes you to teleport in via bonsai plant by the door.

-Mashing enter on a bunch of straw dummies? This is something that could be implemented easily via cutscene instead.

-And then it makes me slow-walk all the way back home. I like slow, thoughtful intros, but this feels artificially padded a lot.

-Went back home after training to sleep => no clear indication of where to go.

-More enter spamming on dummies. This is officially a problem.

-Oh, and you have to do this about forty times. Once per point of exp between you and the next level. Yeah, no.

-But then you do the Haruka fight via cutscene. This is the one part of this section that I would like to see as an actual battle.

-Once again, chapter-beginning spawn point turns into an impenetrable invisible box as soon as I step out of it.

-No option to load from the in-game menu means I have to exit and re-open the program if I screw something up. Something like, say, paying five ryo to enter the baths in the hopes that there might be some money in there I can buy the boken with, and then finding out that there's nothing at all.

-By injudiciously using items, it's possible to get to a point where you need to buy the boken but don't have any money to buy it with, or any way to get that money. Maybe just get the boken for free off a rack by the dojo?

-The Kiryu fight, for all its setup, isn't something that actually happens? Why am I only allowed to punch trees and scarecrows in slow, repetitive real time while there are two opportunities for interesting early game battles?

-GAME-BREAKING BUG: When you wake up in your bed after the Kiryu fight, you can walk left. Doing so will cause you to become stuck permanently. Move Haruka one square up to fix this.
Thanks kumada i will take a look at this, but you can easily get the Bokken by fishing and selling fish! You can get infinite Ryo.

The reason you don't control the fight during the Kiryu or haruka fight is because, haruka is too weak and Kiryu is too strong of an opponen so you don't have a chance. When you are older you will fight kiryu in the tournament, as you can see in the picture.
Where can you fish, and how do you use the rod? I was experimenting with it a while, and I couldn't get it to go. There's no in-game explanation of how this works, and even getting the rod relies on talking to a very missable npc because there are so many pointless npcs in town and the walk speed is so arduously slow.

As for haruka being too weak and kiryu being too strong, that's okay. You can reflect that in the fights. You can make them interesting. They're part of what players show up for. Hand-waving them as something that the player doesn't get to participate in is frustrating. And this is weird, me saying this, because I'm a concept-should-guide-game-mechanics guy, not the other way around. I like seeing wacky, ineffective mechanics that are thematically appropriate, but this is taking things too far. It doesn't add anything to the game to have crazy-slow walk speed or very basic but very time-intensive block-pushing puzzles or scarecrows that you have to mash enter on to slowly level up to where the game wants you to be. Stories have an advantage over real life, in that they can skip over the unimportant bits. Moreover, they need to do that in order to keep the reader engaged. With a game, you're telling a story, and it's important to have enough realism that the player doesn't decide you're being ridiculous and walk away, but there are things (such as pointless grind!) that you can and should try to limit so that people stay interested. I can't possibly emphasize this enough.
I see your point, but people train in a dojo for YEARS, hitting dummies, etc, I make you train for 2 days hitting dummies, that's not a lot, You have to feel Jubei's frustration at being weak and having to train and get stronger. That is the difference between american and asian super heroes, American have super powers, Asian have to overcome their weaknesses.

The block pushing was a 1 time puzzle in the game, I think it's fun to do.

The Fishing is a mini game, you need the rod and you need to be in the year 1660, you talk to the guy next to the river.
I agree that it's artistically interesting to have your character doing menial labor to train, but you have to make it engaging in some way if it's going to be a structured part of game play. If the emotion you're trying to cultivate in your players is "man, this is boring and it sucks and it's hard work", you're going to succeed, but it won't be in a good way. I haven't studied a lot of martial arts, just a teeny bit of shotokan and tai chi, but that training is not boring. It's engaging. You're thinking about footwork and posture--and if your sempai asks you to spar with him, you're thinking about not getting clocked in the face.

If you're still determined to have the training be boring and repetitive in order to drive home a lesson, then let's take a look at a game with boring, repetitive mechanics that is still fun: Harvest Moon. 99% of that game is menial labor, but the menial labor comes with the intellectual challenges of managing your fatigue and of figuring out what you need to work on to make it profitable. Most importantly, with Harvest Moon you get to choose which work you want to do. No one tells you "okay, now go out and chop five stumps." You are the arbiter of your own very mundane, cow-grooming, weed-pulling destiny.

Another way you could approach this problem is with storytelling instead of game mechanics. Jubei feels frustrated at not being strong. Okay, great. Show the ways in which he's week. Have the player fight kiryu and get freaking whomped by him. Have other students push him around. Have him talk about how difficult training is, how his hands have splinters from the boken, how his fists feel raw from punching the training dummy.

As for the block pushing, there's nothing wrong with an engaging puzzle. But pushing blocks slowly down a long hallway is a waste of the player's time. It's not fun. The core of the puzzle is figuring out that the two statues are supposed to face away from each other on the switches, and you could keep that core and keep things interesting by putting the statues a lot closer to the switches.

For the fishing, there should be some kind of a hint when you get the rod as to what you're supposed to do with it. Players are smart. They'll figure things out. But if you leave them hanging with what they're supposed to do next and they constantly have to backtrack and talk to everyone all over again, it's frustrating.
OK thanks, I made the changes and you are able to run and some other stuff.
"Another way you could approach this problem is with storytelling instead of game mechanics. Jubei feels frustrated at not being strong. Okay, great. Show the ways in which he's week. Have the player fight kiryu and get freaking whomped by him. Have other students push him around. Have him talk about how difficult training is, how his hands have splinters from the boken, how his fists feel raw from punching the training dummy."

I did show this but in a cutscene.
It's true, and that cutscene felt a lot stronger to me than any of the scarecrow punching bits.
author=kumada
It's true, and that cutscene felt a lot stronger to me than any of the scarecrow punching bits.


how far are you in the game?
Still in the village, after the kiryu fight.
Oh but you are in the year 1660? after the kiryu fight you should be only allowed only in the dojo area, there are 2 cutscenes there and you will be transfered a few years later.

what is your total playing time?
Let me know when you beat the game kumada.
Hello, i will upload the new version 2.0.

Who is looking forward to the Second part!???
Why not just call it Ninja Resurrection:The Game?

I think I'll give this a try this evening as I'm curious how you'll implement the ninja with the Surface to Air Missile Launcher, Stone Dragon piloted by Double Amputee, children decapitations, and other stuff too.

That said, this makes the idea I had for a Lone Wolf & Cub or Blade of the Immortal game a lot less outlandish than it originally seemed!