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There will be no further updates for Blackmoon Prophecy. All remaining issues seem to be little oddities caused by event processing speeds that only cause issues for a select few. I can't fix those, sorry.


NOTICE: Do not edit the game without first applying the David patch. This is because some monsters have over 1000 attack/magic and 100,000+ HP. Editing without the David patch will reduce monster stats to rm2k3's default maximum values. Ignore this warning if you already have applied the David patch to your rm2k3.

What is Blackmoon Prophecy?
A Final Fantasy fangame that I started long ago in 2003 that is meant to emulate the first six entries of the series (though I mostly focus on FF4 and FF5 for gameplay and mapping, and FF6 for battle aesthetics). Aside from just being a fangame, Blackmoon Prophecy is also a tribute to Final Fantasy in the sense that I'm trying to put together many of the things I loved about playing RPGs growing up into this game. It's a love letter to retro gaming and our childhoods.

How long is the game?
My best guess is currently about twenty hours, but I'm not 100% sure. My testing sessions were broken up very often so I can't measure how long it took me to beat the game personally. I'm certain that it was over 15 hours though, and since I made the game I expect the average time to be higher than that for everyone else. My best guess is 20+ hours.

Do I need the RTP to play?
Heck no!

Are there any impressive custom systems, impressive features, etc?
Long story short, no. The early Final Fantasy titles were not known to blow our minds with amazing features (FF3 and FF5 were really the only ones that did in my opinion, and only because of their job systems).

There is no steal command, "throw" items are selected by going to items and choosing the item to throw, and "jump" isn't a command, but rather several different abilities that have jumping animations.

As a result, Blackmoon Prophecy is just a retro romp that just tries to recreate what we all used to feel as we'd trudge through all of the caves and dungeons of the early Final Fantasy games.

The most advanced aspect of Blackmoon Prophecy's gameplay is a simplified version of Final Fantasy 8's weapon upgrading system. A few minigames can possibly be included as well (auction house, betting on chocobo races, etc.) but this game is kept simple to emulate the simple games it is inspired by.

How many <insert something here> are there in this game?
Permanent Playable Characters: 11
Temporary Playable Characters: 2
Equippable Items: 150+
Mandatory Dungeons: 30+
Monsters: 400+
Playable Hours: 20-30 hours (presumably)
Optional Dungeons: 10+
Towns: 20+
World Maps: 3

What Final Fantasy mainstays are used?
Some examples for each of the following...

Black Magic: Fire, Blizzard, Thunder, Bio, Quake, Meteo
Effect Magic: Berserk, Black (Blind), Confuse, Dispel, Mute
Monsters: Bomb, Behemoth, Cactuar, Tonberry, Zuu
Summons: Carbuncle, Ifrit, Phoenix, Ramuh, Zoneseek
White Magic: Cure, Esuna, Life, Regen, Pearl

As far as items go, all of the standard potions, ethers, and status curing items are there. Shards (which increase stats) are also borrowed from FF7.


For more information, check out the blog or features page here on RMN or visit http://blackmoonprophecy.com

Latest Blog

Improving Blackmoon Prophecy's Early Portions

I'm a firm believer in the philosophy that you CANNOT please everyone who plays your game, but... if someone seems to enjoy your game but points a finger at an area of a game (or even an entire portion) and says "this sucks" then steps should be taken to make that part of the game as fun as the portions that do seem enjoyable.

So here is my situation. The first several hours of Blackmoon Prophecy are clearly less enjoyable than the latter portions of the game. While I've taken a few steps to make some parts better (reducing the number of maps in some of the early caves, making dialogue more coherent, etc.), there is only so much that I can do without feedback because Blackmoon Prophecy is MY baby, so I'm going to love it regardless of any issues and will obviously overlook imperfections that you guys pick out pretty easily just because I won't see them as easily.

What I want to do is improve some areas of the game to make the story flow better and to prevent players from getting bored or frustrated. Here are my current ideas that I might implement in addition to anything that you guys may pitch.

1. Make the Hillsdale quest (killing monsters in the desert and then using the underground passage) completely OPTIONAL. This would result in a new path being cleared in the mountains southwest of town for the player to pass straight through. The whole Hillsdale chain of events would instead end in some pretty useful treasures and perhaps a cutscene or something. Maybe interactions between Elina and Nobumasa to flesh out their stories a little more.

2. Teleport the player back to the start of the majority of dungeons after completing them (except for those that are pretty short).

3. Remake some of the early caves. The newer caves that I've been adding lately, such as Bafsk Subterrane and Mt. Figaro, have been significantly more interesting than the early caves of Blackmoon Prophecy. I may remap some of the older caves to give them added personality and make them more enjoyable to pass through. The Cave of Surt and Trei Catacombs are probably massive borefests for a lot of people. That needs to be fixed for sure and I intend on doing just that. Having multiple cave dungeons is fine, they just can't all look identical and have no interesting features. That's the problem with the early caves of Blackmoon Prophecy.

4. Give Vahn a little bit more to do. I think I want to give him an attack called Armor Breaker or something, and an increase of about 10 to his max MP at the start wouldn't hurt either.

5. More cutscenes. When there's nothing AT ALL to break up the endless roaming from point A to point B to point C I can understand how some players may lose focus a bit. I may add a few cutscenes here and there to remind players of what is happening in the story, where they're going next, or how the characters are feeling. These events increase in frequency as the game progresses, but the early portions rely too much on the player drawing their conclusions about what's happening and how the characters are feeling.


Those are a few of my ideas. I want to know what issues you guys have with Branch and early/middle Lenadia portions of the game so that I can work on them and make them more enjoyable.

Now, I'm not looking to do anything REALLY major like completely change the dialogue or personality of any of the characters and I don't want to scrap any parts of the game because this beast is finished, I don't want to go back to the drawing board and feel like the game isn't done. This is all about improving parts of the game and making them better.

So please, fire away. I'd love to hear all suggestions that you guys may have.

Posts

UPRC
BACK ON TOP
3167
author=anepicrtpmapper
Is this game going to be overly difficult where we have to grind our asses off until we hit level 99, get the best spells/equipment in the game, have loads of HP/MP restoring items and loads of buffs to get through the final boss? Or is it possible to beat it 85+?

It's pretty easy for the first little while (1-2 hours) before it starts to show much challenge. I wouldn't say it gets quite rough until you're about 3/4 through the game but yes, the game gets pretty hard later on in some parts.

Level 99 isn't required at all and is only for the obsessive types. Most characters learn their best abilities between levels 60-75.
author=UPRC
author=Arandomgamemaker
author=bigtime
Ill do a slow run, ill take up the most hours to beat this game then brag to all. Suck it.
But....there's no in-game timer!
Ah! I meant to add a clock to keep track of game time!


Oh, clocks are pretty easy to do. I'm certain there's a tutorial for it somewhere....
Awww no timer, dang i guess i cant compete.
Oblic
If I had a nickel for every dollar I have, I'd be 5% richer...
1552
Yea, no cheating is obvious (considering I have near zilch experience with RM 2k3, I couldn't if I wanted to). Plus, this is for fun and keeping the rules simple seems to be the best idea. Final Boss + 5 optional bosses as fast as possible.

I think the best way to post the pics would be to hide them. That way, they only take up a bit of space, and they won't spoil anything for people that are taking their time.

EDIT: BTW, this is my first attempt at a blind speed run! So, there should be quite a bit of failure on my end.
There's two problems with game timers when implemented the traditional way (with a common event, making a variable increase by 1 point every second):

1. Time spent on menus/in battle won't count towards your play time
2. The time may be slightly inaccurate (there's a tutorial by Vanit that addresses this and offers a fix, however)

Just so you know. Unless someone can create some sort of hack in time, it'll be hard to measure you guys' actual play time.
UPRC
BACK ON TOP
3167
Alright, thought of a neat alternative to achievements. There is now an NPC you can find who, after being spoken to, will go to your headquarters/party switching place and open... A TROPHY ROOM.

Inside of the trophy room will be trophies showcasing various accomplishments.
Oh thats cool, i like the sound of this headquarters.
Oblic
If I had a nickel for every dollar I have, I'd be 5% richer...
1552
I like that trophy idea!
UPRC
BACK ON TOP
3167
There are sixteen in total to obtain, and they're all from defeating various bosses. Looking at it, only three are mandatory bosses. The other thirteen are all optional.
Oh wow thats pretty cool.
UPRC
BACK ON TOP
3167
I was wrong, four are mandatory and twelve are optional. One of the bosses slipped my mind in my last post, but probably because it doesn't speak or have an introduction (but is still very major).

Since some of these won't be too identifiable, I feel safe posting this. Seriously, only three or four are extremely obvious.

I really want the third one.
Adon237
if i had an allowance, i would give it to rmn
1188
obvious:
cactuar bahamut is there an atma weapon in there?
Really cool by the way!
UPRC
BACK ON TOP
3167
author=Adon237
obvious:
cactuar bahamut is there an atma weapon in there?
Really cool by the way!

I am not going to say yes or no!
WCouillard
Sanubian Menace
1830
Interceptor! LOL. Some of them look like their graphics got cut off at the top, like the Dark Knight and AtmaWeapon sprites.
UPRC
BACK ON TOP
3167
Oh yeah, that was probably just me pasting them into the image.

The Interceptor sprite isn't really Interceptor, don't worry! It's just the most fitting dog/wolf sprite from the 2D games, and I didn't feel like making my own.
So what's the chance of this coming out tomorrow?
UPRC
BACK ON TOP
3167
author=dethmetal
So what's the chance of this coming out tomorrow?


All depends on the DA spriter. There's a sprite arcan said he'd do as well, but that one isn't mandatory.
My urges to play this must be fixed...time to play final fantasy V...or IV...damn I don't know.
Seangrei
I'm not in a fantasy world, I just want to make games.
298
author=Tezuka
Haha, the game that gave me the inspiration and idea for FFV-II. I never thought I would find this again.


actually, there is already a final fantasy v-2; it is the anime mini series final fantasy v legend of the crystals :D it's actually very good