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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
3657
A giant square!?
ya a giant square that is flashing yellow and grey falls instead of mog i will take a picture to show you
UPRC
BACK ON TOP
3657
That's really strange. Nothing should have changed to alter it.
interesting well i think i probobly replaced one of the things in the data by accident i will do some tweaking and see if that helps in anyway
UPRC
BACK ON TOP
3657
You could try downloading the most recent update that I have up. Remember, they're only about 2 megabytes.
interesting well i think i probobly replaced one of the things in the data by accident i will do some re arangeing of some of the files and see if i can fix it
UPRC
BACK ON TOP
3657
Well, Adon has reached the second world map. Come on, slackers! He's winning!
the mog problom can wait it deals damage and thats all i need it to do i will catch up in no time just you wait adon
well i'm up to the temple of visionaries, it's a pretty hard dungeon since half of my party members aren't available right now and the ones i'm left with aren't really that good except for ami. add that to the fact that the dungeon is long and has multiple boss fights and it's probably the toughest dungeon i've faced so far.
UPRC
BACK ON TOP
3657
Welcome to significant difficulty spike #1. :)
UPRC
BACK ON TOP
3657
Two. The second one occurs towards the end of the game.
woohoo theres something to look forward too
WCouillard
Sanubian Menace
1830
Is it a little nuts to have completed 60 out of 100 arena battles before entering the pyramid dungeon? =) Huzzah!
author=WCouillard
Is it a little nuts to have completed 60 out of 100 arena battles before entering the pyramid dungeon? =) Huzzah!

no not really if your good at battaleing then you should have no problom and it depends what level are you at
WCouillard
Sanubian Menace
1830
I can already tell I'm over leveled. Everything outside of the arena is insanely easy. I did spend a fair amount of time grinding. I must say, having access to Unicorn this early is nice. =)
when I got to the arena I decided to brush it off for now and come back to it at a later point, so I don't know how far I would have gotten.

anyway i'm farming cacteurs at the moment in hopes of getting the 1000 needles skill since dragonbreath really ain't cutting it in the damage department anymore, it's proving to be a very irritating experience since cacteurs are a pain to kill and the drop rate seems to be pretty damn low (i've killed about 10 and no skill item yet)
UPRC
BACK ON TOP
3657
author=WCouillard
Is it a little nuts to have completed 60 out of 100 arena battles before entering the pyramid dungeon? =) Huzzah!


Wow, what level are you at!? The average seems to be around 5 to 8 for most people.

Some of you guys are going nuts with leveling, haha.
I'm currectly hunting down an "armoured monster" outside Hillsdale and I must say that I think Ami will be more favoured then Vera: I mean.. I like summons and Quetzalcoatl seems like but I don't know, but Ami seems to love Quetzalcoatl and I love people who love summons! Also, Vahn, Vaan, no matter the spelling... they suck ;P Yeah, Vaan mainly depends oh "Fight" command and his "Dragon" skillset is just... But I think I'll have to keep him for the rest of the game, unless there'll be better damage dealer/tank-type character.
UPRC
BACK ON TOP
3657
author=Noel_Kreiss
I'm currectly hunting down an "armoured monster" outside Hillsdale and I must say that I think Ami will be more favoured then Vera: I mean.. I like summons and Quetzalcoatl seems like but I don't know, but Ami seems to love Quetzalcoatl and I love people who love summons! Also, Vahn, Vaan, no matter the spelling... they suck ;P Yeah, Vaan mainly depends oh "Fight" command and his "Dragon" skillset is just... But I think I'll have to keep him for the rest of the game, unless there'll be better damage dealer/tank-type character.

Vahn gets some good damage dealing skills as you level up. You should be learning Cleave soon, which hits for roughly 300-500.

From testing I've noticed that who is good to use and who isn't changes dramatically depending on your levels. In my opinion, the best characters go like this (counting top five of the ten characters):

Mid Game: Vera > Oalston > Elina > Siegfried > Ami
End Game: Dark Knight (via items) > Nobumasa > Vera > Oalston > Elina

Yes, Nobumasa is actually very good later. You might find something later in the game that is one hell of a saving grace for him. I feel that Vahn is pretty much smack dab in the middle of the 10 characters, though he does get some pretty rad weapons later on (which are only trumped by the male swordsmen characters) and some of his abilities in the 20-50 range pack quite a lot of punch.

The Dark Knight character (some of you have him and can vouch for why I'm not using his name) isn't too amazing if you don't mess around with him much, BUT!!!! If you use a few different items on him, you can make him perform radically different in battle and he becomes as helpful as the black magic casting characters.

I'm sure you guys will probably tinker around lots and get some very different results though. I already like the little setup a lot of you guys have of using the Serpent Tail and Wolf Ring on Vahn and supporting him with another character equipped with running shoes.

In terms of which characters work best with running shoes, I'd have to say it boils down to Elina (heal spam), Nobumasa (later on because of his weapons and throw items), Oalston, and the final tenth character (white haired, you'll know when you get him). I was tempted to say Vera, but she can manage on her own with speed boosting equipment due to a few other accessories working better for her than running shoes.

Of course, a lot of things that make certain characters awesome are entirely missable for the most part.