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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

Holy moly, Vicks is a lot stronger then anyone else in my party.
I don't know how much of an issue is that, but the font that appears in-game on my laptop is not the same as on the screenshots you posted: it's more 'blockey' and makes text really hard to read. Any advice on how to fix that?
Darn! My first bout of EXP! Good thing i have Vicks.............
UPRC
BACK ON TOP
3657
author=Noel_Kreiss
I don't know how much of an issue is that, but the font that appears in-game on my laptop is not the same as on the screenshots you posted: it's more 'blockey' and makes text really hard to read. Any advice on how to fix that?

Does your text look like this?



If not, you need the font patch.

author=Arandomgamemaker
Darn! My first bout of EXP! Good thing i have Vicks.............


Good god! You didn't get any experience at all until Vicks joined?
Nope, not at all. Why?

(Luckily Vicks is a temporary. He absorbed it for me.)
UPRC
BACK ON TOP
3657
Just surprised is all. I suppose that you should theoretically be fine until you start getting slammed regularly by fira/blizzara/thundara and other attacks of equal strength.
author=UPRC
Just surprised is all. I suppose that you should theoretically be fine until you start getting slammed regularly by fira/blizzara/thundara and other attacks of equal strength.


Yeah, not looking foward to that. o_o'
In the words of the narrator of Gauntlet (for the NES), "HALLELUJAH!"

Now, Red Wizard needs food badly. Downloaded and will be playing as soon as I get something to eat.
Bought 4 Moogle Bangles for later. They just might save my life......
Ugh, Hel gives exp as well? Sigh...........here we go again, Vicks.
Mistakes i've noticed in the Moogle Cave:
-Its impossible to leave where you entered from
-a moogle to the south says
"Moogle: We are very nervous areound humans, kupo!"


Edit: Sorry about all the posts!
Alright...time to go missing for a bit...it finished downloading :)
Using Vicks to do some sidequests without recieving any exp, such as various Bandit/Thug battles.
Adon237
if i had an allowance, i would give it to rmn
1192
how do you not gain any exp?
author=Adon237
how do you not gain any exp?

Most boss battle don't give you any. The ones that do, you shove the exp to higher leveled characters, or temporaries. To keep other characters at lower levels in this case, you need to knock them out.
Adon237
if i had an allowance, i would give it to rmn
1192
boss battles don't give exp? What kind of madness is this!
author=Adon237
boss battles don't give exp? What kind of madness is this!


Think FF5, or FF6.
Sadly, UPRC, text doesn't appear like on the example screenshot you posted; mind telling me how to get the font patch, then?
UPRC
BACK ON TOP
3657
author=Noel_Kreiss
Sadly, UPRC, text doesn't appear like on the example screenshot you posted; mind telling me how to get the font patch, then?


Sure thing. Just toss the contents of this into your fonts folder. http://crankeye.com/downloads/rm2k_fp.exe
At the Arena. Loving it.