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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

Favorite Party:
Vahn
*Possible fangirl squealing name*
Ami
Nobumasa
UPRC
BACK ON TOP
3167
author=Arandomgamemaker
*Possible fangirl squealing name*


???
author=UPRC
author=Arandomgamemaker
*Possible fangirl squealing name*
???

Siegfried.
Who else could fit the bill?
UPRC
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3167
Ah, that fellow! The living tank!
In the card game, how many times do you need to win to claim the top prize? I am already at 150. It's quite time consuming.
Favorite Party:
Vahn, since you have to use him.
Ami, cuz she is super awesome blue mage.
Godot, because he is more useful than Elina in every way.
Nobumasa, because he is a killing machine!(Seriously, ultimate weapon+wolf ring+haste+Dragon Force=win)
Trying No Experience this time around. (Just got past
Humpty & the Dumpities.
Heh.)

It seems Magic is my main source of damage for awhile. (In particular, those Moogle Whistle's.)
I'm stuck in Vera's dream sequence. I can't find a way out of town. Help?
author=Zadok83
I'm stuck in Vera's dream sequence. I can't find a way out of town. Help?



I think the exit is to the north or the west. I hope that helps, because I can't remember where the exit is exactly.
WCouillard
Sanubian Menace
1830
Gotta go south, then west, then north to escape the city.
author=kalledemos
I think the exit is to the north or the west. I hope that helps, because I can't remember where the exit is exactly.


author=WCouillard
Gotta go south, then west, then north to escape the city.


Thanks a lot guys! I had literally gone in every other conceivable direction.
WCouillard
Sanubian Menace
1830
I got caught no fewer than 20 times at that part. Haha.
UPRC
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author=WCouillard
I got caught no fewer than 20 times at that part. Haha.


SUCCESS!
WCouillard
Sanubian Menace
1830
Raaaaaaaaaaage
Working on the arena with no exp. Currently at the Pyromaniacs. (Thank youuuu Fire Resistance Vahn.)
UPRC
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3167
Pyromaniacs? How far are they? In the 40s or so, I assume?
author=UPRC
Pyromaniacs? How far are they? In the 40s or so, I assume?


Round 27, i believe. I'll just come back to them, though. They are WAAAAY to hard to deal with at my levels. (If your wondering, 1/4/5/5, i think.)

Around halfway through the Arena Grotto area. (Got the Speed Shard in it, yay.)
UPRC
BACK ON TOP
3167
Haha yeah, the pyros are definitely a bit too much for you right now!
Yeah....i'll just wait until i get Ami then. (Level 13 seems pretty godly right now in this no experience challenge.)
How do you access New Game + in 1.07b?