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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
I'd suggest doing a short patrol in the middle of the deserts, as that's precisely where you need to be looking.
Any help on the order of the 4 switches ? Thanx !!
UPRC
BACK ON TOP
3167
Which switches are you having troubles with?
author=Dennis
I'm in the room with the 4 switches - the swordman rests, the prince rises to fight - the tonberry sleeps etc.. I can't figure out the order - any help ? Great game so far !! Dennis
UPRC
BACK ON TOP
3167
The order is just the youngest to oldest son. The statue outside indicates who they are.
I must be doing something wrong - can't find no statue - this is in vulgate - the 2 rooms with signs that say the swordsman rest - griffin takes flight - prince fights and tonberry sleeps' Then you get to the switches - no statue ?
Craze
RMN's supervillain, and enjoying it
7439
Annnnnnnnnd downloading. Awesome job finishing this.
author=Proffessor_Buglean
It's definitely in the desert further from Hillsdale, and it's a random battle. It shouldn't take more than a minute or two to find.


Thanks, it helped!
I must say, this is an epic game already. This is one of the most fun Final Fantasy games I've ever played. Great job UPRC!!
UPRC
BACK ON TOP
3167
It looks like all of the noticeable bugs have been squashed with the help of you awesome folks.

I think whenever I do the next update it will most likely deal with trying to diversify the monsters a bit more in terms of what sprites they use, their colourings, etc.
author=Dennis
I must be doing something wrong - can't find no statue - this is in vulgate - the 2 rooms with signs that say the swordsman rest - griffin takes flight - prince fights and tonberry sleeps' Then you get to the switches - no statue ?


He was thinking of an optional switch puzzle from earlier in the game. I guess the fact that you don't recognize it means you are one of those ordinary people who don't obsessively complete all side-quests as soon as possible? Anyway, you are supposed to use the switches corresponding to the people that are active. (Alternatively, just try all the combinations. There are only 16 possibilities, so it would have been faster than asking for help).
UPRC
BACK ON TOP
3167
If it's just a switch flicking puzzle, then one of the combinations is probably among the following:

Up - Down - Down - Up
Down - Up - Up - Down
Up - Down - Up - Down
Down - Up - Down - Up

Since, after all, those are the most common solutions for switch puzzles in games. I know the switches you're referring to now, but I don't remember the combination off the top of my head.
A puzzle made so genious, so great, so tricky, that not even the maker knows.....GASP
UPRC
BACK ON TOP
3167
author=bigtime
A puzzle made so genious, so great, so tricky, that not even the maker knows.....GASP


Nonsense! I was just too lazy to open RPG Maker.

Up - Down - Down - Up

There is the solution! There ya go. ;)
author=UPRC
It looks like all of the noticeable bugs have been squashed with the help of you awesome folks.

I think whenever I do the next update it will most likely deal with trying to diversify the monsters a bit more in terms of what sprites they use, their colourings, etc.

Speaking of bugs, Falgabard Port is a dune buggy ;)

The item shop has a faulty teleporter that won't let you enter.
The weapon shop sells armor instead of weapons.

You can walk through all the pots in the Ancient Castle, although the barrels are fine. I'm thinking that it's a layering issue?

Also, Tirear posted in the Bug Reporting blog a pretty exhaustive list of bugs and I'd say about half of them haven't been fixed yet.
UPRC
BACK ON TOP
3167
I fixed what he posted earlier today. Several of the things he listed had already been fixed, so I'm not sure why they were mentioned.
author=UPRC
I fixed what he posted earlier today. Several of the things he listed had already been fixed, so I'm not sure why they were mentioned.


Oh, sorry about that then.

I'm finally in the:

post-cataclysmic world now


I'm having a blast. I imagine that I'm still overleveled quite a bit because I've one-shotted the last couple of bosses. The writing is getting better and better, and I like the fact that I've been actually surprised by a couple of developments.
author=UPRC
I fixed what he posted earlier today. Several of the things he listed had already been fixed, so I'm not sure why they were mentioned.


They were mentioned because I was too busy trying to find those last two bosses to download a new version an then test ALL the bugs to see if they had been fixed. I mean, I felt guilty knowing I was wasting your time out of selfishness, but, but, shinies!

...I'll download the latest version and do some testing before I post the others, OK?
Tirear - thanx for your witty comments - it would have been faster if you just gave the answer. Thanx