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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
author=lihanliang
How to get Mt Koltz after receive tha package of ration regent gran at Lindbum castle ??? and how to get bosche artifact thank you


Mt. Koltz is literally right beside Lindblum Castle, should be very easy to find.

And which artifact are you referring to?
*ModEdit* Early-Mid game Spoilers placed in hide tags:

Where I must go To looking for vahn after the event he know the the truth that he was son of king branch thank you
WCouillard
Sanubian Menace
1830
Jesus man, spoiler alert. Don't ruin things for people who haven't played yet.
Unfortunately, Bosche is pretty much useless. Most of his skills are already weak to begin with, it seems like they're way less useful than they should have been, and they all seem to consume the entirety of his MP. If you still want to find them for completion's sake, one is in Gozmodan (sp?) Grotto, near the North Lindblum Dock. There's also a permanently missable one somewhere in the Underworld, I think it's in either the Underworld Path or the Lucid Depths. Also, I agree with WC, if you're going to post a spoiler, at least put a warning before it.
WCouillard
Sanubian Menace
1830
Great now why dont you go and edit that post so the spoiler is gone?
UPRC
BACK ON TOP
3657
Yeah, I'd say edit your post lihanliang.
GreatRedSpirit
"Campaign promises are—by long democratic tradition—the least binding form of human commitment...."
5278
In the interest of hiding spoilers I placed his post under hide tags with a early-mid game spoiler warning.
This game has more caves than Cave Story.
That's good game i love the story of the game ^^
Been wanting to play this for a while but the font is completely unreadable on my system. Any ways of fixing this?

BTW that problem aside, this game is amazing. :)

EDIT: HOLY COW that's a big world...*cancels all plans for the day*
There's a fix to the font, you know. I think that the patch is here.
UPRC
BACK ON TOP
3657
author=Noel_Kreiss
There's a fix to the font, you know. I think that the patch is here.

That's the one.
UPRC, I advise you to post that link in the introductory so one wouldn't need to browse 60+ "Posts" pages.
UPRC
BACK ON TOP
3657
I used to have it on the downloads page before I started using a custom font. I didn't know that the font fix would still be required by some people for a little while after. I'll add it later on today when I have a chance to do so.
author=Noel_Kreiss
UPRC, I advise you to post that link in the introductory so one wouldn't need to browse 60+ "Posts" pages.

That would help tremedously for others who had the same problem ;p

Going to try the fix now, thanks alot!
Just tried the patch but it didn't appear to do anything when I clicked Apply! :(
UPRC
BACK ON TOP
3657
It should be a simple installation. I don't recall there being an apply button. Is this the file that you used? http://crankeye.com/downloads/rm2k_fp.exe
It's ok, fixed it now. Seems Microsoft bundles a rubbish version of the same font RPG Maker uses, and I replaced it with the official 2k fonts into my windows font folder. Now looks brilliant :P
UPRC
BACK ON TOP
3657
Awesome, good to know things are in working order.