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Begin the journey

Short Comedy Romp Quest - The funny-but-not-very-long journey
(Note: Recently changed rating from 4/5 -> 3.5/5 due to scaling of my reviews)

Although you probably already knew that.

Pre-warning: beware -- may contain spoilers or spoiler-esque comments. pls be warned

What Is It, Though?

Final Quest - The disciple's journey is a short comedic RPG made by Indrah, Fomar and Hirei revolving around skill and item use. You are Ulrika, the master, taking Ernest out to train in some forest and, eventually, a castle. You fight monsters, deal powerful skills, and trek through areas mapped beautifully for your pleasure.



Graphics

Final Quest has the nice polished maps going on, with RTP mapping used well. The custom facesets drawn by Hirei are beautiful, done for Ulrika, Ernest and the Demon King in the space of the week that it was created. They have different facial expressions which are seen throughout dialogue, that enhance the story. Mapping is decent as is expected from a collaboration between Indrah/Fomar. What I liked is the structure of the maps. What Indrah and Fomar failed with the illogical structuring of the maps in Dead Moon Night, they have succeeded in this game to provide a good mixture of risk and reward when designing their maps. I'm not sure how many of the battlers are custom, but they are used nicely too.



Gameplay

Battles are really interesting in this game. Ernest is a mage-type class and Ulrika is most likely a warrior. But this was only in my playthrough, since both characters have three possible skill trees you can master. I found it hard to understand how that worked, however, so I just tried to level each one evenly until all 3 skill trees were 10/10 mastered. There are a lot of really good design decisions in this game. Items replenish after each battle, so you don't have to "use them wisely", i.e. don't use them at all. I think more RPGs should use this method, if it didn't break the concept of reality so much. Perhaps it works better for shorter games.

However this "unlimited item replenishment" mechanic only really works well if there's less items, in my opinion. I didn't ever need to worry about which items I was using, since there were so many in my backpack they wouldn't run out. I think we could have been given less Potions, Antidotes and the such like because it meant less that there were so many. Although it is a good way to provide a reward for risk, it's no use if the items are not useful.

Also, there were too many ATK UP and MAT UP and those type of accessories and not enough of the unique ones got from bosses. Because you had so many accessory/miscellaneous items, it does not matter which ones you equip because they all increase the stat by the same amount. I would have been nicer if there were several grades of equips, such as ATK UP II and ATK UP III, so you could keep equipping stronger combinations of the equips.

There are also a good combination of nuanced spells to choose from, ranging from status buffs to freezers and stunners. There should be more healing spells though. The party is restored between fights, which makes for less anxiety about switching to the menu and back constantly. I found the descriptions for each skill amazing, since they say exactly what the skill does. "200% PHY DMG. Reduces DEF by 50%" is a fantastic way to annotate your skills, and more people should do it in that blatant way instead of saying vague descriptions like "A fireball that does more damage but reduces your shield". The shortly annotated way is more compact and easier to read. I also discovered that it doesn't really matter if you follow the lore in that description, because people are more worried about the gameplay in battles than fancy descriptions.

Other than that, the encounter rate may be a little too high, but it was bearable for this kind of game. Overall, the game had fairly solid gameplay, if not a bit repetitive.



Story & Presentation

The game is a comedy game, and has lots of funny lines in it. "The bears deserved punching! It was all a dream, anyway! And I refuse to bring that up again!" is a nod to Makio-Kuta's game Punch Bears title in which Ulrika dreams about punching bears in an apocalyptic dream setting. The characters Ulrika and Ernest were your standard comedic duo: the comedy genius and the straight man. Here Ulrika is a boisterous female lead (much like most of Indrah's other productions), supported by Ernest, a bumbling male who is less competent in every way, more submissive, yet complainy. The pacing of this game is quick, making it short and sweet, devoid of fluff.

The ending made me confused though, I wasn't sure about (spoilers):

The nature of Ulrika's relationship with the Demon King. Were they teenage buddies as referred to by Ulrika? Best friends? Was Ulrika sent from the training school to go infiltrate a real castle whereas she set this entire thing up? I was of the belief that she had to set this up the entire way along, and it didn't really serve as a twist to me. Was it supposed to be a twist? I didn't really understand that part.


Anyway, the story was still interesting even if the characters were a bit overly light-hearted and nonsensical.



Conclusion
Final Quest - The disciple's journey is a funny and clever story with passable gameplay attached. It has a good balance of skills and items and some very good design decisions. Its short game length is only chalked up to it being a contest entry, and besides short games are good games. It could be better, maybe chalked up to a couple of chinks in the armour, and slight feeling of repetitiveness. But I came away happy nonetheless.

Love to hear from anyone about what they think of this review.

Thanks for reading.

Posts

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unity
You're magical to me.
12540
A terrific review for a terrific game! Very well put!

This game was for the RPG Maker Venture contest, so RTP characters were a requirement, and I thought it was really creative and neat that they used an aged Ulrika as a master rather than just putting her as her standard age, as it's rare to see characters of that age (especially females) in RPGs.

I actually never used a single item in the game, but I don't necessarily see that as a detriment; the battle system is good enough that I didn't have to rely on items, and if I did, they were there for me.

Regarding the spoiler part:

While I agree about your point about Ulrika's relationship to the demon king being confusing, it didn't bother me, as this is a short comedy game, and it was funny that she comes in and trashes his place, in my opinion.
Indra
YOU ARE BEING TOO AGGRO
11514
Wee, thanks for the review! Glad you liked he game.

About your ending confusion:

Ulrika knows Ernest would not easily part with ehr, training finished or not, so she lies to him saying they're just going to train. She sends a letter to an old friend (the demon king) and his minions indeed set to the task of playignt he aprt of bad guys, but the demon himself fails to notice/forgets.
Ulrika tries to play her part in the plain and fails miseably because she's way too good-natured to play evil, so she sort of bumbles around a bit. Upon reachign the demon king she fully expects him to play along, but when he doesnt and blasts Ernest she totally loses her shit and thrashes the place.
While there'0s no set background sotry between Ulrika and the Devil kign the idea is that they've been friends/enemies for a very long time, Ulrika possibly beigj slightly older, having saved the demon a few times in his youth, but also thrashed his place a few times (shes' still an adventurer and all).

Also there is no "training school" or anything, as I see you assumed. Ernest is just apprenticed to Ulrika herself, probably not content with just magic skills and wanting to learn the ways of the sword. Who knows.

TL;DR: Ulrika and the Demon are simply old friends/rivals that have known each other for a very long time, and a lot of things happened.

CashmereCat
Self-proclaimed Puzzle Snob
11638
OK cool so Ulrika must have planned to get rid of Ernest, so she sent a letter or a message of some sort to the Demon King to set up this hoax. I'm guessing the slaves picked up the message and started acting like that, but forgot to tell the Demon King himself.

Buuuuuut I kind of found it weird that he had to go all that way to train him just to bonk him on the head and run away. Couldn't she have just done that earlier? Otherwise it's a funny game and I enjoyed it start to finish.
Well, she wanted to spur him into an adventure by making him think she'd died to save his life from an evil demon king. The whole idea was that she'd pretend to die and he'd get the oomph to go out there and fight evil where he found it.

It didn't work out that way, however, so she figured she'd just bonk him one and run off. It did end up giving him the necessary motivation to go adventure, but backfired in that the adventure isn't to destroy evil, but to find her instead. XD
CashmereCat
Self-proclaimed Puzzle Snob
11638
Oh OK, so the plan was for Ulrika to play dead and for Ernest to continue his adventures thinking that Ulrika was dead. Because that's the only way Ulrika would get rid of him, right? Interesting plan.

And now it's hilarious because Ernest still wants to search after Ulrika. I mean, putting aside the logistics of Ernest wanting to bury Ulrika, and Demon King not actually dying etc. Ulrika being the free-spirited female she is probably didn't think about the plan in that much detail, and thus it kind of fell through.

But hopefully Ulrika will be able to evade Ernest for long enough. I see that Ernest hasn't really learned anything by still searching after Ulrika his master even though she clearly doesn't want to be with him. Or perhaps there is some romantic hope in his eyes. Ulrika is quite the hottie ^_^
Thanks for the review and really glad you enjoyed the game.

The skill trees were an idea that struck when playing Xenoblade Chronicles, I am one to be influenced by the games I'm currently playing.

The item replenishment system was something I want to use in a future game and was mostly included to see how it worked in practice and get feedback on it. In the game I'm using it in next you have difficulty options and casual has all items restocked after battle, the other two options only have items restocked after resting somewhere.

As for enhancements like STR Up II etc, I didn't feel the game was long enough to justify a second tier of stat increasing accessories. As for the unique accessories I agree with you, I'd have liked to have added a few more but time was pressing in and I hadn't got any really good ideas so I left it at just the three (I think?).

Anyway once again thanks for the review and glad you had fun!
CashmereCat
Self-proclaimed Puzzle Snob
11638
I did have a lot of fun. I think the skill tree would be more suitable for a longer game, since I only started looking at it when I was nearing the end. Perhaps next time you create a contest game you should consider including a second and perhaps third tier of stat modifying accessories. I felt the same limitations of customization, or at least the illusion of it, whilst playing Dead Moon Night. Although that was a longer game than this so its abundance of items became more frustrating in that game than this.

Looking forward to seeing the game that you are referring to become flesh and bone.
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