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Koli's Sorrow: Vigil
Many years after the events of Koli's Sorrow 1 and 2 the world is facing trouble once again. Of course, it always will as the powers of light and dark ebb and flow. The Distortion is beginning to collide with the world of Terah, and the powers that keep magic flowing are being siphoned away...

Enter the Stranger
You are but a lonely nobody from the small town of Noster Domus. One morn you awaken from a strange dream and find that peculiar events are going on. The sky flashes strange colors and balls of light roam around, sucking the energy out of anything they pass. What could be the cause of these horrors? You strive to find out...

Features
  • Class and Gender selection

  • Quest Book (by Modern Algebra)

  • Beastairy (by Modern Algebra)

  • Weapon Crafting

  • Alchemy

Latest Blog

Thinking of Future and Past of Koli's Sorrow

All right, so I've been thinking for a while about my place here on RMN and I've noticed I've made a habit of having these grand ideas and them ending up going nowhere. Sanctum Security was a failed attempt at a more versatile game, and Malum Immortalis was an attempt at a more interactive story. However, both of those games were in VX as an engine, and more recently there was the release of VX Ace. I've left these projects for more fleshed out ideas. More on that in a moment.

The original Koli's Sorrow games were, to be frank, mediocre and the holes in the game were filled with jokes. At times quests would loop, and the mapping... It could have been much better, and the story could have been a little more clear. This is to be expected on one's first games, however. (Koli's Sorrow 2 was literally built on the first game's bones, so not much hope there either.) I would go back and fix the small bugs for the games but I no longer have the computer with the files. No worries, since now we have Vx Ace!

Eventually I moved to this new platform and decided on my next two projects, the first of which has already begun here. I've already implemented the old idea's class system and pumped through about a fifth of the project on my own. Now we arrive at the relevance for Koli.

My first idea was to create a final game to say "Goodbye" to Koli and his world as it's known now. This isn't to say that we'll be saying farewell to the world forever only that Koli himself is now quite old, and three games is a fine lifetime for a sarcastic character to survive. So, The third installment of Koli's Sorrow: "Vigil" will pop up on the site as a demo in the coming months and will star a new protagonist alongside out familiar friend.

This brings me to my second point. The original Koli's Sorrow games were okay, but I've obviously evolved greatly in my time creating these fun little things we call games. I've decided that as soon as Invenire is complete, I'll swiftly re-create the first two games in a remix for Vx Ace with a bigger and badder world and system. This will be an "Anniversary" kind of thing and will be my final farewell to Koli, but as I've mentioned before the world will live on through his successor.

My point of the blog here? I'm curious;
What has your favorite aspect of the Koli's Sorrow games been?"
Is there something manageable you'd really like to see in future games?
Are there elements that you believe the story is missing?
And any other information would be greatly appreciated.

With much love, Storyteller.

Posts

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The first two areas are done, but I would like to finish another one before I upload the demo.
I also intend to re-make the originals into a new game as well.
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