• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

This game is a work of fiction. All persons, places, religions, laws and names appearing in it have no relation to the real world.




This game started out as a short story that I wrote for an English assignment during my high school days. It developed into something much more complex since Japanese animation became one of my main hobbies and inspirations.
Now all those ideas have been fully realized into a game, which I hope, everyone can enjoy.

The full name of this project is: Megami Ankhanessa no Monogatari (The story of the Goddess Ankhanessa): Journey to the East.

Current version: 2.01.
Recommended age: 13+ Contain elements of fear, cartoon violence, mild bad language and reference to alcohol.

Turn on "Synch Monitor FPS" in options to ensure mini-games, cut-scenes and animations run at the correct speed.

The sequel, Journey to the East II: The Empress and the Sorceress, can be found here

Controls:
Cursor Keys - Movement, Z - Interact, X - Menu/Cancel, Hold shift+Direction - Dash.
Psychic Combat - Cursor Keys, Z, X, A, S.
Chain Combo commands - Cursor Keys, Z, X.
(Recommended you don't change these keys especially Z, X, A, S as they are needed to be inputted correctly during combat).

Featured Video:

Music: Danmachi OST, Voice: SNK Playmore



Set in the magical world of Eos, a shadow is forming in the east across the demilitarized zone, which separates two powerful nations, the Chaos Imperium in the east and the Holy Empire of Ankhanesia in the west.

They have been in a state of religious cold war for over half a century. The Chaos Supremacists, led by the Imperious-God-Emperor, Xanaphos the Invincible, has been amassing an army the likes of which the world has never seen before. An army bred for one purpose – the total domination of the western-lands, and the destruction of all ideologies that do not conform to its ideals.

Meanwhile in the west, the Ankhanesian Empire is fractured. A civil war has gripped the nation, and the Holy Emperor, Cylus I, is in a coma due to the trauma of the assassination of his wife and five children.
Their deaths are a total mystery because no bodies have been found.

The story of the game begins, 14 years later, when the fragile peace between the two nations and their allies, is suddenly destroyed.


The Northern Hemisphere of Eos and the Prismoni Union:
The north pole is located at the centre of the map. The equator is around the edge.
The shape of the supercontinent bears some resemblance to a phoenix.


Prismoni Union map: https://rpgmaker.net/games/10201/images/83109/











No random encounters. Enemies can be seen and have line of sight and their own behaviours. They have elemental strengths and weaknesses so a good strategy will save your life.

Random item placement and drops. Each playthrough will always be different.

All playable characters and bosses have voiceover.

No level grinding required. All enemies level up with the player. New allies will join the party at a similar level to the player. Certain gear will give the player an advantage.

The number of times you can use a skill is limited until you replenish it by resting or using potions. So that you can't spam the same strong attacks.
Use them wisely.

Day and night system with on-screen clock, seasons, and a dynamic lighting system.

Plenty of puzzles inspired by the game, Chip’s Challenge, a Windows 98 game to rack your brains.

Input chain commands during battles to create combo attacks to inflict more damage.

10-15 hours of non-stop adventuring.


Let's play video by KingKobora.



Story and Design: Nakoruru
Graphics: Kadokawa, Enterbrain, Hiddenone, Morillus, Mack, The Infamous Bob Bon, Telmina, TheStoryeller01, TheHarmp, Avery, ArctheMonkey, Indrah Arc, Pandamaru, Minnow, Chiara, Celianna, Palxan and Verdibona, Chalkdust, Thalzon, RavenBlackbird, byBibo, TTKOZ, Cyanide, Sinnistar, Haydeos.
Art: Michael Rookard, マゼラン.
Music and SFX: Kadokawa, Murray Atkinson, YouFulca, Derek & Brandon Fiechter.
Coding: Yanfly, Moghunter, PrimeHoover, Terrax, Himeworks, Galenmereth.
Voice: SNK Playmore, Konami.

Visit YouFulca/Wingless Seraph for the awesome music:
https://wingless-seraph.net/

Please follow me on facebook if you like to show your support for the game:
https://www.facebook.com/mausuproductions/

Please follow me on Youtube if you like to see videos of the game.
https://www.youtube.com/channel/UCfYK6AUEaATBHph5RQZkIkQ

Latest Blog

Version 3.01 coming soon and discord

Version 3.01 coming soon:
- New journal system similar to the one in JTTE2.
- Optional mini-quests to expand the lore of Eos.
- New characters to interact with.
- Anya's backstory.
and more...

If you have any ideas or suggestions, please join the game's discord server and let us know.
https://discordapp.com/invite/wwd6Yws

Posts

Looks good but sadly the whole "All enemies level up with the player" is something i can't sand in my RPGS why even have a level system if everything is going to be the same difficulty....sorry just not my cup of tea i guess :)
Your maps look very well done and it does look like a well put together game, but I do agree with ryan7251 that I also don't like games where enemies level up with the player, I don't mind if they increase in stats a LITTLE, in fact I can like that, but heavily or even more than a small amount I find puts me off, I otherwise prefer enemies being at there right levels for each dungeon at the time and leave it there.

If I decide to play this game sometime though, I'll let you know my thoughts :)
author=boos405
Your maps look very well done and it does look like a well put together game, but I do agree with ryan7251 that I also don't like games where enemies level up with the player, I don't mind if they increase in stats a LITTLE, in fact I can like that, but heavily or even more than a small amount I find puts me off, I otherwise prefer enemies being at there right levels for each dungeon at the time and leave it there.

If I decide to play this game sometime though, I'll let you know my thoughts :)

Thanks for sharing your thoughts. I understand what you're saying about the "level with player" thing. It is there for 2 reasons:
1) So the player doesn't have to level grind for hours just to get past a certain part of the game.
2) When you first meet a boss, the difficulty is as hard as I intend it to be no matter what level you are. So you aren't under/over leveled, creating a smoother more balanced playthrough.
I use the auto level thing as a benchmark for all enemies, then fine-tune them by increasing their stats to adjust their difficulty.
You will find the enemies super easy at the beginning for the player to get used to the game. Then gets harder as you continue.
I want to like the game, I really do. Problem is, I tried playing twice, and so far, it crashed twice. Once just after the first fight, once even earlier. -_-
author=Abraxas-Baskerville
I want to like the game, I really do. Problem is, I tried playing twice, and so far, it crashed twice. Once just after the first fight, once even earlier. -_-

Sorry to here that happen. Do you have any resource hungry apps running in the background?
Alternatively, find the tddp preload manager.js file in the js folder and delete the contents but not the file itself, so it's just an empty file.
The crashing problem might be your comp don't like MV Maker caching data when loading maps.
author=Nakoruru
Sorry to here that happen. Do you have any resource hungry apps running in the background?
Alternatively, find the tddp preload manager.js file in the js folder and delete the contents but not the file itself, so it's just an empty file.
The crashing problem might be your comp don't like MV Maker caching data when loading maps.


Nothing I can think of.

May be part of the problem, but the Preload Manager alone wasn't it.
I checked, and found no apps which might be a problem...
Hey Nakoruru!

I was able to download your game, so I will play it sometime within the next few weeks (unless something unexpected happens and I can't). Thanks for letting me know in advance how the balance of the battles will be! :)

With point 1, that is interesting how you are using the enemies level with players feature to preven the players having to grind, could you explain to me a little more how that works though? The reason I ask is in my mind I don't see how that script can prevent players having to grind, so I'm eager to know how that works!

It may actually be better, but without a level up enemies system, you can still prevent players having to grind each dungeon by knowing there stats against the enemy stats and then playtesting it to make sure you get a good balance. With what I do, I use the default windows calculator to help me as well. Just check the damage enemies do against each actor's HP and then there damage with different skills against the enemies HP.

With point 2. I guess that could work well, I don't see any problems with the player being the "right" sort of level. At the same time some players do like being a little under level, and other players like being a little over level, when fighting a boss.

Bosses shouldn't be too much easier/harder if that's the case, and if it's balanced well it can work great without a enemies level up feature, too.
author=Abraxas-Baskerville
I checked, and found no apps which might be a problem...

Do you have a error message or something like that appearing when it crashes? If you do you can type that into google.com with "" marks in front and behind, might also have to add RPG Maker in front of it, and see if anyone in any forum anywhere has ever had that problem and was able to resolve it somehow. That's helped me resolve error messages in the past.
author=boos405
author=Abraxas-Baskerville
I checked, and found no apps which might be a problem...
Do you have a error message or something like that appearing when it crashes? If you do you can type that into google.com with "" marks in front and behind, might also have to add RPG Maker in front of it, and see if anyone in any forum anywhere has ever had that problem and was able to resolve it somehow. That's helped me resolve error messages in the past.


If that were the case, don't you think I would've added that? Sorry, no. Didn't get any error message.
author=boos405
Hey Nakoruru!

I was able to download your game, so I will play it sometime within the next few weeks (unless something unexpected happens and I can't). Thanks for letting me know in advance how the balance of the battles will be! :)

With point 1, that is interesting how you are using the enemies level with players feature to preven the players having to grind, could you explain to me a little more how that works though? The reason I ask is in my mind I don't see how that script can prevent players having to grind, so I'm eager to know how that works!

It may actually be better, but without a level up enemies system, you can still prevent players having to grind each dungeon by knowing there stats against the enemy stats and then playtesting it to make sure you get a good balance. With what I do, I use the default windows calculator to help me as well. Just check the damage enemies do against each actor's HP and then there damage with different skills against the enemies HP.

With point 2. I guess that could work well, I don't see any problems with the player being the "right" sort of level. At the same time some players do like being a little under level, and other players like being a little over level, when fighting a boss.

Bosses shouldn't be too much easier/harder if that's the case, and if it's balanced well it can work great without a enemies level up feature, too.


It's hard to explain well but imagine 2 lines, red (player), blue (enemy). At the start, the enemies are on purpose under leveled. Blue line is under the red line. As you progress through the game, the blue line crosses over the red line at the half way point and become more and more over leveled. That's why good gear is important late game to counter its effect.

I may also add that there is damage scaling that goes both ways. So the right elemental attacks are important here to take advantage.
author=Abraxas-Baskerville
author=boos405
author=Abraxas-Baskerville
I checked, and found no apps which might be a problem...
Do you have a error message or something like that appearing when it crashes? If you do you can type that into google.com with "" marks in front and behind, might also have to add RPG Maker in front of it, and see if anyone in any forum anywhere has ever had that problem and was able to resolve it somehow. That's helped me resolve error messages in the past.
If that were the case, don't you think I would've added that? Sorry, no. Didn't get any error message.


Ah sorry, I'm used to seeing threads in a different RPG Maker forum where the thread poster doesn't add their error message until asked.

My only other thoughts is that it may have something to do with MV updates and playing on an older version of MV is what makes it crash. Hope you can get this fixed!




author=Nakoruru
author=boos405
Hey Nakoruru!

I was able to download your game, so I will play it sometime within the next few weeks (unless something unexpected happens and I can't). Thanks for letting me know in advance how the balance of the battles will be! :)

With point 1, that is interesting how you are using the enemies level with players feature to preven the players having to grind, could you explain to me a little more how that works though? The reason I ask is in my mind I don't see how that script can prevent players having to grind, so I'm eager to know how that works!

It may actually be better, but without a level up enemies system, you can still prevent players having to grind each dungeon by knowing there stats against the enemy stats and then playtesting it to make sure you get a good balance. With what I do, I use the default windows calculator to help me as well. Just check the damage enemies do against each actor's HP and then there damage with different skills against the enemies HP.

With point 2. I guess that could work well, I don't see any problems with the player being the "right" sort of level. At the same time some players do like being a little under level, and other players like being a little over level, when fighting a boss.

Bosses shouldn't be too much easier/harder if that's the case, and if it's balanced well it can work great without a enemies level up feature, too.
It's hard to explain well but imagine 2 lines, red (player), blue (enemy). At the start, the enemies are on purpose under leveled. Blue line is under the red line. As you progress through the game, the blue line crosses over the red line at the half way point and become more and more over leveled. That's why good gear is important late game to counter its effect.

I may also add that there is damage scaling that goes both ways. So the right elemental attacks are important here to take advantage.


That actually has been explained quite well. I like your approach at making equipment more important later in-game and changing the difficulty with it too. But, I do believe that can still be done without a enemy leveling up script.

My first impression of such a script is that all enemies always level the same stat levels as the player, so they never get slightly weaker no matter what level you are, and that's why I don't usually like them.

Well, I will leave you some feedback once I've played your game! :)
I actually looked up myself about games crashing at start without warning, and...

It seems my pc just can't handle the clusterfuck of plug-in this game has...
I'm stuck!
I'm at Horge's Peak, and I don't know what to do! I found Sylvia's headless statue, and also Anya's head in a cave, but I don't know what else should I do!
author=Shaiel
I'm stuck!
I'm at Horge's Peak, and I don't know what to do! I found Sylvia's headless statue, and also Anya's head in a cave, but I don't know what else should I do!
Have you already found the first sailor in the house in Pern? He will give you the number which will open the portal in the cave in Gorge's Peak.
Hello again!

I hoped next patch will be solution that inn black screen but dindt work.
and this time after went in inn the sound playing 5 second and the game closes
And...Thanks for post my earlier message :)

But ı dont clearly understand your solution(Close game and Reload the save)
Could you explain the solution exactly...please ?

ı would be very glad...probably my computer cursed for playing this game :D

Thank you...

And my game is nearly 30 FPS...maybe less why? And how can ı fix?


author=MaestroOfGame
Hello again!

I hoped next patch will be solution that inn black screen but dindt work.
and this time after went in inn the sound playing 5 second and the game closes
And...Thanks for post my earlier message :)

But ı dont clearly understand your solution(Close game and Reload the save)
Could you explain the solution exactly...please ?

ı would be very glad...probably my computer cursed for playing this game :D

Thank you...

And my game is nearly 30 FPS...maybe less why? And how can ı fix?


Find the TDDP preload manager.js file in the js folder. Edit then delete its contents but don't delete the file. Save so it's just an empty file. Your comp might not like RPGMaker caching data between maps. That maybe why it crashes.
Finally! it worked
Arigatou gozaimasu :)

And is there a way to boost FPS?
Because while game progressing (especially in chapter 4) the FPS getting lower and lower

author=MaestroOfGame
Finally! it worked
Arigatou gozaimasu :)

And is there a way to boost FPS?
Because while game progressing (especially in chapter 4) the FPS getting lower and lower

There is not much you can do to boost FPS except maybe toggle the sync FPS in options and turn off animated tiles. See if it makes a difference.
Yes it worked there was a huge difference and tested in encounter it was flawless
I am happy to say again your game is best game ı have ever played.

ı am look forward your second game happily.

good luck and good work :)