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The Fairy Forest is in trouble and it needs some help. The Shard that holds the forest ecosystem together has crumbled into fragments and was sent somewhere in the corners of the forest.

Follow Aldo in his quest to collect the fragments of the forest in this short and adventurous game focused on exploration and puzzle solving with hard fought battles.


















Short Quest Story. The game will focus on gameplay and pacing.


Using default Front View Battle System. Let's give it some love.


Hard Battles that will make you consider each battle carefully. Be careful of every monster you encounter.


Open World Exploration, the full map is available from the beginning. Explore at you own risk and maybe rewards.


Skill/Stat Point System. You will be awarded a point at every level and given a choice to either buff your stats or learn a skill. Level Cap is at 25 so you will have 25 points to spend.

Latest Blog

Development Log 4: Battle Mechanics

Now that I'm back on developing the game I had to adjust all my TODO list for the game. I figured I'd start with the first encounter and the Battle Mechanics.



The Battle Mechanics design are as follows:
  • On map encounters so player have a choice of avoiding them

  • Player can be chased by the encounter events

  • Front View as I have decided before.

  • Should not take too long to finish every battle (Comes down to manually designing enemies and troops). Battle is not the focus, only a means to an end (To Level Up). No grinding design.

  • Strategic Depth: not too deep where to many things needs to be learned. I'm using Row Formation restrictions for the enemies but not for the heroes. You need to target front row enemies first before the back row but skills will be available that can target the back.

  • Skill Cooldowns will add a bit more strategy


Maybe i'll add some little stuff to this later but for now this will make a fast flowing but not too distracting battles (I think). Anyways that's all for me today. Thanks for reading!

- Necther Louie -
  • Production
  • MsterLouie
  • RPG Maker MV
  • Puzzle Adventure RPG
  • 03/30/2018 10:35 PM
  • 12/11/2018 05:24 AM
  • 05/26/2018
  • 14092
  • 4
  • 0

Posts

Pages: 1
Great concept, the feel of open world map and a skill/point system is a great combination if you're lookin' for Rpg based gameplay. Though i'd like to drop it here, will it look like the "Diablo 2"? :)
Thanks Maddo_Loli! I want to design the game so that the players have a choice of where to go while still keeping with the game's main quest.

When you say look like "Diablo 2", do you mean the skill tree system in diablo 2 or the look of it? I would say it will be like a skill tree where placing a point on a skill opens up more powerful ones. In that sense it is like diablo 2's skill tree but in terms of looks i'll keep it simple and close to the default style provided by the engine (RMMV)
World Map Completed! New DevLog posted. :)
author=MsterLouie
Thanks Maddo_Loli! I want to design the game so that the players have a choice of where to go while still keeping with the game's main quest.

When you say look like "Diablo 2", do you mean the skill tree system in diablo 2 or the look of it? I would say it will be like a skill tree where placing a point on a skill opens up more powerful ones. In that sense it is like diablo 2's skill tree but in terms of looks i'll keep it simple and close to the default style provided by the engine (RMMV)

went away for a bit, and came back to this, Nice, the world map looks intriguing. And yes, it is turn based alright. A few lapses from me here and there. Nice characters tho, I ship Aldo x Nina.

Would love to grind a few levels in those dungeons
author=Wilmhit
where can i download this??


There is currently no download but If I give an ETA to have a download it would be by March? It's still under development. :)
Pages: 1