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Soldaria. A country which has been constantly at war with their neighbour to the north, at least this is what their government has kept telling the citizens. Sophie, the local conspiracy theorist, thinks otherwise, and has her suspicions on this confirmed when coming across a document in the government archives.

With two government employees she enlists, a friend of hers, two innocents who were imprisoned by the Soldarian Government, and an amateur thief, they set out on a mission which will see them racing against time to prevent a super weapon from being used against an innocent nation.

Demo length: About 3 - 4 hours (This is including time grinding for money to buy weapons and armour)

Features:

- Every character has a limit break, when their HP become critical. These include

  • 0 MP cost ability (The MP gets fully restored each turn)

  • Multiple physical attacks

  • 100% accuracy on abilities

  • Multi-target spells

  • Near Perfect Steal Success Rate


- A few items dropped by monsters will be able to be crafted in to ammo (Not implemented in Demo)

- Soundtrack is mostly comprised of tracks by Eric Matyas (soundimage.org)

- All enemies can be stolen from.





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  • Production
  • MoonWolfV
  • RPG Maker 2003
  • RPG
  • 05/04/2018 01:57 AM
  • 09/27/2018 09:08 AM
  • 09/27/2018
  • 1721
  • 3
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Pages: 1
Just a note. If you travel past the mountains, east of Canaburg, you won't encounter any monsters. I haven't developed that area yet.
I played the demo based on the simple and straight-forward premise. I took ALOT of notes and wrote down some more in-depth suggestions if you're interested (via pm) but I'll give some general feedback right here;

Right now, alot of the demo feels like kind of a rough draft. The plot definitely has potential, but the dialogue while fine lacks alot of weight to them. It's either too on-the-nose or not really engaging enough. There are some odd exchanges here and there and while this is only a demo and some development might happen later on, the only characters that really stands out are Sophie and Heather. It almost seems like Sophie is the actual main character while Vincent rarely speaks at all and his motivation to get involved seems non-existant.

I also feel like the oppressive government/nineteen eighty-four premise is completely isolated to Canaburg. A lot of the npcs here had some pretty good dialogue but once you leave the city, everything even the so-called war is completely forgotten. Like, isn't Soldaria at war with Senecia and if so, why are any ordinary citizen allowed to just travel there without any questions asked?

Most of the maps are pretty well laid out but are possibly a bit too big - this could probably be solved with a lot more details - at least in the outdoor maps and cave/crater. Canaburg feels especially empty and could use some more winding back alleys among other things.

I appreciate the custom sprites but they do need some more work; some more defined edges and better shading could go a long way.

Lastly, the balancing needs a little bit of tweaking. While having very basic enemies in the beginning works just fine, the attacks on enemies from the caves and onwards might need some variety. There was this one enemy in the crater that stole mp, silenced the entire party and was also immune to physical attacks. Very annoying, but could definitely work and create some interesting choices from the player if they had one of these abilities (say, drain for instance) and maybe appeared with other enemies (who used the silence). As it is now, most enemies just hit for a reasonable amount of damage which might need some switching up (like inflicting status effects, buffing their allies etc.)

I also encountered a couple of bugs/issues:
sophie has a random walk animation in the beginning when head over to the shelter. looks odd.

when you first get the journal, it doesn't do anything. only from entry #2 and onward it works

if you enter the elevator and leave without activating it, it'll still take you to the floor you last used it to get to.

the passability of all the tables/desks in the capitol are walkable?

tania is superbugged! if you're not facing right when talking to her, she dissapears without any trace and the game is unwinnable.

also, the "rich people" who got their gold stolen by tania seem to talk more about growing crops than their lost money. in fact, they care so little that you have to approach the woman from the top to activate this part of the quest.


All in all, i like the premise but it's a bit rough around the edges and with a bit of work could turn into something pretty good. As i said, PM me up if you want some more detailed feedback and ideas!
Thanks for the post.

I've been working on the game ever since I put the demo up and it's pretty much completed.

I know that Sophie and Heather become the main characters of the party quite early on. I might change the initial description and indicate that Sophie is the leader and Vincent accidentally gets involved. He really had no where else to go after they got caught.

With the wraith enemy you encountered in the crater, he now drops an item which teaches Vincent a spell which absorbs HP and MP. I might lower down the chance of it using the silence status or something. I still want it to be annoying but not too annoying. I've also changed how Vincent learns Blue Magic by borrowing the method from Final Fantasy VIII of how Quistis learns it from items. I was having issues with trying to learn a skill from the flying bulls outside of Sagarisk and the status condition never connected. He initially learned skills by being inflicted with a status condition, connected with each skill. After detecting him being afflicted with it, he'd then learn the skill.

As for dialogue. I'm sorry, but dialogue is not my strength, this is pretty much the best I can do for the random people in the towns and cities. Hopefully Adelburg, the capital of Senecia, might come across a bit better. Compared to this game, my previous project was much easier to type dialogue for, as the dialogue in the main plot was almost entirely pre-written.

I've also changed most enemies attack patterns so they are mostly all marked at 50. This makes battles much more random with what the enemy will use.

As for the bugs.

I don't know what's up with the journal, as it is set to entry #1 right after the scene where you get it, I'll be playing through the game again soon so I'll see if
it's still messed up or not.

I think I've fixed Tania, as I saw that the directions were a bit mixed up. Also, after you've returned the stolen gold, it is now removed from your inventory.

I've made the elevator so a choice has to be made. You can't cancel out.

I'll see if I can change the "rich people" dialogue a bit. If I can come up with something better, I will.

And thanks for pointing out about being able to walk through every table in Canaburg. I didn't noticed until now that I hadn't X'd it.

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