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Yo, let me introduce you to my crew:

Izuno's a very young (7 y.o.) dragon that hates being called little, or a baby. He has a lot of growing up to do, but when he's grown, he'll be a force to be reckoned with. He can look like a person if he wants; not uncommon for dragons in the setting. Izuno's arrogant, curious to a fault, and really bad at flying on short notice.

Teos Gilgazem is a Wizard who's devoted his life to the study of Chronomancy (Time Magic). He's extremely acerbic and exceptionally cautious, the former caused by and the latter earned from his nearly two hundred year lifespan (unsurprisingly, Time Mages can use their magic to slow aging). Like Izuno he's very loyal to the Time Dragon.

Kara Taleran is a feminist in a world where feminism hasn't been and possibly never will be invented. It's tough. She's a Princess of House Taleran, and can play pretty pretty princess when it's required of her, but she's also a skilled fencer and the leader of the Knights of The Peony, an order of all female knights, back in her home kingdom of Fellgard. As the only member of the party that's not a dragon, a mage, a dragon mage, or a Death Messiah, she's sort of a relatively normal human person exactly the age she looks, and such is often a bit overwhelmed by the crazy things she encounters. Her secret ambition is to serve a pivotal role in the liberation of her homeland of Fellgard from the Ebon Dragon Baron that rules it.

Lydia is over nine hundred years old, and is the living embodiment of the Ruby Goddess of Death, Lenore. Her favorite thing is killing. Likes: killing; Dislikes: not killing. You'd think with all that she'd be somber and/or intimidating in personality, but actually she's an incorrigible tease and flirt. That demeanor drops away immediately should you ever dare insult her Goddess, however. It's difficult for her comrades to trust her or let their guard down around her completely, but without her enormous power over life and death, they'd stand no chance at the challenges before them.

Road To Paradise
A game--actually two closely related games--about two very different worlds colliding and the spectacular consequences that result. As you may have noticed me being cute, the initials are indeed "RTP". Take from that what you will.

Road To Paradise - The Dragon is the story of Izuno, a very young dragon and the protege and ward of one of the Seven Dragon Barons that rule the world of Ryntparthea. On the floating isle of Veridian, Izuno's master discovers a strange spacial anomaly at Voidsreach Tower, and sends Izuno to investigate along with Teos, a mage of the Chronomancer's guild, a Princess from Fellgard seeking aid for her people's war against the Ebon Dragon Baron, and a Dark Acolyte of the Ruby Goddess Lenore, from distant Silvermoon. The player can choose at the beginning of the game whether Izuno is a Flame Dragon, a Frost Dragon, a Forest Dragon, or a Sky Dragon. Izuno can also shift freely between his true dragon form and a human guise. Some NPCs will treat him differently based on his appearance.

Road To Paradise - The Staircase is the other side of the story.

Both games will be episodic story-focused JRPGs. This will be a commercial game after the first episodes if there is sufficient interest, but the first episodes will always be free to play. Commercially released episodes, if and when there are any, will include both sides of the story--The Dragon and The Stairway.

Credits Of Particular Note
Main Character Designs by Closet Material Index & Soramani Kagome
Battlers by MilanoCat
Custom Graphics (Dragon Faces) by Nirwanda
"Outsider" Sprites By the incredible UPRC

Latest Blog

Life Is Full Of Disappointments

So, this project has been around for a while and unfortunately while I appreciate the subscribers and downloads that it's gotten (it's certainly doing much better than its other half), they don't indicate the level of interest I was looking for to continue this project as a commercial game. And I stand by my resolution that this would be continued commercially, or not at all.

To a certain degree, I feel like I "failed" Road To Paradise by not hyping it or promoting it hard enough or often enough in the right places. I'm not going to beat myself up over this, but I will make a note to be more proactive about "marketing" any and all future projects. Finally, Road To Paradise shares a great deal of conceptual space with a project I'm working on in a non-RM, non-digital format, making it feel more than a little redundant in the face of that project.

As a result, I am putting this game project on Hiatus as soon as I'm done with this post. A friend told me that (I'm paraphrasing) nothing is ever gained by cancelling something or deleting it, because leaving yourself the option to go back and pick up a project years later has no downsides, so that is why Road To Paradise will be on Hiatus, not Cancelled.

Don't get me wrong, I hugely appreciate the comments, feedback, and reviews that I've gotten. I am very grateful to everyone who played this, especially if they found the time to tell me what they thought.

Sorry to any of you who were still interested in/anticipating this project. I have at least one or two projects that I'm at least several months remiss in uploading game pages for: hopefully one of those will grab your attention like it did mine.

Game on!
- StormCrow
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  • StormCrow
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  • 06/07/2018 09:01 PM
  • 05/26/2020 11:53 PM
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Dude that OP song is OP. Too metal.


Also, I didn't get the link to the fixed one, and I just downloaded like two seconds ago. Are you sure you reset everything?

Rule #1: Always test before uploading.
EDIT: When you 'Edit' an existing download on RMN there's apparently this FUNNY!, FUNNY!, FUNNY! little bug where it says it's a link to the new download but is actually a link to the fucking old one. It's like a machine for compounding your embarrassment when you upload a bugged game. Workaround: Delete old download, Add new one, do not use Edit command.

author=StormCrow
Update no update right.

Ummm, it's possible, just possible, that you may have what I had roughly 1-2 years ago. Lucky I downloaded your game, huh? Here's probably what's happening. A save fail. I mean, it should be saving, and it shows saving at your end, but it doesn't ACTUALLY FUCKING (pardon my language) SAVE.

Go to my page for Tales from the Reaper, exactly what I went through. Perfect game and people were saying it wasn't updating right. It's not RMN's fault, you can do the same on Google Drive, no dice.

You will have to do a series of things.

1. First, go to UAC (I assume your computer is somewhere Win 7 onward, and UAC is why we're having this discussion; basically the thing that keeps asking "Are you certain you want to make changes in your own computer which you know, you kinda paid for?" See, this is a problem because it will make database updates that aren't being tracked. So what happens is it saves it, then it makes a shadow in C:\Users\SamanthaBobJoeWhatever\AppData\Local\VirtualStore\ in other words, these are virtual copies that APPEAR to be updated, but when you copy the thing won't update because UAC fails to save changes. There's a legit way to test this. Copy to a flash drive, update, recopy, then open it there, and if it's the old one, you're getting save-blocked) and disable the damn thing. This will at least bypass the whole nanny issue, but you're not done yet.
2. See, you haven't taken ownership. Rightclick the folder. Go to Security tab. Hit Advanced. You may see Owner:TrustedInstaller or some crap, which is code for "Windows is trying to father-knows-best on your computer" and we don't want this. Hit Change, and type into that big box Users. No extensions, just Users. Hit OK. Check the box Replace Owner On All Subcontainers And Objects, and check the box Replace All Child Object Permissions. Unless you're on a different OS, in which case it may say this differently.
3. Head back to Security, but this time we're not going into advanced, we're going into Edit. Find the possibly newly made Users on that list. Click on it, and check Full Control, which will give you everything buy maybe special permissions. Hit OK. You should now have given Users (which includes you) ability to save and change files in the rpgmaker folder.

Well, it could be a bug in RMN too. This is why in this little section of downloads, I usually opt to instead save it to URL instead of clicking the upload button. And yes, you can do this retroactively. I will tell you in a sec if that worked, otherwise follow these steps.

Worked! Still, follow these steps. Everyone should own their computer.



Update: I chose Forest Dragon then headed upstairs. It says something about "failed to run bitmap." Check your code some more.
@bulmabriefs144: You have found exactly the same bug as me.
I tried all dragons.
DEBUGGIN

First, thank you for your interest, secondly, more importantly, thank you for your patience. This is easily the rockiest launch I've had in (WAY TOO LONG TO ADMIT THE ACTUAL NUMBER) years.

I have obviously tested it to the point where I have started and finished games as each of the four breeds 20 times each. I have no idea where the "failed to run bitmap" error is coming from. Let me look into it. Shit is baffling.

I yanked the download for now. Since it's happening for everyone, even me.

I got this helpful info from an anonymous tipster:

"I ran into the same bitmap error that Bulma did after choosing forest dragon, and I think I found out what's wrong due to this handy article.

https://forums.rpgmakerweb.com/index.php?threads/script-cache-line-106-rgss-error-failed-bitmap.20493/

Basically something on the map up the stairs to the north might be corrupt; an image, a sprite, I dunno. So theoretically, all you have to do is find the corrupt file and replace it with an clean one. Good luck, I look forward to playing as a forest dragon. I don't think I've ever heard of those until now."

The corruption is happening during the compression/encryption process because the unencrypted game runs fine. I am not sure how to fix it. I will try to see if a version w/o the RTP included, a non-encrypted version, or both fixes it. Beyond that, I'm at a loss. The only graphics present on the map where the crashbug occurs are:

* The Default RTP 'Dungeon' Tileset.
* $Teos Char.png
* The second guard on the sheet from DSChara_20.png
* Underlair.png as a 'parallax background'
* The PC sprite which obviously is not corrupted because the first map does not crash.

I have no idea how or why either of these things would be or get corrupted.


EDIT: I found the problem, and fixed it.
Feedback:

-It would be nice to get a little information about each breed before deciding on one.

-Walk speed feels a bit slow on the first three maps. A faster walk-speed or a run option would be welcome, although they do kick in on the fourth map, so it's not a big issue.

-Switching between forms does some Weird Math Things to Izuno. When he goes from a high HP form to a low HP form and switches back, his high HP form has had its current HP reduced to the max HP of the low HP form.

-You have to re-equip Izuno every time he shifts out of human form and back into it. This is a bit of a hassle.

-Talking to the woman in the library is weird. She says there's a set of books that came in, goes off (presumably to get them?), comes back, aaaand nothing. Was there supposed to be an item given here?

-Typo in the fellgard book "a blink of the ye". Should be "eye"

-The lore is cool, and I'm looking forward to it getting deconstructed.

-It's weird that to depart the island you go south and then fly off to the north. I thought the game had glitched the first time I saw it.

-In Izuno's dragon form, Claw should probably be the first ability instead of Breath. That would make mashing out physical attacks a little easier.

-Golden Serpent Ring seems to actually *decrease* exp gained by a minor amount. My testing wasn't quite as precise as I wanted it to be, but at the same level fighting the same mob of enemies, I got slightly fewer percentage points with the ring than without.

This is all the testing I can do for the moment, but I dig the setting and so far all of my complaints are quibbles, so I'll play a bit more when I have the chance.
Ok, there's not too much content there at this point so you'll probably reach the ending the next time you play it. I'd clock the entire Episode at 1-2 hours depending on how long it takes you to navigate Voidsreach tower. For me it's closer to 1 hour but I imagine for someone who did not BUILD the labyrinth it's probably closer to two.

Randomly:

* Yeah, the first few maps have Disable Dash on, pretty standard, nbd.

* That is actually how I wanted Izuno's HP to work. A mere human shell cannot contain the vitality of a dragon! etc.

* Yeah, that unequip thing...I'm not so happy with. I might be able to event a workaround but it would involve conditional branches for every single piece of equipment equippable by Izuno in the entire game and since I haven't made six sevenths of the game yet...yeah, I hope there's a script that can solve the problem. Then again, Izuno in human form is best played almost entirely by casting his spells so his weapon, at least matters very little to not at all. And do note that his (first?) ring slot does not get unequipped when he turns into a dragon because a dragon can wear one ring on its tail XD

*"Talking to the woman in the library is weird. She says there's a set of books that came in, goes off (presumably to get them?), comes back, aaaand nothing. Was there supposed to be an item given here?"

Yeah that is kind of awkward. I'm probably just gonna remove her little walkabout as it serves really no purpose. I think my initial thinking was that she was "showing" them the section of the library she was talking about (I hope to make more of the library interactive in later episodes if there are later episodes which will depend on how this one does) but as the screen doesn't follow her nor do the players...yeah. That's dumb, I'll fix it. I could fix it by popping in a scroll map and/or move player event command but I'll probably fix it by just having her stay put. This was one of the first events I 'programmed' after not touching RPGMaker for literally 5 years lol.

*"It's weird that to depart the island you go south and then fly off to the north. I thought the game had glitched the first time I saw it."

I just did that because I thought it was kind of pretty but yeah I could see how it could look weird. Wouldn't be a big deal to change it, I'll just create some watery scenery south of Timekeep for Izuno to fly over.

* "Claw should probably be the first ability instead of Breath. That would make mashing out physical attacks a little easier."

I think the battle system I'm using actually defaults your selection to whatever you did last turn rather than whatever is first in the list, but I'm not positive.

* I will check to see if the golden serpent ring is bugged. Okay, it actually isn't. It's only a 20% increase, though, and by default the XP system in RMK is exponential so...it actually makes sense that as you gained levels you would be getting less percentage points per battle as a percentage of XP towards next level even if you're getting more XP as an absolute value. Make sense?

I hope u are enjoying the characters as well as the setting.

n e way, I could probably address everything you brought up so far (except the unequip thing) in about one hour but until the Swap In The Middle event is over I don't really have that hour to spare. Happy to update Episode I to v0.8 as soon as the Swap In The Middle event is done (or sooner, depending on how hard the first half I get is to finish). : )

honestly i'm just relieved that i got a playable build out after so many misfires
Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
I got a "RGSS player stopped working" error twice, and both times it happened in battle while I was choosing skills for the dragon (fire).


I feel like you have an interesting world here, but the story delivery doesn't quite hit the mark. For example, the info dump given by the Time Dragon at the beginning is kinda ineffective, because we don't know any of the other people or other places he is talking about yet, and they have no meaning or context to the player yet, who's also not going to remember what was said. The same kind of goes for all the bookshelf lore being a bit too early to be meaningful.

On the other hand, a good example of delivery is when the second guys says to the main char "Let me guess, you think dragon kind shouldn't have shared magic with humans etc", and when the 2nd girl says to the princess "Oh you're from that place that thinks the dragons shouldn't rule" or something. These ones work better, because they tell me something about the world AND at the same time are relevant to the current characters and interaction.

I also like the Acolyte girl and her dialogue.
More stuff:

-Killed a rogue lizardfolk and it stayed on the battle map, unable to be interacted with, until the battle ended. No idea what triggered this.

-Okay, got it again. It seems to be linked to the +Aging condition?

-I like that the main cast is limited in their access to ability heals. The strong heals all come from items, which are finite. With some restrictions on item acquisition, that could make for a pretty cool resource management element to the game.

-I like that combats are evented in the dungeon and random on the overland.

-Longbow deals damage based on "STR + DEX", but there's no STR stat. I'm guessing it's attack + dex?

-Man, I was not expecting it to be canonical that the people in this world have chibi anatomical proportions. That is mindbendingly horrifying, that everyone on the high-fantasy side of the setting has these balloon heads and tiny bodies and everyone thinks it's normal.

-So, if you try to parlay and you were in dragonform originally, you end up in battle in your humanform without your equipment. Having an in-combat transformation would help with things like this. It would also make Izuno a little more mechanically interesting and versatile, if there's a way to code it.

-It's probably worth just outright mentioning somewhere early in the intro that shifting between forms will cause all of Izuno's clothes to fall off. That way the player knows it's a feature, not a bug.

-Ah. Can't return to town once you're in the tower. I wish I knew that going in, as I would've bought only healing potions instead of this 20% exp ring. It also makes the gold you pick up in the tower a little less than useful.

-The dungeon is well-mapped, individual areas have their own cool gimmicks, and everywhere I went the risk/reward balance felt good and interesting.

-Lamia in the room with the blue switch just casually walks across the pit like it's nothing.

-Aaand it seems all lamias can do this.

-Final boss wasn't too tough, but I think it helped that I stun-locked him for a couple of rounds early in the fight. I'm not sure how the mechanics work for everything behind the scenes, but the feeling I got while playing is that everything was broken, and thus everything was balanced. Like, I can give Izuno haste and more or less confirm lockdown on a single enemy by turn 2, but if that enemy is a dodgemonster, or has an automatic counter, or any number of other things, or if I whiff a round of tailwhips, then all bets are off. The level of challenge felt solid throughout the game, and all abilities felt circumstantially useful, and most equipment was side-grades. This is a style of game design that I really like.
author=Dyluck
I got a "RGSS player stopped working" error twice, and both times it happened in battle while I was choosing skills for the dragon (fire).

First off, thank you for playing, kinda flattered that you took an interest, not gonna lie.

Anyway, I have no idea why that happened. I completed four or so playthroughs as Flame Dragon Izuno without once encountering that error with the exact same combination of scripts that are in the project now. In this case, I don't know what the RGSS Player's problem is, so to speak. :\

The exposition dump by the Time Dragon is intentional. An overwhelming number of unknown proper nouns is thrown at the player, yes, for sure, but I thought it was balanced by the fact that they then immediately recruit party members that put those proper nouns in context through more natural dialogue, at least the ones that matter. I wanted to give the impression of entering a complicated fantasy world in media res without the typical "and this is the story of the world so far" expository crawl by a detached narrator.

@Kumada:

Yes, there is a known bug where enemies that die to any form of DoT (Entropy is the most conspicuous, certainly, but also On Fire!!, Poison, and Acid Arrow) visually remain on the battlefield after they are dead. I will look into it, but I was aware of it upon release and considered it moderately low priority, since it's purely aesthetic: the enemies are dying exactly when they're supposed to, when damage over time is processed at end of turn, but they're not disappearing.

author=kumada
Longbow deals damage based on "STR + DEX", but there's no STR stat. I'm guessing it's attack + dex?

Yes, it's a holdover from when Attack was called Strength because D&D. I'll fix.

author=kumada
Man, I was not expecting it to be canonical that the people in this world have chibi anatomical proportions. That is mindbendingly horrifying, that everyone on the high-fantasy side of the setting has these balloon heads and tiny bodies and everyone thinks it's normal.

in this case your nightmare fuel is my XD

I think the catty exchange between O'Hara and Lydia about this is my single favorite piece of dialogue in the game so far (although the last two lines of dialogue before the Boss of Episode is a close second). I definitely knew from the beginning that I had to lampshade the difference in graphical styles immediately, and that way it could be a gag and people would not assume that I was blind and did not see that different graphical styles existed and actively clashed.

author=kumada
-So, if you try to parlay and you were in dragonform originally, you end up in battle in your humanform without your equipment.

Yes but I think the game makes it explicitly clear that's a risk you're taking with the way the choices are phrased.

author=kumada
Having an in-combat transformation would help with things like this. It would also make Izuno a little more mechanically interesting and versatile, if there's a way to code it.

It's totally doable (for me), he's just not old enough yet. It was an ability I was planning on giving him when he hits oh somewhere around Level 15-20 in the second episode. Around Level 20-25 (2nd or 3rd episode) I plan on giving him a passive that lets him (whilst in dragonform) absorb the element that he's initially resistant to (Flame Dragon would be healed by fire attacks, etc.).

Anyway, yes, in this case, even though "naked" Izuno is no slouch as a human Sorcerer (especially if Teos throws a Haste on him and he's throwing around Acid Arrows and Force Darts like nobody's business), I did think some players would probably parlay the first time, lose the battle, reload the save, and say fuck it and charge in as a dragon the second time. Which is fine.

author=kumada
-Ah. Can't return to town once you're in the tower. I wish I knew that going in, as I would've bought only healing potions instead of this 20% exp ring. It also makes the gold you pick up in the tower a little less than useful.

There are a fair amount of healing potions to find in the tower on top of the ten you get starting out, and the save point at the entry gives a full heal. I was wondering earlier how you found the Golden Serpent ring in the tower so early on. I completely forgot you could even afford one in Veridian City. The gold is certainly useful this episode but if all goes according to plan (HA! HA!) you'll get to keep it to spend it in Episode 2.

Anyway, on the topic of healing, Teos' Regeneration is surprisingly powerful once you get it going. One good strategy is to have him Haste himself and then he can pass out two Regens a turn.

author=kumada
-Final boss wasn't too tough, but I think it helped that I stun-locked him for a couple of rounds early in the fight. I'm not sure how the mechanics work for everything behind the scenes, but the feeling I got while playing is that everything was broken, and thus everything was balanced. Like, I can give Izuno haste and more or less confirm lockdown on a single enemy by turn 2, but if that enemy is a dodgemonster, or has an automatic counter, or any number of other things, or if I whiff a round of tailwhips, then all bets are off. The level of challenge felt solid throughout the game, and all abilities felt circumstantially useful, and most equipment was side-grades. This is a style of game design that I really like.

Well firstly, thank you very much and thank you also for the super-detailed feedback. : )

Anyway, you're basically right. A lot of player and enemy abilities are what would be considered "broken" in a super traditional jRPG, but they're actually all just really powerful yet roughly in balance. And some of the less overtly broken abilities have niche uses (casting 'Slow' is not often a good use of Teos' turn)

You lucked out if you stunlocked the Lord of the Tower though.



He has 75% resistance to Stun so you essentially rolled a 4 on 1d4 twice in a row there.

I don't think you ever mentioned, what kind of dragon were you? I'm guessing Sky Dragon because you mentioned stunning enemies frequently, and Lightning Breath is a guaranteed Stun on most enemies whereas Tailwhip is just a weak physical attack with a relatively small chance of inflicting Stun, but I dunno.

last but least, just because I recall you being a bit of a completionist in your feedback on other games, did you ever find the secret boss in the basement?
Man, I am looking forward to episode one of the other game just so I can play as team human, and not Team Horrific Chibi Nightmare Squad. Body-horror doesn't usually get me, but apparently biological people inflicted with anime proportions finds the small thermal exhaust port on my sanity.

Now, changing subjects: mechanics.

-Re: regeneration. Hasting everyone feels more important than stacking regens in nearly all battles. This is because shutting down enemy sources of damage is more important than tanking. During long fights, once my chronomancer had nothing better to do, I did start applying regens, but that was only once the entire party was hasted. I almost never used atrophy, unless it was either that or a physical attack.

-Re: stuns. With a haste on Izuno, he can tail slap twice in a round. So, vs the final boss, that's getting a single 4 on 2d4. It's not guaranteed stunlock, and the boss eventually starts counterattacking it, but the odds are better than 25%.

FWIW, I was a forest dragon. If I knew Sky Dragon would come with autohit AoE stuns, I would've picked that up instead. Especially since this game is scoped for five episodes, I think it's worth giving the player an indication of what features each dragon has before they sign the paperwork and drive it off the lot.
Only Forest and Flame dragons get AoE breath. Frost and Sky dragons get harder hitting but single-target breath (this is like in D&D where some dragons breathe a cone and some dragons breathe a line, but it's not really analogous to it because my dragons don't correspond to D&D dragons; alignment-from-birth is stupid racist BS).

I have never tried a playthrough where I made heavy use of Tailslap, I generally only used it when Claw, Claw, Bite and breath were both on cooldown. On the other hand I had Teos cast Entropy whenever I had the chance. It's almost as efficient at taking out a dangerous enemy quickly off the board as Reave Soul as it hits for -25% HP every turn for three turns. That means by the time it's run its course, the enemy is down to a quarter of its HP, although I never had an enemy that was Aging survive the three turns it lasts, because they took damage from other sources.

But good games (IMO) have a wealth of different strategies, including some you might not anticipate, so that's why it's great to have playtesters who will try strategies you never even thought of. : )

I'll mull over the blind choice of dragon.
I'm kind of confused by my credit on this, because I don't even know what this game is. Earthling sprites?
I took all your old sprites from what you described as a cancelled project (I think it was Shattered Wings) that you posted to the resource museum thread a few years back. I shouted out a yoink when I took them and said it was awesome you'd donated them to the public, but if you weren't following resource museum, yeah you'd not of noticed that.

If you want me to remove you from the gamepage it's no problem, though. It just seemed like a fairly significant contribution to the game, even if it wasn't specifically for the game. (Also, the 'Other' field wasn't large enough to type in something like "Sprites I Took From A Cancelled Version Of Shattered Wings" IIRC.)

But yeah let me know and it's no problem to remove you from the page, and I can keep you in the credits.

(Oh, "Earthling" means that your sprite style is used for all human beings born on Earth. All characters born on Rhyntparthea, the fantasy world in the game, use the RTP sprite style. On the other half of the gamepage, I'd just give you credit for "sprites" seeing as they're used for most of the game. But again, if you don't want to be on the game page, it is not a problem to remove you.)
Oh, no, that's no problem at all. I've resumed working on Shattered Wings, but everything is being remade in a new graphical style so I don't really care if those sprites are used for anything.
Cool, and again, thanks! (Incidentally, unlike 99% of the userbase you have made multiple actually complete games that I'd actually love to play just for fun, if I ever get the chance.)
Had to finally make an account because of this game. I'm excited to see how this develops. Keep up the good work! ^_^
interesting game, cant wait for next chapters. I hate the earthly humans already so if you wanted to acomplish that gj XD. i see many people complain about the boss, i didnt have much troubles with him, i speed up izuno so he can do 2 actions, i invisible everyone in team and then i just poison and age the boss and he quickly dies, kara and lydia didnt even have time to do anything ^^.
well not to be too snarky but it's nice to know someone else was fighting the same boss fight I remember fighting a zillion times. (FTR kumada used a completely different strategy to stunlock the boss, also resulting in an easy win.)

I am very high. Personally, I'd be wearing the "Team Earth" shirt, but Izuno is pretty adorable and so are his friends.
Short RPG, one dungeon. The most annoying part of the game is the fight with the frontier works chars, one of them can do a paralysis move (which I dunno how to cure, meaning whoever's paralyzed is basically dead), and another one can throw out a rocket launcher that does 700 damage, which basically oneshots anyone without heavy armor or a ton of levels. Another one spams smoke granades that cause blind which I also cant seem to cure. It took me way too many tries for the RNG to go well for me (in which they dont use paralysis, rocket launcher, or smoke grenade). I also found the attack down debuff to be totally useless. Alot of random enemies have high evasion so fights take longer than they should depending on luck. The final boss seems to have hidden passive tiger stance and ridiculous buffs so I couldnt touch him, and the only way to do it was the entropy DoT skill which I have to cast more than once for it to stick. Basically, there's way more luck required to get thru this game than I'm comfortable with.
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