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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
  • Hiatus
  • 1 of 7 episodes complete
  • StormCrow
  • Marrend (Scripting Assistance)
  • RPG Maker VX Ace
  • RPG
  • 06/07/2018 09:01 PM
  • 05/26/2020 11:53 PM
  • N/A
  • 47498
  • 22
  • 340

Posts

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Yeah, the RNG can be really swingy and you can't *really* DPS race most groups of enemies, so the meta ends up becoming about damage mitigation. And that's mitigation through locking down enemies, not tanking, which is made challenging by the fact that some mobs really like to dodge.

My strategy (and it's been a buttlong time since I played this, so I'm going by memory here) was to use hastes to multiply moves per turn, focus on eliminating priority enemies one at a time, and use magic aggressively on anything that looked like it might be agile.

I found RTP:Dragon an interesting challenge, since its combat balance meant I had to respect most things I ran into instead of confirm-mashing my way through the battle, but I was also looking for exploits and intentionally trying to break the combat engine, so this may not be a typical user experience.

Out of curiosity, which type of dragon were you running?
i used sky dragon which had a pretty useful but costly lightning stun attack. Unfortunately he wasn't as fast as I thought from the description so I kinda regretted the decision.

haste is definitely useful, as any turn increasing move is. It's what helped me get pass the first boss fight when i can take down the healer in two turns IF the RNG doesnt screw me over (e.g. paralysis, blind, missing), but yea, the influence of random numbers is pretty high.
FWIW this was just meant to be episode 1/7 (or 1/14 depending on how you looked at it)

i can see the will'o'wisps in this in particular really annoying unlucky players: IIRC (much as it's been a buttlong time since kumada played this it's been a buttlong time since I made it) they have both very high physical EVA and also not inconsiderable magic EVA.

i mostly made use of some variant of the basic strategy kumada described while i was playtesting, though I tried a variety of intentionally suboptimal approaches with all four dragon types and was still able to finish with most of them (again, if I recall correctly). I don't know that i ever did a play through without using Haste, though. Haste might be essential. I don't think I ever beat the end boss w/o using Entropy but I can't be sure. Lydia is broken as fuck. I found her (intentional) overpowered-ness smoothed out the difficulty curve for me, at least. but i'm cursed with really good luck with RNGs (including physical dice) which means i can playtest till the cows come home and still not get the same experience as a player that has bad luck with RNGs

For ethereal/ghostly enemies I've moved away from them having high evasion to them being resistant to physical damage, since it's less swingy and less all or nothing. not on this project, this project is caput on hiatus, on other projects I mean. I still grant enemies that are either just *really fast* or hard to see high EVA, but this should be balanced out by a plugin I'm employing that lets HIT accuracy meaningfully exceed 100%

bicfarmer, for shits and giggles (if you haven't already) you can go fight that fight that frustrated you so much as the other side here; it might be more fun when you're the one with the grenade launcher. (no matter which side you're on, that battle tends to make you feel like the underdog, even though the enemies stats and skills are almost exactly what they would be as PCs)
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