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Just a few years ago (probably around 2 years, 1 month and 5 days ago), there was a peaceful, boring fisherman town, and a boy named Ralph who yearned to leave this boring town for...adventure!
You play as Ralph, searching for reasons or even a chance to escape your hometown. Thanks to a series of unfortunate (or fortunate?)* events, your wish finally came true.

*Involves talking to strangers, witches, and some doomsayers. Being called the "chosen one to save the world". Oh, and probably seeing someone killed in front of your eyes.

Why you should play this game:
Have you ever played a game made by a dog and a crow? Never. That's right.

This game was created for the event, Swap in the middle with you, 2(too).
The game was originally created by StormCrow, then finished by ShyDoge.

Latest Blog

A blog for self-reminder

Hi everyone, this is shydoge making a self reminder for what's going to be fixed and what's not with the next update, before I forgot about it.
(Expect an update next week or so.)

*12/3/2019 the game is updated! :3

Bug fixed:
-Fixed a missing tile that allowed players to skip...well, almost everything and head to the final zone.
-Five finger discount seems to be a script conflict and therefore currently disabled as I need consultation from Stormcrow to fix it. I suck at scripts :<
-Stireholm world map tile has been fixed to allow players to walk around the town.

Fix pending:
-Horrible English and grammar. I'll keep you guys updated on that one.
-Actor picture error when talking to the old man in the inn.

Posts

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Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18536
Your reasoning as to why people should play this game is very valid. It makes me want to play.

Also. Ahem ahem.
author=Frogge
Your reasoning as to why people should play this game is very valid. It makes me want to play.

Also. Ahem ahem.

Actually the song "When You Were Young" by The Killers is in the game was in the game the last time I checked.

Doge, I LOVE what you did with the gampag background. Subtle. Beautiful. Srsly.

Obviously I'm dying to check this out but I am also like in super-ultra-hardcore crunch mode over the next 4 hours and 29 minutes finishing Doge Odyssey because Liberty scares me.

Gah I would fucking gut a man alive to see how you ended this story, such is the strength of my curiosity, but must finish Doge Odyssey first or Kiberty will kill me.

Dev version?
-This download is specifically for StormCrow only!
(I have yet to ask permission from him/her to allow non-encrypted format.)

Just her, actually (that mystery could have been alleviated by looking at my user profile, where I have considerately ACTUALLY listed my gender, as opposed to writing something like "Otter"). And um, go for it? I don't think I made anything custom for this game. Well, I did rip some things myself but that's really not the same as custom and Liberty has been outspoken about her feeings re: copy-protecting rips you stole last event (like a solid 10 minutes of her berating bulma on the stream). Oh, I did make the
dying king crawling sprite and face,
but those are just sloppy RTP edits I definitely don't mind sharing.

The ONE thing is I would prefer that NO ONE USE THE SPRITE EDITS I MADE FOR (MAJOR SPOILER):

Alex's tragic death in the charset called Tragedy.


Those I put enough into that I do feel ownership of them. They're RTP edits but they're not SLOPPY RTP edits.
This is a well written and nicely polished game, and the two halves mesh together nicely.
(Around 4 hours of gameplay to reach the conclusion though)
The dreamwalker class has original and imaginative abilities.

Some issues (SPOILERS)

When escaping the palace, there's a chest with your equipment in. However it contains some missing database items in place of thief weapons (There's a blank spot in inventory with x2 and x4 beside it)
When backtracking to visit the world tree, I accidentally stepped on the tile which sent me to the early game forest area (which I couldn't leave, and was replaying some of the events)
Encounter rate feels too high in the cave after escaping the palace, and in the world tree (specially with needing to backtrack through the dungeon).
Boss fights seem to store up their turns and then attack 3 or 4 times in a row (which would be fine if telegraphed so you can guard or use the one turn defensive buffs like reflect). Can wipe party members from full HP :(
Cerberus enemies have a breath weapon that paralyzes the party, which is not fun.
JustAShyDoge
Still a dumb and shy doggo
9731
author=coelocanth
This is a well written and nicely polished game, and the two halves mesh together nicely.
(Around 4 hours of gameplay to reach the conclusion though)
The dreamwalker class has original and imaginative abilities.

Some issues (SPOILERS)

When escaping the palace, there's a chest with your equipment in. However it contains some missing database items in place of thief weapons (There's a blank spot in inventory with x2 and x4 beside it)
When backtracking to visit the world tree, I accidentally stepped on the tile which sent me to the early game forest area (which I couldn't leave, and was replaying some of the events)
Encounter rate feels too high in the cave after escaping the palace, and in the world tree (specially with needing to backtrack through the dungeon).
Boss fights seem to store up their turns and then attack 3 or 4 times in a row (which would be fine if telegraphed so you can guard or use the one turn defensive buffs like reflect). Can wipe party members from full HP :(
Cerberus enemies have a breath weapon that paralyzes the party, which is not fun.

Thank you for the bug report! I almost wanted to message you personally =p I'll fix/adjust the bugs as soon as possible.

As for the boss, I'll think of something to adjust its kill-streak in a turn. Or add a few more turns for the guard/magic reflect effect.
Not-so-detailed explanation of why boss gets so many actions in 1 turn:
(Cause the battle system actions depend on AGI, which makes High AGI = enemy kills the player with many actions before the player could even get a move OR low AGI = enemy is killed before the enemy moved.) Which is why I used/copied StormCrow's tactic, which is to add more action rate = more actions in 1 turn.

There is a safety measure of used when below 50%hp to avoid those spam AOE spells at the start. But it looks like I'll need to re-adjust a few of them or lower/add cooldown to prevent multiple AOE spells in 1 turn.



Also, thanks for playing the game!
Finally let myself enjoy a tiny taste of this.

(First off, funny story, I had to reload to my pre-Vadim-fight save to "catch up" and wound up killing Vadim in two turns; Ralph got a lucky critical for 2,100+ damage and then his Darkness reflected off of Caroline's Magic Reflect and instakilled him. I worried that boss was too hard so it was heartening to see him laughably face-rolled by reflect and dumb luck.

At some point I will replay beginning also because you were free to make changes there.)

Anyway I am loving everything you've done with it so far. I could spend all day playing and commenting but I need to correct the disgraceful job I did on finishing your game that you actually made custom gfx for. What brought me to this post was probably excessive and unjustified curiosity about the choice to make Ralph a dual-wielder.
JustAShyDoge
Still a dumb and shy doggo
9731
author=StormCrow
Finally let myself enjoy a tiny taste of this.

(First off, funny story, I had to reload to my pre-Vadim-fight save to "catch up" and wound up killing Vadim in two turns; Ralph got a lucky critical for 2,100+ damage and then his Darkness reflected off of Caroline's Magic Reflect and instakilled him. I worried that boss was too hard so it was heartening to see him laughably face-rolled by reflect and dumb luck.

At some point I will replay beginning also because you were free to make changes there.)

Anyway I am loving everything you've done with it so far. I could spend all day playing and commenting but I need to correct the disgraceful job I did on finishing your game that you actually made custom gfx for. What brought me to this post was probably excessive and unjustified curiosity about the choice to make Ralph a dual-wielder.


Aw maaan, I can tell Kentona RNGesus really blessed you then. I never really won Vadim fair and square.(Always tweaked his hp to 1 in playtest). Rage to the point, and also because I felt it would be unfair for players to grind above lv7+ to end up the new actors at lv7, so I reduced his hp (3200->2600), buffed berserk turns(2->5) to let the battle dependent on Ralph.(And, well, you would too if you were him.)

And you have no idea how relief and happy I am to hear you're loving it!

As for the Ralph dual-wield, I decided to give the older actors some "buff" since they trained like 20 years.

Ralph -> Dual Wield
Ulrika -> Higher Hp regen( I nerfed it during younger, hehe), higher water resist, and a new holy resist
Elmer-> A new special, random magic bolt skill(You need to listen a side story to get it thou)
Caroline -> Dualcast Ex

Each improving what they're good at, offense, defense, utility and mana efficiency. And also... "Screw it! You're a berserker, grab a weapon hu nids shield?!"

Stupid random stuff about Ralph during playtest
Before the berserk buff and dual wield, Ralph did only 71 dmg on the World Tree CREEPS(not even boss!), and I was like WTF?!. AFTER the buff, I got rekted by him after I made him go berserk, only to be confused by the fairy boss and started killing his teammate and suicide in 2 turns.


Edit: Also, do tell me if its ok for Ralph to dual wield, I can remove it if needed. He's on the "ok state" ever since I buffed the physical weapons a bit.(Magical weapons remains unchanged, magic is already OP itself)
Edit: Also, do tell me if its ok for Ralph to dual wield, I can remove it if needed. He's on the "ok state" ever since I buffed the physical weapons a bit.(Magical weapons remains unchanged, magic is already OP itself)

Bro the spirit of the competition is that you have final cut on the whole thing. I wouldn't mind sending you some suggestions but anything you want is okay. You have final say.

I just finished the World Tree dungeon. I thought the level design was really, really good! The vines and hi/low gimmick gave it a nice LoZ: Link To The Past feel. And it makes up for my shit "Beneath The Castle" dungeon in Act I where the extent of the level design I did was...preload two sample maps. orz

Holy shit is Satiel a beast. Satiel in Act II is more powerful than Caroline in Act I which is REALLY saying something considering she was going about twice as often as everyone else and had enough MP to spam powerful spells every turn. I am guessing there are story reasons for this and/or he's not staying with the party long. I'll find out by playing more. : )
Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
I saw the first half of the game on stream last night. Great job with the characters and the dialogue, as their interactions were pretty enjoyable to watch. Gotta stop using those sample maps though.
Thank you very much, a great deal of care was taken with the writing in the first half. I think the level design improves precipitously when Doge gets his hands on the game.

In this case the use of sample maps was an artistic decision--what better stage for the story of the RTP heroes than the default maps? Though FWIW I don't think even one of them went unmodified.

Sample maps are really convenient for people whose interest in game making is primarily concentrated in all of the stuff that isn't mapping, like me. And they're GREAT for people learning how to map (the ones in MV are even better). Even when I want to do level design it's often more convenient to load in a template and make it my own (through mapping and events) than to start from scratch. It's the same thing I do in the database when I make a new monster: I load in a similar monster I already made, then edit. (My first project on the site was a haunted mansion I crafted together from the PVG Mythos tiles. None of my yet-to-be-hosted projects use any sample maps, not even the one that uses RTP style characters. So it's not like I use sample maps to the exclusion of anything else or am constitutionally opposed to making my own maps or anything like that.) Long story short too late, this is something that I don't know if it's like stigmatized or not, but if it is, I think it shouldn't be.
Oh. I found a doozy of a bug, btw. If you enter Elmberry Woods in the "New World", when you exit it your ship has disappeared and also the teleport event to the scene on the beach has been respawned somehow, probably because it actually exits you 20 years back in time? So yes if you go to the beach you are then locked in endless combats with Vadim The Gnostic because that entire scene was evented to play through once and never to return.

Sorry if you caught this already and mentioned it in the bug reports, I did not read carefully.
JustAShyDoge
Still a dumb and shy doggo
9731
author=Dyluck
I saw the first half of the game on stream last night. Great job with the characters and the dialogue, as their interactions were pretty enjoyable to watch. Gotta stop using those sample maps though.

Hi there, just dropping in to say sorry about the sample maps! I understand the frustration of sample maps (it shows laziness and it's easy to get lost). However, I promise you we won't (well, most likely no?) release another game using only sample maps. As Stormcrow has said, the decision for using mostly sample map is that I wish to respect his decision (Yes, I know its my game after the handover, and thus I will take full responsibility on it.)

Even if we somehow ended up forced to use sample maps (I don't know, maybe a sample map event? It could happen?), I promise you it will be heavily modified to not look like a simple load-map-sample-maps. Again, really sorry about using the sample map decision, and thanks for the compliment and advice!

Edit: My keyboard haywired and posted before I could proof-read it.
Hello StormCrow and JustAShyDoge (ladies first ?)

I loved your excellent two-hand game, and as a mark of my appreciation, I'd like to add my little contribution to the hunt for bugs above:

- once cast, Elmer's "Five Finger Discount" spell doesn't return immediately the focus to the next character as expected (but maybe didn't I understand the logic/mechanic of the spell?). Quiting the apparent loop produce the error message "Script 'Ace Battle Engine v1.22' line 2923: NoMethodError occured. Undefined method 'input' for nil:NilClass".

- quiting the Pyramid Island by ship, heading south, crossing the wall and entering Verdammt Castle from south causes the game to call the "Out at Sea" final sequence. Yes, why not use the portal, ask you. Well, because I didn't visit the Items Shop in Moon Bell and found the Sun Burn Lotion, I answer!

- you enter Stireholm south, but exit north. An incorrigible explorer such as me landing on the south shore and entering the village, is definitely trapped on the island and condemned to reload his last save!

Be sure I understand the constraint of the "Swap in the middle with you" rules, and don't see ill-founded criticism here. The only remark I could do is to recolmmend some professional proofreading!

Looking forward playing the next product of your collaboration,

Old Timer
Dog and Crow hit 100 Downloads, wheeee!
JustAShyDoge
Still a dumb and shy doggo
9731
XD Oh crap, did I ever came back to fix the bugs oldtimer submitted?

....Maybe? The last download update was 3/20/2019. XD
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