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Evil can be grossly exaggerated, and some stories fail to recall the tragedies caused by the hands of the 'hero' themselves. Is gifted power always given to those who deserve it? Are they chosen to save to world, or to send it further into ruin?

Cheron is one of those unfairly gifted heroes, chosen by the Goddess of Light to vanquish the evil that lurks in the world. Except he had a poor judgment of what that evil was.

At the age of seven-and-a-half, Cheron killed the Emperor, who ruled the nation that was the center of world trade. The result of the Emperor split that Empire into five city-states that want nothing to do with each other, severing all trade across the old Empire and sending its Economy down the drain. Twenty years later, Cheron is now a symbol of unnecessary chaos and now lives in the mountains as a hermit knowing his face will inflict hatred or despair to the public.


"I Vanquished the Empire as a Kid and Now the Economy is Crap", or otherwise can be referred to as IVEKNEC, is a game about rebuilding the economy using a Town-Expansion system heavily inspired by Terranigma on the SNES. Completing quests in the game's world encourages trades between towns, allowing them to develop, gain new faculties and services, and sell new items and equipment.

Features:
-A modified form of the traditional battle system that involves resource-managing physical attacks and self-mana restoration to add an extra layer of strategy.
-A quest-driven storyline that feeds into the Town-Expansion feature.
-Current Demo is about 2 hours.

Latest Blog

MISAOS Best Title 2019 and other things

While the award for the best title is a reward not directly related to the quality of the game itself, I am nonetheless really thankful for all of the support.

Beyond that, I think a status update is a bit overdue. I've been debating mentioning the things listed here for a few months now since a bit of attention might be directed back here again this might be the best time to finally mention them.

As far as my RPG Maker projects are concerned, 2019 was not as productive as I would have liked it to be. But going in I knew that would be the case.

Compared to Flip Dimension's development, which I started very late into High School and worked on for the majority of my college career, I started fully mostly myself to IVEKNEC just before acquiring a full-time job.

I will say, however, the project was ever really on hiatus nor do I plan it to be. I'm just saying that it took me a while to really get adjusted working full time.

I'd be lying if I said that was the only thing in the way, however. A much bigger issue that has gotten in my way for many months after the release of Chapter 1, I struggled on the script for Chapter 2.

This isn't really an issue of not planning ahead... I know what I'm doing for Chapter 3, Chapter 4, and all the events up to the finale. I just thought I knew what I wanted to do with Chapter 2 until I realized I didn't actually like what I had planned for it. It didn't lead from Chapter 1 very well, nor did it lead to Chapter 3 very well. So that took several rewrites.

As for what I've been doing since uploading Chapter 1, I have decided that I wanted every major area in the game to be functional, if not at least mapped, before eventing the story for Chapter 2. Over the past year, I have been chipping away at the dungeons and towns across the empire. It's a steady process.

As for what's to come next, the vision for the game is still the same. Towns will have multiple development phases and progression will lean a bit on the non-linear side.

Anyways, to anyone reading this thank you for checking out the game!
  • Production
  • seacliff217
  • RPG Maker MV
  • Action Adventure RPG
  • 01/07/2019 03:20 AM
  • 09/25/2020 12:45 AM
  • N/A
  • 26109
  • 28
  • 323

Posts

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author=moekyun
Will there be lolis in this game? :D

Unless you count Alice, who's more Lolita than loli, then no.
I think it's a shame that no one has responded yet to your request for feedback, so here it goes.

Weapon Durability: I personally haven't played any other rpgs with this mechanic, but my experience with the demo was positive overall. The main problem I can see is the possibility of your weapon going dull at a critical moment, like in a boss fight. You could get around this by either allowing the character to spend a turn equipping a different weapon mid-battle or having it wait to go dull after the battle ends.

Precision Dungeons: This didn't bother me. If you keep these segments short and don't increase the difficulty much, it should be fine.

Writing: I didn't notice an inconsistency in tone, although there were a few typos.

Positives: The idea of having a conflict centered around building civilization up rather than just mercilessly tearing down your enemies makes this game stand out big time. As is having an OP hero that intentionally tones himself down due to a thorny backstory.

Overall, excited for Chapter 2!
author=DarkEpsilon
Weapon Durability: I personally haven't played any other rpgs with this mechanic, but my experience with the demo was positive overall. The main problem I can see is the possibility of your weapon going dull at a critical moment, like in a boss fight. You could get around this by either allowing the character to spend a turn equipping a different weapon mid-battle or having it wait to go dull after the battle ends.

The later idea never occurred to me. That's actually a pretty neat idea, so I'll definitely keep this in mind!

Currently, this project is second on my priority list, but I would really like to get Chapter 2 out before the end of the year. It's one of the bigger updates so once I get over that hurdle, the following chapters shouldn't take as long.

If that turns out to be unreasonable, I'll split the update in half and release a 1.5 update that adds the optional dungeons that can be explored between Chapters.
In the first bear puzzle, if you don't fight the slime underneath the spikes that's blocking that narrow passage. Say you go back into Cheron's dwelling to heal. The next time you send the bear to deactivate the spikes, that slime will not move and thus it's impossible to progress. Since it won't move, you would have to stand up the retracted spikes tile to engage it but then the spikes would come right back up since the bear will only step on that switch briefly.

Slow does not immediately take effect. It only reduces enemy speed when there's 1 turn duration left.

Disperse seems more like a skill for a tank who draws aggro. In the Demo, this rarely has use since enemies attack randomly and you are better off having Konbon cast spells to finish the battle ASAP.

The Turtle is a scam artist. You pay 300 gold to be brought to the part of the rain forest with several chests rather than across the bridge.

The timing on the slime bridge to reach that miniboss was kinda annoying. Specifically the two slimes near the midsection checkpoint.

I like that unlike typical RPGs
instead of killing the goblins, the heroes take a peaceful approach and teach them have to provide for themselves. Goblin village! Peaceful coexistence between goblins and humans.
The town upgrading aspect sounds promising.
author=Quizzard
In the first bear puzzle, if you don't fight the slime underneath the spikes that's blocking that narrow passage. Say you go back into Cheron's dwelling to heal. The next time you send the bear to deactivate the spikes, that slime will not move and thus it's impossible to progress. Since it won't move, you would have to stand up the retracted spikes tile to engage it but then the spikes would come right back up since the bear will only step on that switch briefly.

Oh wow, that is a softlock I didn't catch. Thanks for bringing it up!

author=Quizzard
Slow does not immediately take effect. It only reduces enemy speed when there's 1 turn duration left.

Disperse seems more like a skill for a tank who draws aggro. In the Demo, this rarely has use since enemies attack randomly and you are better off having Konbon cast spells to finish the battle ASAP.

Both noted. The skills in the game, everything about them, has been difficult. Disperse was mostly just made for the first boss fight, but I probably should have thought of more useful scenarios for it.

author=Quizzard
The Turtle is a scam artist. You pay 300 gold to be brought to the part of the rain forest with several chests rather than across the bridge.

The timing on the slime bridge to reach that miniboss was kinda annoying. Specifically the two slimes near the midsection checkpoint.

I threw in the Turtles last-minute because I thought the bridges would be frustrating, then I realized that was a bit counter intuitive. Putting a short cut around a design was like me admitting that was bad design. So a couple of months ago I have since removed them and focused on polishing the bridge segments instead.

On that note, was their any frustrations for the bridge in the main area of the dungeon? Or was it just in the mini-boss segment of the dungeon where it was frustrating?

Thank you for the feedback! This is valuable information that might help guide me a bit with future parts of the game.
The slime bridges in the main dungeon were fine. It's just the optional one that is frustrating since those two slimes in the middle hop on the spaces next to each other. So you have to move immediately unless you want to be sent back to the beginning.
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