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(Demo posted - full game coming in Late January/Early February because of a delay due to illness.)


Alone in a mysterious forest in the dead of winter, Adfer hears a voice beckon to him:

"The summit awaits you, Adfer."

But what is so special about this summit? And where exactly is he? Adfer, one of the world's leading scientists, suddenly finds himself thrust into a mysterious land - and finds himself reflecting on who he is and where he is going.

With demons and harsh weather encroaching, he has no choice but to venture toward the mountain at the center of the forest in search of answers.



A Return to Game Making


This game was started in the final week of the Seasons Event on RMN. It is a short, tightly focused project that is intended both as an exercise in concise game development and as a throwback to the glory days of RPG Maker 2k/3. As a result, I use classic REFMAP and the RM2K DBS unabashedly here - though with plenty of wrinkles included.

Additionally, this is my first personal project in quite some time; the last few years have been kind of turbulent for me, and most of my efforts have been spent on projects by other developers. It's time to make my own works again!


Gameplay


Players control Adfer on an angular, surrealistic journey. Along the way, he'll fight demons, use their powers to fuel his own, and even harness their skills in battle. It's a small game, and there aren't many puzzles, but there are tons of nooks and crannies to discover!

The combat system, while fairly straightforward, is similar to Xenosaga. Players start combat with 3 Skill Points (SP) and have an initial cap of 5. Most skills consume at least one SP. A single SP is restored passively each turn; players can spend their turn to charge an additional SP if they wish. Most of the powerful attacks require 4, 5, or even 6 SP.

Players will find skill scrolls and equipment that will increase their total SP, regeneration rate, or even their starting SP - but at a cost. Savvy players will discover the right combination of equipment as well as the optimal skills that will allow them to become damage-dealing powerhouses! And time is of the essence in Solitary - the game emphasizes burst damage and efficient combat. All bosses have enrage timers and must be defeated before they start delivering nasty attacks.

Solitary eschews the traditional leveling system; Adfer and his demonic sidekicks gain power by consuming ethereal orbs dropped by enemies. This gives players complete control over their party's statistical development. Each playable character has both physical and magical attacks, and both skill types can exploit elemental weaknesses. Thus, players can choose whether to turn a character into a brawler, a mage, or both. Do you desire weaker-yet-versatile characters, or specialists? Both have strengths and drawbacks, but thankfully there is no cap on how many orbs you can consume; if your party isn't working out, you can simply grind more orbs if desired.

The main quest itself is short and intended to emphasize exploration and story; the battle system is explored more thoroughly in an optional area.

Latest Blog

No longer sick - back on track

I'm feeling much better after probably the worst illness I've had since 2011. I've been making a few adjustments since I've had time to reflect:

Encephalator Mechanics
1. Sunder now has a 100 percent success rate (up from 50), but requires 5 SP to activate (up from 3).
2. The Encephalator requires 1 SP to activate (down from 2).
3. The Encephalator takes one non-boss battle to recharge.
These changes reduce the amount of RNG but also force players to build up their SP gauge, potentially exposing them to some attacks in the meanwhile. I implemented a short cooldown to prevent players from cheesing every encounter via the Encephalator.

Character Progression
Adfer and two other characters encountered throughout the journey will grow stronger by (1) equipping powerful items, and (2) consuming HP/STR/MGK Seeds. Each character has a limit to the amount of Seeds they can consume per category; this cap may increase at endgame. Equipment hasn't changed much: some is high STR, some is high MGK, and some is balanced. Players will also find special necklaces that enhance the SP system, relics that aid in defense or utility, and weapons with special attributes.

Players can also "recruit" non-sentient monsters that start at level 1 and can be increased up to level 5 by consuming Orbs. Each level provides stat gains and (potentially) new skills. You can use pretty much any monster for the main quest, but some of the optional bosses will be tuned with specific monsters in mind.

Shop Mechanics
I'm including recovery items at the shops; initially the shops were going to be reserved for equipment only, but that's a little harsh. I want this to be enjoyable for its story as much as its gameplay, so I don't want to make it too hardcore or tedious for casuals. There will be plenty of treasure chests, so don't worry too much about having to buy EVERYTHING. I'm going to try and tune things so that the equipment will appear as treasure before it's added to the shops. There's nothing more annoying than buying gear and then finding it in a treasure chest.

Enrage Mechanics


Some bosses get really ticked off after a while and start unleashing powerful attacks. In other words, they have a turn limit - also known as an Enrage Timer for those familiar with the MMORPG genre. This mechanic prevents players from playing super defensively and effectively cheesing the system. In the main quest, these enrage timers will be very forgiving. Optional fights, however, will have enrage timers so tight that you will need to be min-maxed and have a plan going into the fight. This is how optional content should be.
  • Production
  • Deckiller
  • RPG Maker 2000
  • RPG
  • 01/10/2019 05:37 PM
  • 02/05/2019 01:26 AM
  • 01/28/2019
  • 10234
  • 18
  • 152

Posts

Pages: 1
Deckiller
Just a random RMNer once again.
18122
thanks for your feedback bruh
Rockin' the classic refmap I see. Nice mapping!
Deckiller
Just a random RMNer once again.
18122
author=Blind
Rockin' the classic refmap I see. Nice mapping!

Thanks :) I've always wanted to revisit REFMAP. I made Carlsev/the start of Carlsev 2 when I was brand new to gamedev, and the other times I used the graphics were strictly for events or screenshots.

REFMAP is super nostalgic.
I was a big fan of your Carlsev and Hero’s Realm LPs. I’ll definitely be checking this out. Subbed.
Deckiller
Just a random RMNer once again.
18122
Thanks a lot! Hope you enjoy the demo and/or completed game :D
pianotm
The TM is for Turtle Motivator
21412
I really like the combat mechanics in this, and the boss fight is quite a bit more involved than I've ever been able to do. I'd love to see this turn into a complete game.
Deckiller
Just a random RMNer once again.
18122
Thanks! I do enjoy lots of DBS tinkering, lol. Will try to get it done on the 21st :)
Gotta keep an eye on this. how long is complete game going to be?
Frogge
"nothing can beat the power of gay"?
11122
Hey dude, I enjoyed this! Can't wait to do a review of the full version once it comes out.

Only minor complaint I can think about is that I feel a save after the battle with the flies and before the boss would be very useful. I died to the boss once or twice and the text is a bit tedius to repeat since it seems to be automatic and I couldn't just hold shift and go right past it.
Deckiller
Just a random RMNer once again.
18122
author=Mr.Nemo
Gotta keep an eye on this. how long is complete game going to be?

Complete game will be 45 minutes to an hour, approximately.

author=Frogge
Hey dude, I enjoyed this! Can't wait to do a review of the full version once it comes out.

Only minor complaint I can think about is that I feel a save after the battle with the flies and before the boss would be very useful. I died to the boss once or twice and the text is a bit tedius to repeat since it seems to be automatic and I couldn't just hold shift and go right past it.

Thank you sir. Yeah, the boss might be tuned a little strongly. I might use save points because they tend to serve as reminders for people.

I like interesting combat in my works but I also feel this is going to be a story/atmosphere-driven game, so I'll have to balance the two. Deep combat usually requires higher difficulty, which might turn some people off from the game and they won't get to experience some the story's big twists later on. A solution to this is to make the main quest fairly easy and have some optional fights. I've been leaning toward this direction.
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