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Despite the natural progression of time and tide, humanity has stifled.

Indeed, our only hope is the very Goddess we shunned centuries ago.

But do you think she’ll return to save us after all this time?

Would the all-matron even bother to save a world of apostates?

Perhaps you’ll come to see the truth-- before it’s all over.

FEATURES:

- Driving one week time limit before the sun rises, with a new adventure each moon
- Test your skill in hardcore retro combat where decisions mean life or death
- Adventure the interconnected, surreal and fantastical island of Trople
- Uncover treasure in a unique random loot system
- Engage with complex characters via a "Keyword" dialogue system
- Grinding is a thing of the past-- Get stronger through puzzles, adventure, and challenging battles
- Boundless lore delivered through notes organically integrated with the world
- Become immersed in the gripping and ominous twilight before humanity's end
- Hand-illustrated graphics

FOLLOW THRONE ON THE SOCIAL MEDIA OF YOUR CHOICE!

Latest Blog

  • Production
  • DecentTreatment
  • RPG Maker MV
  • Adventure RPG
  • 07/21/2019 05:56 AM
  • 04/12/2022 07:53 PM
  • N/A
  • 24630
  • 12
  • 83

Posts

Pages: 1
author=WheelmanZero
This game looks absolutely amazing.
Wow, that seriously means a lot coming from you! I remember being really impressed with Umbral Soul when I tried it a while back. I'm working hard at pushing out the demo, so look forward to it! :)
New screenshots! Check them out on the game page!
This post has been hidden by the game developer. Click here to show the post anyway.
This game looks really good. Nicely done. I'll give it a shot.
author=Rue669
This game looks really good. Nicely done. I'll give it a shot.
thank you so much! Id greatly appreciate it if let me know your thoughts!
unity
You're magical to me.
12204
Nice to see a demo up, this game looks really cool! :D As soon as I've got some time, I'll check it out ^_^
author=unity
Nice to see a demo up, this game looks really cool! :D As soon as I've got some time, I'll check it out ^_^
Aaa thanks unity! You're a supportive beacon of the community!
Look, already downloaded. After the first game I am curious to try this one. Looks really dark and creepy but portrait style somewhat reminds to me of Exit Fate. Nice, I am curious.
author=TheRpgmakerAddict
Look, already downloaded. After the first game I am curious to try this one. Looks really dark and creepy but portrait style somewhat reminds to me of Exit Fate. Nice, I am curious.

Awesome! Thanks for checking it out! Yeah I've been releasing updates every few days. As is , this is kind of an early proof-of-concept. I'm listening to all the feedback I can.
I had never heard of Exit Fate, but I'm glad you brought it up! The portraits look really well-rendered.
Hopefully you enjoy the alpha demo!
what should i do with Shrine of High Devotees? i assume it has something to do with Ruins of Thence, but what exactly should i do?

also, is there nothing to do if you have finished everything by the first day except tarot reading?
author=aquatorrent
what should i do with Shrine of High Devotees? i assume it has something to do with Ruins of Thence, but what exactly should i do?

also, is there nothing to do if you have finished everything by the first day except tarot reading?

Hey! Thanks for checking the demo out. Lets see if I can try to help a bit.
There's a timing puzzle in the Shrine of High Devotees, if that's what you're talking about. Otherwise, you'll have to seek the cards specified by the sentinel. There are a few things which change overtime, like the tent in the Flatland, and some events in town. There are also dream sequences.
Now that I have the core gameplay ideas fairly settled, I'm going to shift focus to generating content. The next demo update will focus more on changes from moon to moon, unique things to discover, and new dungeons. Things are developing quickly, so keep your save file when you finish! :)
author=deficiencyproductionz
Hey! Thanks for checking the demo out. Lets see if I can try to help a bit.
There's a timing puzzle in the Shrine of High Devotees, if that's what you're talking about. Otherwise, you'll have to seek the cards specified by the sentinel. There are a few things which change overtime, like the tent in the Flatland, and some events in town. There are also dream sequences.
Now that I have the core gameplay ideas fairly settled, I'm going to shift focus to generating content. The next demo update will focus more on changes from moon to moon, unique things to discover, and new dungeons. Things are developing quickly, so keep your save file when you finish! :)

thanks for the help!
I was referring to the tarot cards actually. do you need to keep the tarot card in your inventory? i already got most of the obtainable cards (the rest can only be obtained from the tarot reading daily) but i still can't access it.

yeah, i see the new change until day 3 (can't find more afterward except the red hazy thing on the last day) but i'm not sure if there is anything new to do from there


that sounds great. i don't have anything to do after finishing everything in day 1 so that would be a great addition to the game.
author=aquatorrent
thanks for the help!
I was referring to the tarot cards actually. do you need to keep the tarot card in your inventory? i already got most of the obtainable cards (the rest can only be obtained from the tarot reading daily) but i still can't access it.

yeah, i see the new change until day 3 (can't find more afterward except the red hazy thing on the last day) but i'm not sure if there is anything new to do from there


that sounds great. i don't have anything to do after finishing everything in day 1 so that would be a great addition to the game.

Try the tomb of the first Ominardix ;) Also, major props on beating Genesis!
I agree, and there's lots I'm excited to show! Good luck!
author=deficiencyproductionz
Try the tomb of the first Ominardix ;) Also, major props on beating Genesis!
I agree, and there's lots I'm excited to show! Good luck!


thanks! found it. the entrance is quite tricky. not sure if i missed anything else in the game but i should have beaten most bosses now.

also, thanks! i was surprised that was the end, hahah.

Hey. I just finished playing for today. I took a bunch of notes as I played, which are hidden down below. Many of the gripes are VERY minor - I just wrote down everything I thought of as I played in case it might help you. I haven't finished yet, so I will give my overall thoughts another time. I was very interested in this game when I heard about it today because the concept is very similar to a game I'm making called Memories From a Dream.

The presentation is wonderful. The font choice, message box graphics, music and graphics are all great.
The cursor isn't centered on all of the font icons, particularly the door/quit icon.
You might consider renaming the "Store" option at the blacksmith to "Shop". My first thought was that it's a "store items" option. That might just be me, though.
The framerate dips very low for me in the village. I'm not sure if this can be rectified.
When you are presented with the battle results, it would be great if you could make the status window behind it dissappear. It looks a bit sloppy as is, but it's not a big deal.
In the room where you learn about secret passages and hit the switch, it wasn't immediately clear to me that I was losing health despite the screen flashing. It might be helpful if you show an HP bar on screen as well while this is happening.
A switch to reset block puzzles if you render them unsolvable is always welcome, especially when there's not a quick way to leave the map and come back.
The bladespawn shouldn't be able to run across spike traps. I was left with very little health due to stepping on a spike trap and getting pushed on to another one, and the bladespawn kept chasing me and intiating battle. No matter how often I fleed, it was impossible to get away because the spike traps would be in my way. I got VERY lucky and managed my make my way back to the village with 1 HP left and not enough FP to flee another battle. It's nearly impossible to escape the bladespawn if necessary in the well. This could be rectified by making enemies wait slightly longer before they begin chasing you again, and by making it impossible for them to cross spike traps.
Once I rested, I nearly enjoyed the bladespawn fight a great bit. It taught me how to parry and hunker down very well. However, the thing still had a bit too much health, in my opinion, unless there's something I'm missing. Even with an optimal strategy (parry followed by hunker down; repeat until you need to heal) I could only just BARELY win due to running out of healing.
Once the Grikk Geists turned invisible, there was NOTHING I could do to damage them except use a firebomb. Is this intentional or did I miss something?
I gave up on the Oil Cave/bottom of the well. I couldn't for the life of me figure out how to lower the spike wall found south of the healing mushroom. Now, I head south of town.
Don't take this following note too seriously, because this may be an uncommon opinion. I dislike pixel movement in RPG Maker games. I never think it looks quite right. It doesn't look like the character is taking steps when implemented, it instead looks like they are sliding and hovering all over the floor. I also find that it sometimes makes it harder to line up and activate events correctly. For example, I sometimes find it tricky to pick things up off of the floor because I'm not lined up correctly. I don't think pixel movement adds anything to RPG Maker games, at least in my experience. Again, this is basically just a mini-rant that you can ignore. I wouldn't let my dislike for pixel movement change my opinion of this game in any way.
The game crashed for me when I went down the rope in the northeast corner of the forest near the cabin. It completely stopped running unexpectedly without even an error message. I lost a ton of the progress from this due to the limited save mechanic so I will continue later. I think there's a lot about the game that I am not fully understanding yet, perhaps, but that's on me (I am always clueless during the first portions of games).
Overall impressions so far: Very, very promising. I am a huge fan of Dark Souls (I am going to take a wild guess and say that you are as well) so naturally I love playing games inspired by it.
The graphics are very nicely done. I especially like the monsters. Wonderful work.
One last thing - The introduction voiceover would sound AWESOME with a reverb or delay effect added. If you have access to audio software, give it a try. If you don't, feel free to send me the audio file if you'd like. I have experience in audio engineering and would be happy to help.
author=dethmetal
Hey. I just finished playing for today. I took a bunch of notes as I played, which are hidden down below. Many of the gripes are VERY minor - I just wrote down everything I thought of as I played in case it might help you. I haven't finished yet, so I will give my overall thoughts another time. I was very interested in this game when I heard about it today because the concept is very similar to a game I'm making called Memories From a Dream.

The presentation is wonderful. The font choice, message box graphics, music and graphics are all great.
The cursor isn't centered on all of the font icons, particularly the door/quit icon.
You might consider renaming the "Store" option at the blacksmith to "Shop". My first thought was that it's a "store items" option. That might just be me, though.
The framerate dips very low for me in the village. I'm not sure if this can be rectified.
When you are presented with the battle results, it would be great if you could make the status window behind it dissappear. It looks a bit sloppy as is, but it's not a big deal.
In the room where you learn about secret passages and hit the switch, it wasn't immediately clear to me that I was losing health despite the screen flashing. It might be helpful if you show an HP bar on screen as well while this is happening.
A switch to reset block puzzles if you render them unsolvable is always welcome, especially when there's not a quick way to leave the map and come back.
The bladespawn shouldn't be able to run across spike traps. I was left with very little health due to stepping on a spike trap and getting pushed on to another one, and the bladespawn kept chasing me and intiating battle. No matter how often I fleed, it was impossible to get away because the spike traps would be in my way. I got VERY lucky and managed my make my way back to the village with 1 HP left and not enough FP to flee another battle. It's nearly impossible to escape the bladespawn if necessary in the well. This could be rectified by making enemies wait slightly longer before they begin chasing you again, and by making it impossible for them to cross spike traps.
Once I rested, I nearly enjoyed the bladespawn fight a great bit. It taught me how to parry and hunker down very well. However, the thing still had a bit too much health, in my opinion, unless there's something I'm missing. Even with an optimal strategy (parry followed by hunker down; repeat until you need to heal) I could only just BARELY win due to running out of healing.
Once the Grikk Geists turned invisible, there was NOTHING I could do to damage them except use a firebomb. Is this intentional or did I miss something?
I gave up on the Oil Cave/bottom of the well. I couldn't for the life of me figure out how to lower the spike wall found south of the healing mushroom. Now, I head south of town.
Don't take this following note too seriously, because this may be an uncommon opinion. I dislike pixel movement in RPG Maker games. I never think it looks quite right. It doesn't look like the character is taking steps when implemented, it instead looks like they are sliding and hovering all over the floor. I also find that it sometimes makes it harder to line up and activate events correctly. For example, I sometimes find it tricky to pick things up off of the floor because I'm not lined up correctly. I don't think pixel movement adds anything to RPG Maker games, at least in my experience. Again, this is basically just a mini-rant that you can ignore. I wouldn't let my dislike for pixel movement change my opinion of this game in any way.
The game crashed for me when I went down the rope in the northeast corner of the forest near the cabin. It completely stopped running unexpectedly without even an error message. I lost a ton of the progress from this due to the limited save mechanic so I will continue later. I think there's a lot about the game that I am not fully understanding yet, perhaps, but that's on me (I am always clueless during the first portions of games).
Overall impressions so far: Very, very promising. I am a huge fan of Dark Souls (I am going to take a wild guess and say that you are as well) so naturally I love playing games inspired by it.
The graphics are very nicely done. I especially like the monsters. Wonderful work.
One last thing - The introduction voiceover would sound AWESOME with a reverb or delay effect added. If you have access to audio software, give it a try. If you don't, feel free to send me the audio file if you'd like. I have experience in audio engineering and would be happy to help.

Sorry about the late reply! I'm glad you're enjoying the experience. I'll have to check out your project page as well.
Many of your observations are easy to fix. I'll get to them shortly.
I've been working on fixing the town framerate for a while now, and it's slowly getting better. Also, I'm remaking the character sprite with 8 directions, so hopefully the pixel movement will look better in the future.
Ghost enemies are only vulnerable to elemental damage. While there are hints of this in-game, I like the idea of players figuring this out themselves. Perhaps the problem is that people become too invested after breaking the Geists' skulls? People seem to read this specific thing as a problem, so I'll definitely adjust it moving forward.
Personally, I like the idea of barely escaping the well dungeon. A similar scenario happened on HawkZombie's stream a while back, and it was very exciting to see him run out with 1 health. However, losing progress is lame. In the future, players will respawn at their most recent altar, with the caveat that a moon will pass. (Think bonfires in dark souls, but 7 respawns) The next update will also have autosave/save on exit. Additionally, the crashes should be fixed. Overall, this should make for a much smoother experience. In the meantime, you should know the skill "Devil's Roar" causes a crash.
Throne is purposefully opaque, so don't feel like you're doing something wrong just exploring the island. In addition to this, what narrative direction there is is in the works-- what you're playing is an early tech demo.
Your intuition was correct that I'm a DS fan! A truly inspirational franchise. Thanks for the kind words, dethmetal! :)
author=deficiencyproductionz
author=dethmetal
Hey. I just finished playing for today. I took a bunch of notes as I played, which are hidden down below. Many of the gripes are VERY minor - I just wrote down everything I thought of as I played in case it might help you. I haven't finished yet, so I will give my overall thoughts another time. I was very interested in this game when I heard about it today because the concept is very similar to a game I'm making called Memories From a Dream.

The presentation is wonderful. The font choice, message box graphics, music and graphics are all great.
The cursor isn't centered on all of the font icons, particularly the door/quit icon.
You might consider renaming the "Store" option at the blacksmith to "Shop". My first thought was that it's a "store items" option. That might just be me, though.
The framerate dips very low for me in the village. I'm not sure if this can be rectified.
When you are presented with the battle results, it would be great if you could make the status window behind it dissappear. It looks a bit sloppy as is, but it's not a big deal.
In the room where you learn about secret passages and hit the switch, it wasn't immediately clear to me that I was losing health despite the screen flashing. It might be helpful if you show an HP bar on screen as well while this is happening.
A switch to reset block puzzles if you render them unsolvable is always welcome, especially when there's not a quick way to leave the map and come back.
The bladespawn shouldn't be able to run across spike traps. I was left with very little health due to stepping on a spike trap and getting pushed on to another one, and the bladespawn kept chasing me and intiating battle. No matter how often I fleed, it was impossible to get away because the spike traps would be in my way. I got VERY lucky and managed my make my way back to the village with 1 HP left and not enough FP to flee another battle. It's nearly impossible to escape the bladespawn if necessary in the well. This could be rectified by making enemies wait slightly longer before they begin chasing you again, and by making it impossible for them to cross spike traps.
Once I rested, I nearly enjoyed the bladespawn fight a great bit. It taught me how to parry and hunker down very well. However, the thing still had a bit too much health, in my opinion, unless there's something I'm missing. Even with an optimal strategy (parry followed by hunker down; repeat until you need to heal) I could only just BARELY win due to running out of healing.
Once the Grikk Geists turned invisible, there was NOTHING I could do to damage them except use a firebomb. Is this intentional or did I miss something?
I gave up on the Oil Cave/bottom of the well. I couldn't for the life of me figure out how to lower the spike wall found south of the healing mushroom. Now, I head south of town.
Don't take this following note too seriously, because this may be an uncommon opinion. I dislike pixel movement in RPG Maker games. I never think it looks quite right. It doesn't look like the character is taking steps when implemented, it instead looks like they are sliding and hovering all over the floor. I also find that it sometimes makes it harder to line up and activate events correctly. For example, I sometimes find it tricky to pick things up off of the floor because I'm not lined up correctly. I don't think pixel movement adds anything to RPG Maker games, at least in my experience. Again, this is basically just a mini-rant that you can ignore. I wouldn't let my dislike for pixel movement change my opinion of this game in any way.
The game crashed for me when I went down the rope in the northeast corner of the forest near the cabin. It completely stopped running unexpectedly without even an error message. I lost a ton of the progress from this due to the limited save mechanic so I will continue later. I think there's a lot about the game that I am not fully understanding yet, perhaps, but that's on me (I am always clueless during the first portions of games).
Overall impressions so far: Very, very promising. I am a huge fan of Dark Souls (I am going to take a wild guess and say that you are as well) so naturally I love playing games inspired by it.
The graphics are very nicely done. I especially like the monsters. Wonderful work.
One last thing - The introduction voiceover would sound AWESOME with a reverb or delay effect added. If you have access to audio software, give it a try. If you don't, feel free to send me the audio file if you'd like. I have experience in audio engineering and would be happy to help.
Sorry about the late reply! I'm glad you're enjoying the experience. I'll have to check out your project page as well.
Many of your observations are easy to fix. I'll get to them shortly.
I've been working on fixing the town framerate for a while now, and it's slowly getting better. Also, I'm remaking the character sprite with 8 directions, so hopefully the pixel movement will look better in the future.
Ghost enemies are only vulnerable to elemental damage. While there are hints of this in-game, I like the idea of players figuring this out themselves. Perhaps the problem is that people become too invested after breaking the Geists' skulls? People seem to read this specific thing as a problem, so I'll definitely adjust it moving forward.
Personally, I like the idea of barely escaping the well dungeon. A similar scenario happened on HawkZombie's stream a while back, and it was very exciting to see him run out with 1 health. However, losing progress is lame. In the future, players will respawn at their most recent altar, with the caveat that a moon will pass. (Think bonfires in dark souls, but 7 respawns) The next update will also have autosave/save on exit. Additionally, the crashes should be fixed. Overall, this should make for a much smoother experience. In the meantime, you should know the skill "Devil's Roar" causes a crash.
Throne is purposefully opaque, so don't feel like you're doing something wrong just exploring the island. In addition to this, what narrative direction there is is in the works-- what you're playing is an early tech demo.
Your intuition was correct that I'm a DS fan! A truly inspirational franchise. Thanks for the kind words, dethmetal! :)


No problem! I saw in another post you made that you're coming out with another version that will fix the crashing issues. I'm going to wait until that comes out to replay, and then I'll provide more comments.
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