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*Disclaimer*
The following features suggestive themes such as violence, strong language and sexual refrences. Recommended Age 14 and up.


In the 1400s the God of Destruciton, Lotris, waged war on the gods and released monsters across the land. Many people argued amongst one another, eventually leaving Kirbysay entirely. Nuhbin, The God of Light, took action to put a stop to Lotris. With the help of Rosetta, Goddess of the Stars, She created the Star Rod. A powerful weapon to stop Lotris. With the help of Brugraura, Raslena and Ydthys, they all worked together to defeat Lotris and seal away his remains. We move to the 1500s to tell a new story... You are a young boy named Are who learned Magic from his brother. Are wants to travel and see the world... though it would seem the emperor of the hidden Ylvisyr clan, Gouki, wants to wage war on the gods much like Lotris before him. Now Are is on a race against time to stop Gouki's ambitions, with the help of The Star Rod. Along the way he'll meet new friends and allies to help him in his quest, each with different skills and abilities.





This game has been worked on and off for roughly 4 - 5 years. I started working on this full-time on October of 2018.
The game does have some maps made by me, but a majority are premades with significant tweeks and/or overhauls. So it won't entirely be a "Typical" RPG maker game. Shout outs to JStewart Music of Steam workshop for making the awesome Mega Map Pack which feature maps made by CharlestheHurst, Allusion, Amerk and OneCutstudio.
Gameplay is fairly straight forward with some twists... Leveling up is alot like the first Final Fantasy if you want an example. Gain levels by defeating monsters, do quests and so on. You can find stat boosting items along the way. Don't expect to just blindly attack and win, some fights may need to take time to prepare and improvise.

You can have up to 6 party members in a fight. Each member has different skills they can utilize. Here are only a few classes here. More info about classes can be found on the bookshelf at Are's house on the 2nd Floor.

Class Info:

Mage - The balanced class in terms of magic classes. Mainly uses Staves to help boost their magic power. They can fight physically in a pinch, but it's usually not recommended.
Ninja - Masters of stealth and infiltration. Ninjas are fast and their attacks can have a critical effect! They also can utilize martial arts and Ki type attacks.
Warrior - This class excels at one thing... Hitting the enemy as hard as possible! While they have plenty of health, their defense is limited.
Sage - Sages can not only dish out pain in Magic attacks, they can reliably tank magic too! Their slow casting time is really their only weakness... And their lack of physical attack power.

The game features plenty of side quests in addition to the main storyline. Last playthrough took me between 35 - 40 hours to beat fully.

Characters:
Are:
A talented young boy who learned magic from his Older Brother, Arc. Kind-hearted to a fault, though can be too trusting of others.

Arc:
Are's older brother and an expert Sage. Very intelligent, though can be blunt with the truth.

Khashin:
A Shekal ninja who acts as a guardian for Are and Arc since they were babies. His past is shrouded in mystery.

Lynn:
A Mercenary who resides in Lightviolet. Gets the job done for a generous price.

Nathan:
A Warrior down on his luck. Been spending his days in a drunken haze until traveling with Are that he decides to get back up and try to learn from his defeat against The Dashing Fighter.

Dave:
One of the Three legendary warriors of Grado. Known as The Blue Knight, he defeated a demonic like man called Zankuro at the age of 15.

Mark:
One of the Three legendary warriors of Grado. Known as The Dashing Fighter, he is known for his fast paced martial arts.

Ky:
A Vampire Hunter for a guild in Soclor known as The Whitestriders. He's been on the run for several months after slaying the king of vampires named Owen.

Julia:
Part-Time Merchant, Full-time witch. Julia has an interest in hex magic and items. Very quick witted, but can be snarky at times.

Ryoma:
The General of the rebellion forces of Utefue. His country was taken over by Nobunaga after he slayed Ryoma's Fiancée and comrades.

Flower:
A young priestess who attends the college of faymoor. Takes the gods quite seriously. Is very shy and socially awkward.


- Alot of sprites and such, were found over the years from different fourms and other websites in addition to DLC bought off Steam. I do not take credit for any of the sprites featured in game.
- A majority of the soundtrack features original music I've collected over the years through the RPG maker community, Youtube and DLC bought off Steam. So again, I do not own or take credit for the music and sound effects found in game.
- To find out who worked on the Sprites, Music and Script plug-ins, go to the bookshelf in Are's house on the first floor to the far right.


The game will be free to play for everybody.

And as of the typing of this description, I will be taking a 3 - 4 month break as I've worked on this game quite abit since October of 2018 (Including a 2 month break in between).
But after the break... I will be developing new content via free updates down the road. So stay tuned for those!

Any bugs or errors to report, either comment here or send a message and I'll take note of it for next update.
If it's a huge game breaking bug, I'll fix it right away.
But remember to provide evidence of said bug.


Thank you and I hope you all enjoy this game that I've been working very hard on! And a big thank you to the RPG maker community for allowing things such as sprites, scripts, Music and sounds to be used by many over the years.

Latest Blog

Balance Patch

Made a balance patch to adjust the difficulty of Habala Pyramid boss.
You can find it here.
https://rpgmaker.net/games/11246/downloads/10885/

Posts

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Boss battle in Habala pyramid is impossible.
Too many status ailments inflicted by boss.
No item/spell for party-heal or party-cure.

others
Items are very costly.
No scope for grinding to level-up or make money.
Almost all enemies can inflict poison on entire party. irritating.
Even weakpoints inflict very little damage. ex ice spell in pyramid hardly inflicts
100-200 damage.
author=olddigger
Boss battle in Habala pyramid is impossible.
Too many status ailments inflicted by boss.
No item/spell for party-heal or party-cure.

others
Items are very costly.
No scope for grinding to level-up or make money.
Almost all enemies can inflict poison on entire party. irritating.
Even weakpoints inflict very little damage. ex ice spell in pyramid hardly inflicts
100-200 damage.

- What level are your guys at?
- Grinding EXP is meant to be stingy, making it so you can't grind on the same enemy over and over. prevents it from being too over-leveled in some places.
- There are treasures and hidden chests you can find that'll help you out. Carlos the traveling merchant will also pay generously for Multi-colored rings. And getting gold from enemies never decreases no matter how many times you fight them.
- I've also tested the fights at the pyramid a few times (And still am) just now and yeah, I think I might've went overboard. I changed it to where Sahir has alot less status ailments in addition to how often he does so. So he should be abit more tolerable. Increased the weaknesses of the pyramid enemies in addition to the gods found in them.
- And I've lowered the cost of some items too.
I'll apply a quick patch here as soon as I'm done. Thanks for the feedback.
Hello, I'm stuck at the fortress where I'm supposed to receive the first crystal. I've found the four swords on the upper floor and did the right combination but after interacting with the last sword on the wall (which is suppposedly the "final" one), it doesn't do anything and I couldn't find any other switch in the room. Is this a bug or am I missing something here?
author=blackassassin7
Hello, I'm stuck at the fortress where I'm supposed to receive the first crystal. I've found the four swords on the upper floor and did the right combination but after interacting with the last sword on the wall (which is suppposedly the "final" one), it doesn't do anything and I couldn't find any other switch in the room. Is this a bug or am I missing something here?

Without giving too much away, there’s a 5th sword you gotta pull.
Wait sorry I just read that wrong. You may have just did the combination wrong. I’ll look into myself on my end later just to be sure.
author=MaskedNightmare
author=blackassassin7
Hello, I'm stuck at the fortress where I'm supposed to receive the first crystal. I've found the four swords on the upper floor and did the right combination but after interacting with the last sword on the wall (which is suppposedly the "final" one), it doesn't do anything and I couldn't find any other switch in the room. Is this a bug or am I missing something here?
Without giving too much away, there’s a 5th sword you gotta pull.
Wait sorry I just read that wrong. You may have just did the combination wrong. I’ll look into myself on my end later just to be sure.


Ah, now I got it. The first combination was indeed wrong. It's about the sword on the wall - it's not the last one to pull. Okay, I can continue for now. If I encounter anything else, I'll write here.
author=MaskedNightmare
- Grinding EXP is meant to be stingy, making it so you can't grind on the same enemy over and over. prevents it from being too over-leveled in some places.


Could you please clarify this point? Are the gaps between levels so huge that it isn't worth it to overstay one's welcome in a certain area/dungeon (which I would simply deem good game design), or did you implement some form of scaling mechanism that gradually decreases the amount of EXP earned based on certain factors like the party members' levels or the number of enemies slain? I've never seen a game convincingly pull off the latter one (maybe some people remember how awful this system was in Shadows Of Evil - Wings Of Time), so this would be a huge downer, considering that the game looks really promising otherwise. When it comes to the concept of diminishing rewards (for doing the same thing over and over), I always prefer an approach that feels natural (see above: setting the gaps between levels just right) over one that feels artificial and patronizing.
author=KyleLascar
author=MaskedNightmare
- Grinding EXP is meant to be stingy, making it so you can't grind on the same enemy over and over. prevents it from being too over-leveled in some places.
Could you please clarify this point? Are the gaps between levels so huge that it isn't worth it to overstay one's welcome in a certain area/dungeon (which I would simply deem good game design), or did you implement some form of scaling mechanism that gradually decreases the amount of EXP earned based on certain factors like the party members' levels or the number of enemies slain? I've never seen a game convincingly pull off the latter one (maybe some people remember how awful this system was in Shadows Of Evil - Wings Of Time), so this would be a huge downer, considering that the game looks really promising otherwise. When it comes to the concept of diminishing rewards (for doing the same thing over and over), I always prefer an approach that feels natural (see above: setting the gaps between levels just right) over one that feels artificial and patronizing.

Well... I hate to be the bearer of bad news, but EXP decay as you defeat enemies is exactly what I did. However, when I originally worked on that I didn't do the numbers carefully. It's a 5% decay rate for each battle and maximum rate stops at 80%, which means you only get 20% exp from enemies which I admit is quite insane now that I fully understood what it did. Quick example of this in case you're confused, say you fight three wolves. You still get the full 100% rate for defeating 3 wolves which let's say one wolf is 100 EXP each. so that totals it to 300 that round. But because I defeated three wolves and the decay rate is 5%, the next time you fight wolves, you'll only get 75% exp rate from the next group of wolves. I do plan on adjusting it in the next major update so that it isn't completely insane. Like, probably make the max like 40% - 50% instead of 80%. and make the decay rate from each enemy like 0.5% or something like that.
So I guess saying that "It's supposed to be stingy" is a huge misspoke on my part. Because it all honestly isn't supposed to be that bad thinking about it more.
Originally the plan was to try to have enemies level up with you to a certain point, but was too far into development to implement it.
Even with the decay though, the game still flows good for the most part. I've done several playtests and made many balance changes throughout.
author=Devante511
where is the key in the house lol

Specify. House key to where?
author=Devante511
the mayor house with the guards


If you mean where to go to find it, you'll need to go to Rich Town after doing a favor for Jack at the Poor Town Pub. It is at the governor's mansion there. As to where exactly it is... I'd rather not flat out tell you, but I can give you a hint... In the back row in the small library, There is a shelf that is different from the others.
thank you so much i been stuck for awhile lol also there is a bug there tbh if you lost after you open the door on the first floor the two guards will start moving then stop
author=Devante511
thank you so much i been stuck for awhile lol also there is a bug there tbh if you lost after you open the door on the first floor the two guards will start moving then stop


I think I might have an idea why that is... Were you unable to get past them?
basically i had to restart the game but i dont know which bookcase is it lol im looking i dont see a book case that looks different
author=Devante511
basically i had to restart the game but i dont know which bookcase is it lol im looking i dont see a book case that looks different


Yeah I think I know what happened. Thankfully it was an easy fix and I will update it soon. And like I said, in the back row, what shelves are different from the others?... Like... Size wise.
author=Devante511
i found it thank you


Cheers! Also went ahead and updated the Ver. 1.1.2 rar file and added the fix. Download link is the same.
https://rpgmaker.net/games/11246/downloads/10885/
This post has been hidden by the game developer. Click here to show the post anyway.
author=Devante511
also how to patch the game ?


You'll find out how in the read me. But it's pretty easy, just remember to have both 1.1 and 1.1.1.
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