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The Heroes of Yore were valiant warriors who fought evil for many years. One day, an evil surfaced onto the world of Gaea that was so great, the Heroes of Yore could not defeat it. Knowing this during their battle with the fiend, they sacrificed themselves and stored the last of their power in Crystals so that their children, children's children and so on, would attain their power - if only a fraction of it.

The story begins with descendants of these Heroes of Yore on their travels in search for their long lost heritage. Coincidentally, a new threat emerges that could see Gaea completely destroyed forever...

Tales of Legends is a generic, classic styled JRPG similar to those with class systems ie early Dragon Quest and Final Fantasy games, sporting a very generic story, semi-large world map, many weapons and equipment, unique accessories, collectable medallions for trading, randomized (and non randomized) chests and Crystals, Key Items that allow the player to change class.

A project using completely RTP graphics.

Classes

-Freelancer - No special traits but can equip everything
-Warrior - Wide variety of equippable weapons/armor and combat abilities
-Mage - Cast magic spells
-Cleric - Cast heal/support spells
-Thief - Steal items/HP and boost parties Agility/Evasion
-Monk - High physical damage class with self buff abilities
-Knight - Classic tank class that covers for allies
-Dark Knight - Abilities that consume HP to deal big damage
-Shinobi - Specializes in status inflicting abilities and high Agility
-Summoner - Deal big, high cost elemental damage to all enemies
-Spellblade - Uses physical elemental damage abilities
2 new classic classes added, Troubadour and Berserker. Buff allies stats with Melodies as Troubadour. Go berserk as a Berserker.

As the player progresses, they will be able to purchase accessories that allow party members to use a second class' abilities, to let the player mix and match abilities.

Latest Blog

Major Gameplay Update to Classes

Changing classes will no longer save level. To counter balance this, the player can now find level up items, "Level Boost", in chests or as rewards for side quests.

My reasoning for this change is to give a sense of growth when starting a new class as well as rewarding those who stick to a class whilst making the transition to a new class a bit more bearable with the level up item (it also gives grind-aholics some grinding to do if they so wish).

Another (not so original) idea that may/may not be implemented are passive abilities that are class specific upon level up. Warriors will gain 10% HP/5% ATK permanent buff at certain level thresholds, Mages, 5% M.ATK etc etc. This will be to coincide with the removal of level save when class changing.

Meanwhile, some other minor tweaks have been made....

-Dungeon map aesthetics have been altered to be more consistent with other indoor areas (house inners showing the outer walls)
-Warrior skill "Lionheart" changed to "Braveheart" and now buffs ATK by 50% whilst decreasing DEF by 50% for 2 turns.
-Warrior skill "Provoke" has been added (details still to be determined)
-Monk ability "Retaliate" has been added (increases target rate and counter rate to max whilst decreasing ATK by 50% for one turn)
-Monk base ATK reduced slightly (too stronk)
  • Production
  • ten_blue_egyptians
  • RPG Maker MV
  • RPG
  • 05/11/2020 09:26 AM
  • 11/01/2020 03:55 AM
  • 12/25/2020
  • 36756
  • 11
  • 405

Posts

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Played it for an hour (up through the second boss). It's a bit dull, honestly. I was auto-battling through most of it and the beginning felt grindy trying to get everyone some equipment plus basic consumables. After getting the first four crystals my party actually felt weaker due to no abilities and lower ATK stat on the casters. I really feel like you should start out with at least one ability.

There's no glaring flaws with the mapping (probably as good as it gets with RTP). Not having the battle theme play in the second dungeon felt a little weird.

But yeah, the game could really use some more pizazz. There's just nothing all that interesting in it right now.
author=Antilurker77
But yeah, the game could really use some more pizazz. There's just nothing all that interesting in it right now.

Pardon?
I'm working on it, I'm working on it ;)

Warrior is definitely stronger than Freelancer. Thief can at least out-speed things to weaken stuff for the Warriors but it's a frail class like the casters. They also have a high base evasion than all other classes; classic thief is classic ;) They're also a tiny bit stronger than Freelancer. And the casters.... I can't remember if I buffed their attack before or after putting out the demo but they can actually do damage now (obviously not to the extent of Warrior/Thief but attacking with them is now an option lol).

I'm still undecided if classes should start with an ability or not. I originally wanted to but the first town abilities are very cheap (opens up after getting first lot of crystals). It's something I'm still mulling over in the back of my mind....

Anyways, thanks for playing!
Final demo until game is complete. Significant changes have been made to the core gameplay.

-Class appearance change
-Classes start with 1 ability
-Lowered encounter rate in all dungeons
-Passive abilities on level up (that carry over to other classes)
-Medallion tent (15 medallions in game as of this demo)
-Minor balance changes to enemies (mainly AGI nerfs and EXP buffs)
-A basic "Ilex Forest" puzzle which leads to the demos final boss.
-A new, somewhat important NPC in a house in Ecrin.

There's also an NPC that can level your parties classes to level 5 after getting first 4 crystals. This is one time only and is missable!
Been playing your game and just finished the cave to the west. I really like how you can change classes between characters. I also like how their look updates based on the class you assign them. And now...

My number one critique is the fact that the beginning of your game doesn't really do anything that grips your audience's attention. You don't really have a story at the beginning and your combat is pretty boring/grindy since everyone is the same class with just one ability. Nothing really gripped me right away. However; I kept playing, and I can see that the game WILL get interesting. My only concern with that would be... will most people that start your game continue playing with the slow beginning?

1) As I hinted above--I don't care for the fact everyone is a freelancer at first and you get one ability. Plus, battles are kind of quick, so you typically don't have time to store up TP to use the one ability you have. Maybe give freelancer more abilities with some that are cheaper to use? Or maybe have TP not reset and carry over into each battle?

2) Battles are pretty grindy with both sides doing standard attacks. I was kind of hoping to eventually see a variety of monsters in the troops and them using abilities, but they rarely did, and most of your troops are the same monster. I eventually found myself just doing auto-battle.

3) I'm not a huge fan of random battles. I like exploring and making sure I find everything, but random battles really turn me away from doing that. I know some people don't mind them, but I've never been a fan and find myself taking more frequent breaks when I have to aimlessly wander because I'm lost and just fight battle after battle. That's just my personal preference, though.

However; I'm interested in where the story goes, and I really like the class system. I'm going to keep playing and will post more feedback as I do. I like the mapping, and the cut scene when the four crystals appearing and then merged together was done well. I'm looking forward to seeing where your game goes. :-)
First off, I appreciate the feedback!

While this is (trying to be) a love letter to classic RPGs of the NES/SNES era (some minor references mostly to FF1), it would be a cop out to use it as an excuse for such a weak first ~1hr of the game so in that regard, I agree. BUT! I do have plans to add a few twists to the story; nothing great (I can't write a story/plot to save me life) but I think they might throw the player off a bit. Let's just say bosses who possess a crystal have more of a connection to it than you might think...

Having said that, this project is mainly an attempt at creating a solid town>dungeon>loot/treasure>boss>repeat gameplay loop (the story is basically just there as an excuse for the player doing the dungeon loot and kill big bad). The First dungeon encounters are very basic, with only Bats having a unique attack in Sonar, but later dungeons do have a variety of enemies that cast spells/use debuffs & buffs and employ simple attack patterns. But again, still not an excuse to have a weak beginning, story or gameplay wise so imma work on it some more.

Basically, I just really want to make my personal FF III XD. If you do keep playing, would be nice to hear further feedback though! It really does help put things into perspective which can be hard to see when knee deep in gaem mak.
Played a bit more today and, I will say, I'm enjoying it more the longer I play it :-) I still think your enemy troops need more of a variety of enemies, opposed to just multiples of the same type in each battle. Instead of 6 slimes... maybe several slimes, some hornets and something else? Just a thought.

The second dungeon was pretty fun. I like how you created the shortcuts, so you can leave easier and continue where you left off, opposed to taking the same lengthy path again.


As for the random encounters and slight grind... I don't mind it now that my party has different classes and abilities. I also like how you don't hold our hand and give subtle clues where to go, opposed to having a quest log and being constantly reminded what to do. Although, I will say... the king told me where to go, but I wasn't paying the best attention. I couldn't remember if he said north or south... I went the wrong directon and wandered aimlessly for about 10 minutes LOL Perhaps him doing a reminder of where the location is if you talk to him again after the Switch kicks in?

It definitely does take me back to the old days of RPGs. I found myself going to a dungeon, needing to retreat and head back to town with my gold, buy new supplies and equipment and start fresh. I miss that and enjoyed it quite a bit :-) Although, I could see where many would get annoyed by this. Most people, nowadays, don't like grinding levels and walking back and forth from dungeon to town. That was a common complaint with my game, as well :-) And the random encounters also add some frustration to this.

Just a couple other things:

Kind of disappointed there are no Warrior Tomes at the shop, and I still don't have any after the second dungeon. My warrior still has one ability, but my cleric has four.

Are you aware the background when inside your shops and other building is black... but when you go upstairs it's blue? This is the case at the inn and castle.

I did learn one thing... ALWAYS have a retreat rope. ALWAYS! :-) So helpful.

Still playing and enjoying it. Will keep giving feedback as I play. I believe you said this is your first game? Great job so far!
Thanks for the continued feedback and I'm stoked to hear you're enjoying it more!

author=AeroFunk80
I believe you said this is your first game? Great job so far!
Nononononononono lol. This is probably my 5435734657th game but I'm hoping this is my first completed game, since I have quite a bit of it done :)


author=AeroFunk80
I still think your enemy troops need more of a variety of enemies, opposed to just multiples of the same type in each battle. Instead of 6 slimes... maybe several slimes, some hornets and something else? Just a thought.
Noted! I agree.

author=AeroFunk80
As for the random encounters and slight grind... I don't mind it now that my party has different classes and abilities. I also like how you don't hold our hand and give subtle clues where to go, opposed to having a quest log and being constantly reminded what to do. Although, I will say... the king told me where to go, but I wasn't paying the best attention. I couldn't remember if he said north or south... I went the wrong directon and wandered aimlessly for about 10 minutes LOL Perhaps him doing a reminder of where the location is if you talk to him again after the Switch kicks in?
Is that after saving the princess? Because the king will repeat his last lot of dialogue when you speak to him again, to head east, but the path will be blocked. You will need to find a key item to progress.

I can understand if games have quest journals if the world can be pretty open ended but there shouldn't be a need for one in games like mine where there are only a few set paths that you can explore (I kept this in mind when designing the world map, I didn't want it big for the sake of big as it would get players lost but also wanted the option of some minor exploration). In that regard, the world map, until the ship/airship is obtained at least, is like one wide pathway with a few branches.

author=AeroFunk80
It definitely does take me back to the old days of RPGs. I found myself going to a dungeon, needing to retreat and head back to town with my gold, buy new supplies and equipment and start fresh. I miss that and enjoyed it quite a bit :-)
Thanks, this made my day! I hope in future dungeons the loop doesn't get repetitive. There will be NPCs that will join the party that will add as a way to narrate what's going on as well as being integral to the plot (much like FF2/FF3 but they will not engage in combat as of now).

author=AeroFunk80
Although, I could see where many would get annoyed by this. Most people, nowadays, don't like grinding levels and walking back and forth from dungeon to town. That was a common complaint with my game, as well :-) And the random encounters also add some frustration to this.
That's sad to hear. Design the game the way you want! But at the same time, you also want to take criticisms and feedback to refine your projects. It's a fine line at times; the developers vision and the players feedback. I guess it all comes down to who your target audience is. It's good to keep an open mind though. Also just realized you made Tales of Yuria which I'm currently playing and enjoying so it's nice to have feedback from someone of your calibre!

About tomes, I'm still kind of tweaking how many should be available at certain points in the game (either by shop or by exploring dungeons) so what's currently in the latest demo wont be final! But I do agree there could be more for Warriors. 2 can be found in 2 separate areas but I have an idea of one to add to an earlier town. It should also help keep battles a tiny bit more interesting.

The backgrounds being black/blue was to mimic FF1 where lower floors would have a dark outer while upper floors had blue. I dunno if im doing it right though or if that's even the case XD I'm guessing the idea is that the dark outer was meant to represent the outside ground while blue was to represent the sky? *shrug*

And yeah, I get annoyed when I realize I don't have a retreat rope in my inventory lol especially after play testing so much XD Still tweaking encounter rates too. Ideally, I want random encounters to be kept to a minimum but to have those encounters be tough but quick while rewarding a good amount of EXP to allow the player to reach the recommended level for the dungeon quicker.

Anyways, thanks again for the very helpful feedback! Looking forward to more of it!

Edit: I've also updated a lot of the games music and SFX, hurray to less of the RTP sounds!
I played more today :-) Just finished the orc cave. Really enjoyed the boss battle. I did find a locked chest and never found the key. Is that hidden somewhere in the cave? I tried stealing from some enemies to see if they had it, and they didn't. I double-checked the bestiary too.

I also like how you unlock the villagers at the town (including some of the shops). Plus some side-quests once you rescue them. Nice touch :-)

Thank GOD I found the Revive Tome. That's going to be really helpful since my party members keep dying on me. I have my warrior around 1000 HP and mage at around 500. For some reason enemies like targeting my mage and healer, and they leave my warrior alone LOL

Hi-Potions don't seem like they're worth the trade. The NPC wants 5 regular potions to make 1 hi-potion... a potion heals 25% and hi-potion heals 55%. I thought maybe you gave the hi-potion a larger +HP bonus, so I went out and tested it. 3 regular potions completely healed my character while 1 hi-potion didn't. So it seems like you'd be better off to just keep 5 regular potions. Unless my calculation is off, or I'm missing something.

Also, I don't find myself using my warrior's ability (Braveheart). Only because once you buff your warrior, it doesn't last many turns. I find that it's better to just attack with my warrior instead of skipping his turn to buff him. Maybe if it lasted a few more turns.

However; I'm really enjoying your game! :-) And I was the same... Tales of Yuria is my first completed game, but I worked on a few smaller projects here and there before that. Hope you enjoy playing :-D
author=AeroFunk80
I played more today :-) Just finished the orc cave. Really enjoyed the boss battle. I did find a locked chest and never found the key. Is that hidden somewhere in the cave? I tried stealing from some enemies to see if they had it, and they didn't. I double-checked the bestiary too.
The man! And thanks, I'm pretty bad at making boss battles but I try to incorporate some kind of gimmick. A lil hint about the locked chest, the villagers weren't the only thing unlocked after the orc dungeon ;)

author=AeroFunk80
Thank GOD I found the Revive Tome. That's going to be really helpful since my party members keep dying on me. I have my warrior around 1000 HP and mage at around 500. For some reason enemies like targeting my mage and healer, and they leave my warrior alone LOL
RNGeezus can be cruel sometimes lol. There are a few abilities, as well as an accessory, that can draw aggro. Maybe those should be included before Revive is available?

author=AeroFunk80
Hi-Potions don't seem like they're worth the trade. The NPC wants 5 regular potions to make 1 hi-potion... a potion heals 25% and hi-potion heals 55%. I thought maybe you gave the hi-potion a larger +HP bonus, so I went out and tested it. 3 regular potions completely healed my character while 1 hi-potion didn't. So it seems like you'd be better off to just keep 5 regular potions. Unless my calculation is off, or I'm missing something.
This was mainly a counter balance for players that got screwed by the randomized chests by only getting Potions (3/11 chance to get a Potion from most randomized chests, which are the brown slat(?) looking chests for the record), it allowed them to trade in some of those potions for the hi variety. Hi potions can also be later bought for much cheaper than buying potions then trading them so it's strictly only for that purpose (may alter this though). I also kinda only balanced hi potions around battles so that's why 1 hi heals only slightly more than 2 regular, but saves you a turn. In that sense, hi's should really only be used in battle and regular for both in and out of battle, as the regular potions are quite plentiful and fairly cheap.

Edit: Also, I think because of the Clerics Pharmacology ability, potions are healing more than stated. Planning to have it be a passive the cleric learns when the class is mastered.

author=AeroFunk80
Also, I don't find myself using my warrior's ability (Braveheart). Only because once you buff your warrior, it doesn't last many turns. I find that it's better to just attack with my warrior instead of skipping his turn to buff him. Maybe if it lasted a few more turns.
Yeah, Braveheart needs some tweaking still. Ideally, it should be a DPS ability. I'm thinking of either increasing the turns it's active or have it be 1 turn but boost attack to the strength of ~2 and a half turns of normal attack, with the defense decrease to match. Leaning more towards the latter!

author=AeroFunk80
However; I'm really enjoying your game! :-) And I was the same... Tales of Yuria is my first completed game, but I worked on a few smaller projects here and there before that. Hope you enjoy playing :-D
Super glad you're enjoying still! In regards to ToY, the 20 min intro scared me a bit, but I was glad I watched it. If I wasn't chuckling, I was grinning ear to ear! I'm a fan!
So, I played a bit more today and will say that you may want to reconsider the number of times your cockatrice can use their glare ability. My poor party got stuck in a pretty vicious loop that ended up killing them all, and they went into the battle with almost full HP.

I'm in the mountain pass and got one of your troops with 5 cockatrices. After a turn or two... two of them cast glare, which hit and stunned two of my party members. I have no items to cure stun, and getting hit doesn't remove the state. They eventually stunned my other two, so I had nobody to attack. They just kept stunning over and over, and I couldn't do anything. I eventually died. My mage finally broke out of the state, but at that point, my other 3 party members were dead, and he was the only one left with about 84 HP. I couldn't recover or revive anyone. He queued up a revival sprig on my healer, but since the enemies dominate in AGI, they attacked first and killed him :-(

And I forgot to SAVE! LOL That's on me, however. Stupid, AeroFunk, STUPID :-) So I have to start at the bottom of the mountain again.

Also... I tried casting the revive spell on one of my fallen companions earlier in the dungeon... and it targeted someone that wasn't dead and healed them for about 10,000 HP instead. Just an FYI.

Going to keep playing, though. :-) Will try again later... and make sure I save more frequently haha
Thanks for the heads up, have changed the "Glare" ability to "Snag", with the attack formula (a.atk * 2.7 - b.def * 2), 85% chance to land and a 90% chance to inflict Stun (Glare has Paralysis which lasts 5-7 turns, waaaay too harsh for a random encounter XD, Stun is just 1 turn) as well as changed "Revive I"s heal formula (that's what I get for being lazy and copy-pasting skills and not adjusting them haha) Also forgot to change targetability to Ally(Dead).

Did some more AGI nerfs too. Some are absurdly high for lord knows what reason. Cockatrice from 70(!! why 70!?) to 30 AGI. Thieves should now be able to outspeed the lil bastards but may get into dice roll wars with Mages/Clerics.

You might not have noticed but you've probably got a few Passives in the passives list for some of the classes. I forgot to change a flag in the level up plugin to show skills on level up. There's not many that useful before level 20 but thought I'd let you know just in case.

Sorry bout the Cockatrices! I'm not going to say I play tested all encounters thoroughly (because I didn't XD) but it definitely wasn't intended to be that brutal. I'm now going to comb through all other encounters for any other potential bullshit-ery and make necessary changes. Trying to aim for a pretty casual experience with ToL in terms of it's gameplay/combat.
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New demo with updates and additions

-Minor balancing changes
-Shorter demo (ends after Orcs Cave)
-6 Crystals available from the start
-Music/SFX update

Demo is more of a showcase of added features rather than additions to questline.
Major Bug: Have the Warrior, Mage, Cleric, Thief and Knight Crystals from the beginning. (I don't think it is good to have them right from the start).

Missing files: Tales of Legends Demo\www\img\parallaxes\smog.png (pr as the scripted rpgmvp). Needed in the Northern Ruins, basement 1 (from the central stairs)


Little glitch: please read the description of the Bronze Knuckle.
And very, very often the Apostroph in abbrevetions are missing.

Edit: What is the effect of the one-time training with the knight?
Edit2: For missing files I copy a similar file and rename it. So I can avoid game breaker.
Edit3: What is the steal chance for the Longsword from the Undead Knight? I have been trying for app. 1 hour but only failed. (I only attacked with the Knight and the Bronze Axe until it was defeated).
Thanks for playing! in the last demo, all early game crystals are available to try out from the start. This isnt the case in the actual game.

Yea, i figured anyone who cared enough wouldve got the fog file from a previous download. i meant to put a lil note on the page but forgot. apologies.

iirc, drop rate was 2%? since the last demo, ive increased steal rates a tad.
More bugs: Amnesia doesn't work on Clerics (not that I am relived to still can heal).
The status windows shows you can equip all weapons/armour instead that of the class.
amnesia is silence for non magic users (warrior, rhief etc)

ive updated the status screens to show the correct weapon/armor types that class can use. thank you for your feedback.
author=ten_blue_egyptians
amnesia is silence for non magic users (warrior, rhief etc)

ive updated the status screens to show the correct weapon/armor types that class can use. thank you for your feedback.
Amnesia works for the mage.

As I have done the Cave of Despair much too early, have I now blocked the way to the treasure at the pond behind the kid in Alamoore?

You write that you can steal Crawler Silk from the Crawlers, but it is Silk Web.

Is there a way to finish the Orc Cave without killing the Orcs (like the other orc asks me)?
Hmm, it shouldnt. amnesia only seals knight, warrior, thief, monk, dark knight, shinobi and troubadour abilities. maybe some kind of bug? will look further into it.

Yes, you can still get the treasure after doing a certain dungeon. its not missable :)

Yea, i changed the names of them but didnt catch it till after i released final demo. i changed any related dialogue after releasing demo. whoops!

You dont actually kill the orcs but maybe i will change it to reflect that (have a little cutscene that shows them coming to their senses and walking off after defeating them).

also, training with the knight boosts your levels. i forget how much exp is given but itll raise level 1 classes to level 5.


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