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Ten years ago, the walls fell. Life goes on.
Magic seeped into the world, uninvited and unnoticed. Like a creeping bloom, it made the impossible, possible. Enough magic enters a world, and it becomes possible for monsters to exist again.
Gaia abides. Like antibodies to fight an infection, magic powers manifest where they are most needed. Magic can fight the monsters that tanks and bombs cannot.
You are the defenders of this world, the Portal Guardians.

Portal Guardians is a short tactical RPG, which can be completed in an hour or two.
You will control a cast of seven characters with different specializations, and find the ability synergies to turn them into an effective fighting team.

This game was created in three weeks for the Theme Roulette 3 event.

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  • Completed
  • coelocanth
  • RPG Maker MV
  • Tactics RPG
  • 06/02/2020 09:05 PM
  • 01/26/2022 08:06 PM
  • 05/31/2019
  • 5526
  • 3
  • 53

Posts

Pages: 1
unity
You're magical to me.
12540
Really enjoyed this, even tho I'm not as good at this sort of game. I got stuck at the battle with Zeke, Owain and Lina. I'll give it another try later tho :D

There's a really varied and neat set of skills for this sort of game, I love the elemental powers and how they seem to fit with the character's personality. Was it hard to get all the tactics stuff working right?
That battle in the school seems to be one that people get stuck on. Probably it throws too many new mechanics at you at once.
Lina's cauterize cures the bleeding status effect, even 1hp a round can add up in a long battle like this.
If you got far enough to see the objectives change, you can play the level for the real objective from the start next time which can make it a bit easier.

I had fun making the character's powers, with many of the elements being interpreted two ways (metal: the music and the object, wave: the sea and light, etc)

Biggest issue with the tactics system was that it is designed for slow moving fire emblem type games. The long range swap position ability on a high move character used to lag the game calculating the possible moves with the original script.
Making the zones of control work properly was just the usual debugging and head scratching.
Pages: 1