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I always dreamt of creating a tactical RPG like Shining Force or Final Fantasy Tactics, but never believed I was capable of. Also, about ten years ago I had a dream about a game whose characters were Superman, Batman, Venom and John Lennon. The Lonely League is my shot at making both these dreams come true.


Our protagonist is Vince Heart, a pure hearted guy who is just trying to be a nice person in a world where kindness and empathy are becoming rare commodities. Vince is constantly bothered by how selfish everyone is. One day, a mysterious encounter changes him deeply, making him develop powers beyond his wildest imagination. And, as you may well know, with great power comes great responsibility. Whatever is wrong with the world, Vince believes he should do something about it. A series of bizarre events leads him to team up with Superman, Batman and John Lennon. This unlikely team is set on a quest to save the world. But saving a world that does not want to be saved will prove to be a lonely quest.


The progress of the game alternates between cutscenes and battles. There is no walking, no exploration, and the overall story is mostly linear.
Cutscenes play like comic book pages. Some of the scenes are passive, and in some of them you can make choices. Certain dialog choices give you status boosts corresponding to the choice you make. Also, some moments are played like small minigames, like tracking an enemy or trying to get a loan from friends.

Battle-wise, The Lonely League is a Tactical RPG like Fire Emblem, Shining Force and Final Fantasy Tactics. You control a small group of characters, but there is plenty of room for strategy and customization.
The main feature of the system is you are able to interact with map events, other than just attack them. Talking to enemies can have multiple effects. You can make them change their attack patterns, or in many cases get them to join your party for the duration of that battle. You can also interact with objects, activating, disabling or moving them, which can have environmental effects. Victory is not always achieved by killing every enemy on map, and most battles will have multiple paths to victory.



In terms of character customization, each character will have multiple classes to be unlocked throughout the game, some of them being hidden. Each class generates its own skill tree which in which player can spend XP to upgrade stats or learn new skills. There is no leveling up, and upgrades are stacked between multiple classes, so you can ultimately create a character that combines powers from different sources.



The tactical battle system is being designed pretty much from scratch, and this is supposed to be a long game, so final release might take a while. I do plan on releasing episodic demos with partial versions of the story in the meanwhile. I'm also making the system as detached from the story as possible, so it can be reused in future games.

Latest Blog

Updates and release

For a number a reasons I decided not to release further demos of The Lonely League. The current demo is only a very small fraction of the game, and the next thing you will see is the finished piece.

I started this project in October 2020, and I've been dedicating pretty much all of my free time to making it. Working so hard on a project and waiting two years before being able to show it to people is genuinely painful for me.

For this reason, I would be really glad if someone is willing to playtest the game in its current form. I don't really need detailed feedback, but I welcome any feedback regarding balance. Bug report would also be appreciated. In case you're interested, drop me a comment or PM me!



Final release estimated date is August 2022.
  • Production
  • calunio
  • RPG Maker MV
  • Tactics RPG
  • 04/11/2021 01:03 PM
  • 11/22/2021 11:55 PM
  • N/A
  • 10706
  • 15
  • 115

Posts

Pages: 1
JustAShyDoge
Still a dumb and shy doggo
7345
I was told to comment here to show calunio some love.
So, here you go. HISSSSS
CashmereCat
Self-proclaimed Puzzle Snob
10827
I'm lonely! This'll be perfect for me!
OldPat
OrudoPatto, kisama!
4948
I've been following this game since the day Cal started working on it and it's amazing what is shaping up to be!
I will play this as soon as it releases!

Great work, Cal :)
And cool game page too! :P
This look so good (reminds to me of Dyhortfight 4 for the use of both charsets and fighting games sprite edits), and I am really curious to see how the story develops. The premise is really interesting.
Alright, alright. Now this presentation is pretty sexy. I have to sub this. Also, the premise made me laugh, so double points!
Daaaamnnn, lookin GOOD! I love the comic book aesthetic mixed with pixel art, it's like that sweet sweet sauce recipe.
AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5514
I haven't seen a superhero game here since Masters of the Wind. And it's tactical too! I am stoked. :o
OzzyTheOne
Future Ruler of Gam Mak
3988
I've seen some snippets of this game's progress on the Discord and decided to give it a look. It looks like quite the interesting passion project! Wish you lots of success with the game Cal!
CashmereCat
Self-proclaimed Puzzle Snob
10827
Calunio has for a long time been one of my favourite RPG Maker developers of all, for their daring story concepts and impressive direction of scenes, alongside some decent pacing and unmatchable commentary on the human condition. "THERAPIST: Mind Manager" might be favourite RPG Maker game of all time, but I gotta say - this might be giving it a run for its money. It's funny that despite all of the praise I heap upon Calunio for his story and concept work and - oh how that dialogue sings! - I can never shake the fact that I've never considered Calunio to be strong at, well, gameplay. Until... now? I mean, based on the 2-3 hours of this game I've played, it's by far the most fun I've had playing a Calunio game when it comes to pure mechanics, and it's... somehow still backed up by Calunio's masterful storytelling abilities? And somehow his scene direction is more effective than ever? And this might be his LONGEST game yet? The very fact that one of the most promising RPG Maker games I can think of right now is being developed based on copyrighted characters and setting is somehow one of the most RPG Maker things I can think of. I really, really, fricking hope this game gets more players when the next demo comes out. I'd be really disappointed if it didn't, because this game absolutely. Fucks.
author=CashmereCat
Calunio has for a long time been one of my favourite RPG Maker developers of all, for their daring story concepts and impressive direction of scenes, alongside some decent pacing and unmatchable commentary on the human condition. "THERAPIST: Mind Manager" might be favourite RPG Maker game of all time, but I gotta say - this might be giving it a run for its money. It's funny that despite all of the praise I heap upon Calunio for his story and concept work and - oh how that dialogue sings! - I can never shake the fact that I've never considered Calunio to be strong at, well, gameplay. Until... now? I mean, based on the 2-3 hours of this game I've played, it's by far the most fun I've had playing a Calunio game when it comes to pure mechanics, and it's... somehow still backed up by Calunio's masterful storytelling abilities? And somehow his scene direction is more effective than ever? And this might be his LONGEST game yet? The very fact that one of the most promising RPG Maker games I can think of right now is being developed based on copyrighted characters and setting is somehow one of the most RPG Maker things I can think of. I really, really, fricking hope this game gets more players when the next demo comes out. I'd be really disappointed if it didn't, because this game absolutely. Fucks.


Thank you so much for the lovely words! <3
I'm really hyped for this game, and I'm confident it will deliver.
At this point I don't plan on releasing any further demos and I don't mind if the current demo is not played by many people. I like the idea that a huge game will come out of the blue. I know hype is good for marketing but, well... saving that for later, and focusing 110% on the game right now.
However, it's no understatement when I say making a game for so long with no one playing it (the current form, which is 3 or 4 times longer than the demo) is PAINFUL! But it will be worth it.
Pages: 1