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You are the hero of the Kingdom of Aur, a small island kingdom far in the strange waters of the Mystic Sea! You are a spellsword named Mina, and you battle the forces of evil with magic and sword combined! You have been called upon to face the evil Wizard Garrick, who has held Aur in his sinister grip. This is Magic Quest!

And if you're reminded of Dragon Quest, that's because the game is a bit similar...that is to say a lot similar...what I mean is...virtually identical. The sprites are a bit better. All graphics are made by me, as is the music. This game encompasses the best of Dragon Quest, gets rid of (some of) the worst aspects (You can save anywhere, if you do, you ARE saved by the Queen, but you don't lose half of your money! Eh? Eh?).

Also, the lead is a female protagonist, this time! And there is more story in this game, although, it follows almost all of the beats of its principle inspiration.

I set out to make a game that reminds me of Dragon Quest. It was my first RPG and it was high time I made an homage to it. Here it is.


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I've Done what I should have Done Long Ago...

Magic Quest is my love letter to Dragon Quest. It uses many of the same mechanics I liked and tries to be a game that looks and feels like it's from the 80s era of video gaming. As always, RPG Maker isn't a perfect vehicle for the game, though I am convinced that RM2K is more designed with DQ in mind than it ever was for Final Fantasy. RM2K is nearly perfect for Dragon Quest, requiring the least fussing of any fangame to make a faithful homage.

But as I said, it's not perfect. I had to build a completely new random encounter system from scratch. What was wrong with the old one? Nothing, except, if you recall, Dragon Quest didn't have a game over screen, and with RM2K, there's is absolutely no way to get away from the game over screen with random encounters. By controlling random encounters so that you can make them random evented encounters, it is possible to bypass this, and this is exactly what I did. It wasn't as hard as I thought, only taking me two or three hours to figure out, but it's harder than you'd expect. Best part, it feels like a proper random encounter system, which is something I've never been able to get from outside sources. I'm in the process of making a tutorial to teach you how to build a random encounter system like this one.

What did my custom random encounter system allow me to do that the regular one didn't? It let me not have a game over screen. That's it. That's all I wanted it for. When you die, instead of a game over, you transported to whichever Queen or King you spoke to last, who will give you a second chance. Moreover, because you can save anywhere, you never have to worry about losing progress in this game.
You don't even lose half of your money like in the original Dragon Quest. In playtesting, this is the first time I can remember having that ease of mind playing a video game. It had a huge impact on playtesting. Not having to worry about a save file except to save your immediate position on the map, as it turns out, is a really big deal. And not having to struggle to find a save point is a major deal too.

Wow! This release announcement is going to become a game design blog!

It's interesting to note all of the hoops RM will make you jump through to accomplish something so basic and straightforward. Anyway, for those who may be interested, I have released this game after a little less than two weeks of work, and I hope you enjoy it. I tried to make it as true to the original Dragon Quest as I could, but I couldn't help but add some more nuanced writing and lore.

I made some quality of adjustments; I've already explained about saving. I've kept one of the more tedious aspects of Dragon Quest, grinding, though it isn't as bad here as it was in that game. Also, there are plenty of secrets to be had. Some a bit more straightforward to find than others, some hidden in plain sight, and some that require jumping through some hoops to find. I hope you enjoy playing it as much as I enjoyed making it, and I will see you in the next game!
  • Completed
  • pianotm
  • RPG Maker 2000
  • Adventure RPG
  • 04/21/2021 01:46 AM
  • 05/03/2021 08:55 PM
  • 04/28/2021
  • 2155
  • 2
  • 56


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In all fairness, bird shrapnel isn't as deadly as wood shrapnel
I still find the original Dragon Quest pretty chill, and I'd be interested in giving this one a shot. Grinding and all, even if softened up from its inspiration. A DQ clone in my style is still something on my long-ass to-do list for RM games. Seems this game will be added to said list, too!
I feel so young while playing this game! Only issue I found is that the guy that removes curses do not remove your gold! NOT that I complain! ;) Anyway so far it's good!
The TM is for Totally Magical.
Thank you so much!
I've fixed a couple problems and uploaded a new file. You don't have to worry about it. You definitely get an advantage from the original file.
As a whole is good, after all, it has been developed for so long using self-made materials. The old-fashioned DQ system and game plot do not make me tired.
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