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Progress Report

Eyesight issues

Hey everyone. I've been dealing with some pretty serious eye problems (as well as other health issues) over the past few days that have prevented me from spending a lot of time on the computer. As such, a lot of my commission work has ground to a halt, as has any more polish on Unchained. I just had a pretty extensive eye exam and there does not appear to be any damage, but I absolutely need these new glasses to come in before I can stare at a screen for 8+ hours a day again.

Still hoping to get this out asap, especially since it's ready for testing!

Progress Report

Expanded version is now in the testing phase

Another quick update because it's been a while. The expanded version is more or less complete and about to be playtested/rebalanced/ironed out. I ultimately decided to make a few concessions, because it's now 5/19 and this version should've been out a week ago.

Here are some things I ultimately decided not to include:

- The ending is only a little longer than intended, with some tweaked dialogue and one small scene added.
- The second optional dungeon is now just an extension of the Falina Cistern. There really isn't a reason to have two massive optional dungeons.
- I prpuned the added scenes to avoid bogging down the pacing. Some of them were kind of redundant anyway. I may add a few extra NPCs for more background and world building, though.

Everything else in the changelogs should be in there, though.

Progress Report

Final Update prior to Expanded Version release!

Hey all. It's been a pretty busy week, but I'm moving right along with the expanded version. All that's left is to rework the ending, balance the bonus dungeons, event a few of the puzzles within, and playtest again! I'll be chipping away at this throughout the weekend.

Lots more changes have been made, but they are mostly minor. I'll come up with a proper list when I post the donwnload.

I poured a lot of time into this for the better part of a month, and the end is near. A nice break will be in order after the release.

Some little tidbits:

- We're up to 140 maps, 61 enemies, and 94 items - nearly double that of the event version.

- Scan has been fully implemented, allowing players to keep track of enemy HP, weaknesses, and resistances. It's attached to Von's Charge ability.

- File size is holding steady at 1.35 MB.

- The playtime, when factoring in all the optional content, will be well over 5 hours. The main quest itself is about 45 minutes longer now.

I'll try to post the third and final change log this weekend.

Progress Report

Quick Update

Hey everyone. Quick update!

I was busy with some commissions and Mother's Day-related stuff this weekend, so that'll push back the release of the Expanded Version by a couple days. I'm still aiming to get it out this week, though.

Some new changes I'm kicking around:

- Winning a battle will now grant one of each herb (up from a single herb). Bonuses will grant an extra herb and a Demon Essence, which can be traded for nice items.
- Enemies in the final dungeon will now be more difficult.

Progress Report

Updated final version change log (as of 5/6/2021)

This will be my second of three change log updates before the final version release.

Latest additions:
- There will now be visual indicators on enemy encounter tiles (spinning balls of energy, of course).
- Adding some zelda-esque puzzles to the optional dungeon.
- Updated many of the monster sprites. The monster sprites in the event version were REFMAP recolors meant for Solitary; their base graphics were very snowy/autumnal and they didn't recolor well in the database.
- Made some tileset edits, some pebbles, and other doodads.

Story:
- Lots of small things to make the story have a greater impact and feel more cohesive.
- Rewrote certain scenes.
- Added new scenes in the optional areas.
- Tweaked some characterization by adding new scenes, rewriting dialogue, etc.
- Added more backstory, exposition, NPCs, etc.

Gameplay:
- A brand new story dungeon added during the Caldera segment of the game, complete with statue puzzles!
- New segments in the Falina Cistern and Caldera that will help expand on the Monster Orb "mechanic". (I don't plan on going too crazy with this, though.)
- New minigame added: Pot Smash! Smash pots and earn prizes! There may be surprises in the minigame rooms as well...
- Two new mini-dungeons added, both of which are available once the party reaches the final dungeon.
- Falina Village can be accessed at the end of the game. A second version of the minigame becomes available at this point.
- Some new maps added right before the final dungeon to link everything together and help with pacing.
- The Baron's office is now accessible and he gives you a sidequest!

Combat:
- Hardcore Mode removes the grinding spots from the game, forcing players to rely on whatever encounters and resources they find during the playthrough.
- Tea now restores 5 HP and cures all statuses except charmed. A variant, Tea Party, restores 5 HP to all and heals all statuses except charmed.
- Players have a max of 6 SP now (7 if you find Ultima Herbs!). Ultimates still cost 5 SP.
- Xana Orbs grant 5 SP at the start of battle (up from 4).
- Added Level 5 to all characters. They will attain this level right before the final dungeon. (New tiers of main skills as a result.)
- Focus has been given to Lillia instead of Stella.
- New elemental slash spellbooks available in the final dungeon. These can be learned by Lillia and deal damage equivalent to a regular jumpslash (but with elemental properties applied!)
- A few other spellbooks will be scattered throughout the world.
- Brand-new 7 SP supermoves.
- Four new optional bosses, each with a different mechanic.
- New ability for Von - "Analyze": charges 2 SP like a normal Charge ability, but also scans the enemy party for current HP, weaknesses, resistances, etc.
- Rebalanced certain monsters and items.
- Fixed a couple of monster parties that had faulty SP regen.

Graphics:
- The battle backgrounds now feature blue font instead of white.
- Added more animated events (torches etc.)
- Fixed some small passage errors.
- There will now be visual indicators on enemy encounter tiles (spinning balls of energy, of course).
- Updated many of the monster sprites. The monster sprites in the event version were recolors meant for Solitary, so their base graphics were very snowy/autumnal and they didn't recolor well in the database.
- Made some tileset edits, some pebbles, and other doodads.

Announcement

Final version change log (as of 5/3/2021)

The version on the event page, while complete, is now outdated. In the next several days I will be releasing the vastly expanded and polished version.

Story:
- Lots of small things to make the story have a greater impact and feel more cohesive.
- Rewrote certain scenes.
- Added new scenes in the optional areas.
- Tweaked some characterization by adding new scenes, rewriting dialogue, etc.
- Added more backstory, exposition, NPCs, etc.

Gameplay:
- A brand new story dungeon added during the Caldera segment of the game, complete with statue puzzles!
- New segments in the Falina Cistern and Caldera that will help expand on the Monster Orb "mechanic". (I don't plan on going too crazy with this, though.)
- New minigame added: Pot Smash! Smash pots and earn prizes! There may be surprises in the minigame rooms as well...
- Two new mini-dungeons added, both of which are available once the party reaches the final dungeon.
- Falina Village can be accessed at the end of the game. A second version of the minigame becomes available at this point.
- Some new maps added right before the final dungeon to link everything together and help with pacing.
- The Baron's office is now accessible and he gives you a sidequest!

Combat:
- Hardcore Mode removes the grinding spots from the game, forcing players to rely on whatever encounters and resources they find during the playthrough.
- Tea now restores 5 HP and cures all statuses except charmed. A variant, Tea Party, restores 5 HP to all and heals all statuses except charmed.
- Players have a max of 6 SP now (7 if you find Ultima Herbs!). Ultimates still cost 5 SP.
- Xana Orbs grant 5 SP at the start of battle (up from 4).
- Added Level 5 to all characters. They will attain this level right before the final dungeon. (New tiers of main skills as a result.)
- Focus has been given to Lillia instead of Stella.
- New elemental slash spellbooks available in the final dungeon. These can be learned by Lillia and deal damage equivalent to a regular jumpslash (but with elemental properties applied!)
- A few other spellbooks will be scattered throughout the world.
- Brand-new 7 SP supermoves.
- Four new optional bosses, each with a different mechanic.
- New ability for Von - "Analyze": charges 2 SP like a normal Charge ability, but also scans the enemy party for current HP, weaknesses, resistances, etc.
- Rebalanced certain monsters and items.
- Fixed a couple of monster parties that had faulty SP regen.

Graphics:
- The battle backgrounds now feature blue font instead of white.
- Added more animated events (torches etc.)
- Fixed some small passage errors.
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