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Vesper Charm follows 2 freelance mercenaries (Lancers for short) who have been hired to find a mysterious treasure in a seemingly ubiquitous goblin dungeon.

Cheiki has bonded her soul to an enchanted sword, The Dewclaw to grant her the ability to use fire magic. Southpaw is a member of a clan that interprets the way of the sword into a religious doctrine to live by. These 2 Lancers work together with the shared goal of finding the person responsible for the massacre on Cheiki's village that occurred many years ago.

Vesper Charm is a modern take on the classic jrpg dungeon crawler, and features a robust bar experience instead of a traditional town. Features also include Original Art by me, a Charge Turn battle system, and original music by: https://bertn1991.newgrounds.com/



Available Now: https://daiconv.itch.io/vesper-charm

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  • daiconv
  • RPG Maker MV
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  • 07/01/2022 08:40 PM
  • 07/27/2023 05:16 AM
  • 08/02/2023
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Pages: 1
has a very "Tangerine feel"! :D nice I am curious
author=TheRpgmakerAddict
has a very "Tangerine feel"! :D nice I am curious


It's a remake/reboot of Tangerine! It's my attempt to correct all the issues I had with Tangerine. Specifically with the battle system, so I'm interested in any feedback I can get.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
So I gave the demo a shot on stream because I liked the core premise and found the character art charming. After playing it, though, I felt let down that most of that charm didn't translate into the actual game.

For starters, most of the lore in the game's description isn't even hinted at in the game itself. At least not in what I played. The most I could find is by reading Dew Claw's description, but it's never once brought up by the cast. Cheiki and Southpaw don't have much personality after the initial cutscene, and what little dialogue they do have is too focused on the immediate goblin base raid to dive into either of them as characters. Most of the lore in the game's description is also not only unsupported, but almost contradicted in the gameplay department. For example: if Cheiki bound her soul to Dew Claw in order to use fire magic, why is her one and only starting skill a wind-based attack?

The battle system, at least, was functional. The idea of guarding to restore MP and gain turns faster is a good one, but in practice, only the MP restoration really mattered. By the time I reached the Goblin King, most enemies were already doing 0 damage and I was running away from battles just out of boredom. My biggest issue was the fact that skills cost a LOT of MP. So much so that the flow of battle for every character fell into an unchanging loop of use skill --> guard --> use same skill. The MP restoration and turn order change effects added to the guard command is a good idea in theory and adds more incentive to use a often neglected command. In practice, however, guarding to restore MP just elongates the battle without really adding much tactical depth. Sure, you could use weaker skills successively to keep offense going, but then it takes two hits to kill a goblin when I can usually kill it in one with a stronger skill.

There are a number of ways to reduce the down time between skill volleys without sacrificing the pace of battles, such as adding MP charge to basic attacks, reducing skill costs, give party members MP regen per turn, restore all MP after every battle, etc. but it all boils down to how you want to pace your battles. Due to how rapidly you gain levels and skills, it's impossible to get a feel for the intracicies of your battle system before you become so overpowered that tactics just don't matter. Also, there were many typos, grammatical errors, and skill descriptions that need updates. A couple of things I found were 1) all the MP-restoring items referred to MP as SP. 2) Cheiki's Tornado Slash seems to inflict a defense debuff, but that isn't anywhere in the skill description, and Southpaw's Soul Slash says it inflicts Stun, but the behavior seems more like Confusion to me.

All in all, you put a lot of effort into creating custom character art, so I wish that you wouold bring the characters's personality and battle style to the forefront next time you work on this game. The artwork and intro showed a lot of promise, and I hope the final game delivers on that promise. Please let me know if I need to clarify or elaborate on anything. Otherwise, I'll be happy to play the game again once it's updated/completed.
Pages: 1