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Allinlia is a game that mixes humor and an overall light and cartoony style and feel with more serious themes and character development but there are sure to be a whole lot of jokes, goofy characters, and amusing dialogue exchanges. Allinlia uses regular old turned based front view, made a bit more fancy with the yanfly scripts. There are also NO RANDOM BATTLES

A former husband and wife crime duo, who just happen to be the last surviving members of an ancient army of rogue thugs with powerful magical abilities, have decided one night to finish what this dark army started and take over the Allinlian Empire. Unfortunately things didn't go as planned and the bad guy was sealed inside an ancient artifact. His wife ran off with it and has been trying to build up enough power to break the spell and free her husband.

Now, seven year later, she is getting really close to doing just that. Take on the role of a child sorceror, a brutish thug, a meek chef, and a conviving goblin as they travel to the darkest corners of Allinlia in order to retrieve the 8 magical artifacts that the god Cael left in the mortal world so that if Allinia ever fell into such danger, the right group of do-gooders could come along and save the day (hopefully)

and while the mortals enter thier struggle on the ground, two gods high above are making plans and lining thier forces up for a final confrontation to decide the fate of Allinlia once and for all.

However, there is a secret that one man is keeping about that night 7 years ago that could change everything...

Some Game features
- scan enemies in order to see thier HP/MP state resistences, element strengths and weaknesses and a list of thier skills, this information can be accessed any time during battle using the shift button

-A complete checklist of scanned enemies that can be viewed from the menu

-Travel to 8 exotic and dangerous locales in order to find the artifacts (each of which will aide you in battle) and fight the 8 wacky bosses who guard them, each with thier own distinctive personality and attack style

-NO RANDOM ENCOUNTERS! :D

-A great sense of humor

-A wide array of non RTP standard targeting options and status effects keep skills interesting for both you and your enemies

-no random encounters also means no grinding ya know ;)

Latest Blog

intro undergoing some changes

i decided that the difficulty of the intro is unacceptable, I have never had a problem with it during tests but i shouldn't expect everyone to play in the exact same way I do and I do not intend to make a "challenging" game anyway so I'll be looking into ways to make the battles here more reasonable

a very slight nerf to enemy basic attk power, a way to insta heal at the start of the first monster area, and a few automatic starting items are things i will probably implement

the difficulty comes from not searching the starting town for all the free loot and/or trying to engage in multiple encounters without healing up like you can do in most other rpgs that are more grind oriented. (the fights here should be thought of more as just a bunch of wannabe boss battles) I'm gonna work to make the game more forgiving if players do not do these things, especially at the start

i also went to the store and got these cheeto things called "puffcorn" which were basically cheeto lumps that were supposed to be like popcorn. I really liked them because they tasted EXACTLY like "Jax" brand, a far superior cheese curls snack that you can only find around new england
  • Production
  • Yoshio
  • RPG Maker VX
  • RPG
  • 09/22/2009 12:42 AM
  • 12/19/2011 05:44 PM
  • N/A
  • 115598
  • 13
  • 533

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There were also a few thing of what I interpreted as easter eggs.
Just played through this, but don't want to provide an official review until it is completed:

Things to work on:
Your spelling and grammar needs a lot of work. Also certain areas, the dialogue ends up being cut off when you should have moved the text to the next line. VX is much simpler in terms of verifying whether or not your message fits on a single line, since you can preview it within the editor unlike previous engines, so I recommend using it always. Also, the battle engine needs a bit of work. First, if I recall from speaking with somebody on the base of the mountain, characters who are knocked out will still yield the benefits of EXP. That wasn't the case, since the main character boy was knocked out several times and didn't gain EXP. The beginning battles are a bit of trial and error, so I saved almost after every couple of fights. That's because the only one I have control over is the boy, but the others are automated. This is really not recommended as it adds unnecessarily to the challenge, since instead of being able to strategize their attacks and determine what enemies to take out first, the battle is more or less left up to luck.

Things I liked:
I really dig not having random battles. Even though it's recommended to fight all enemies, I can determine whether or not to fight them, and when to fight them. So if I'm low on health I can always make a trip back to the store or an inn. Also when I fight them, they are gone forever. This does tend to put a damper on how much gold a person can make, so a player has to think carefully about what he intends to buy or he may end up stuck without any restorative items. However, in my play through, I didn't come across any problems and had plenty of gold to buy items. The only problem I had was that enemies tend to knock out my hero way too many times, sometimes in a couple of hits, and there's nothing I can do about it, it's just the luck of the draw. This is why I recommend always saving every opportunity, because life herbs are very limited and expensive, and just resetting the game if he gets knocked out tends to reveal better results the next time I fight the enemy, because they'll either use less hurtful attacks or go after another stronger party member.

Things I really liked:
The story. It's full of cliches, but in a good way. The story is very humorous, and I about died a couple of times from laughing.

I really hope to see this through to completion, but again, the one thing to work on is spelling and grammar. And check to make sure dialogue doesn't get cut off. Other than that, good luck.
thanks for the feedback

first of all, characters that are knocked out DO get the experience. Basically after the battle is concluded there's a conditional branch in the eventing that will award the experience to any character with the "KO" status. This isn't visible to the player though but if you check the chars stats in the menu status screen after the battle you'll notice it.

Also make sure to find out what spell each enemy is weak to and always use that on the most dangerous one. Don't be stingy with Roxi's spells because it's easy to restore mp and the game expects you to spend most of his turns hitting the enemies with thier weakness.

The game also expects you to save and go back for supplies after you win a battle so it's good that your doing that. It's also best not to skip any of the enemies since you don't want to be fighting enemies that were battle tested with Lv. 2 players in mind when your still Lv. 1

I'll need to go back and check the dialogue previews. The scripted name boxes I'm using makes the text box cutoff indicators less useful (so i have to preview everything even if it looks like it'll fit)
Yeah, for some reason I've never trusted the indicators and always preview the messages to be safe. It'd be nice if Enterbrain included a way to wrap the dialogue to the next line in their next version, whenever that may be.
Craze
why would i heal when i could equip a morningstar
15170
Get a paragraph formatter script. Check rmrk.net.
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