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"Well now, how did these little morsels make it so far
under their own power? I think I'll keep my eye on them."




Ill Will is a dungeon crawler with carefully crafted, minimalist story elements and simplified overall design. The combat uses a turn-based structure with a heavy emphasis on elemental affinities, and a streamlined AI routine for enemies that helps curb outright stupid behavoir.

It is very firmly divided between gameplay and plot, with decently-sized sessions of both, rather than a more rapid alternation.

Licensing Information

Latest Blog

Update ( 7/31/2012) - Completion

I'm marking this as being the 31st instead of the 1st, since I've been uploading since "yesterday".

Ill Will is complete. You can finish the story, choose either a normal New Game Plus (basically starting over) or a Strong New Game Plus (keep Traces, learned skills, and level, and re-allocate stats). Either way, you'll have access to additional story scenes, additions to existing scenes, and a very special something.

I might have a prize for the first person to beat the optional NG+ content. Of course, I might not.

Posts

author=Archeia_Nessiah
I actually use Aaron and France myself and streamrolling through it. (His air skill is overpowered)

Do you mean Vile Zephyr? Oh yes, that is indeed ridiculously powerful. It costs way too much to spam it, though (or even use it every encounter...).
After the end of the game when I use to save a new game on the second screen lock where Aaron this accompanied by a dog.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Aaron is actually a very powerful and well-rounded character. Endure lends him great survivability and he can lend solid Elec damage. Given the sheer strength of Vile Zephyr and his general utility in terms of debuffing, and Aaron has a strategy to adopt at every stage of the game.

Ethan is less obvious, but the spare turns you can gain from Ethan "soaking" a hit late-game can make or break a critical boss. Attacks that would two-hit other characters might take him down in four, overall.

In general, Josephine and France are extremely efficient at killing enemies, while Aaron and Ethan are powerful support characters. Who you use can be considered part of your MC's build, in a sense.
Seriously? You guys seriously don't know how to use Josephine (except shun). She's a killer when it comes to magic. Magic Zone for the win. Not to mention Jo has Endure. And even when she can't use Water spells due to elemental differences, she has Life Thief (steals HP), Vene (another elemental spell), and she has all the skills needed to keep her MP going.

Although the only thing is that Jo dies very often. But Aaron dies even faster (can't deny that he's a killer status inflicter, of course, but I don't quite like to use someone like him.)

In short, basically I use Jo the most often, while alternating between Ethan and France (I use Ethan more often, though). And Aaron...only a few times, when I really, really need that status inflict.
Ahah, well, I suppose the thing is that I went for a technique build for Will, so Josephine is kind of obsolete. It comes down to the age-old issue: if you can do the same amount of damage by expending MP that you could for free, which are you going to pick? (And if you have Regen equipped, physical skills are free.) Also, Vene costs way too much SP for a spell that is basically equivalent to the second-tier spells in damage.

Magic Zone for the win.
Do you have the patch? Whenever I see enemies use it, it's gone at the end of their turn, instead of on the next round. Since PCs don't get multiple turns per round, I imagine the Zones would be absolutely useless. (Even if they did work as intended, I don't really see the point. It's basically the choice between two shots of 50 damage and one shot of 100 damage plus extra MP cost. Although it might be a net gain with really high-cost spells... Even so, skill space is at a premium.)

Edit: Random thought: I notice that, while the fire and electricity spells have original names, earth and water are just boring Roman equivalents. Any particular reason for this?
author=argh
Magic Zone for the win.
Do you have the patch? Whenever I see enemies use it, it's gone at the end of their turn, instead of on the next round. Since PCs don't get multiple turns per round, I imagine the Zones would be absolutely useless. (Even if they did work as intended, I don't really see the point. It's basically the choice between two shots of 50 damage and one shot of 100 damage plus extra MP cost. Although it might be a net gain with really high-cost spells... Even so, skill space is at a premium.)

No, I think you kinda got it wrong. How Magic Zone (and Strength Zone) for PCs is this. It doesn't work the same as enemies. Instead, you use Magic Zone in the first turn, then the Magic Zone stays until the end of next turn, allowing you to use a magic spell in the second turn before it expires. It doesn't expire in the same turn like enemies. Which is why I say Magic Zone for the win.

I think the average damage that I deal when coupled with "Magic Zone" and "Mana Flare" and using the strongest Water skill for Jo is about 600+ damage (level 90s Jo against the final bosses).

Also, if I remember correctly, there's a skill that halves MP cost in battle. Jo (and of course Will) has that skill.
(EDIT: Now I remember. It's Mana Cycle. Although the description in menu doesn't state that Mana Cycle halves MP, the description when you choose "Status" in battle does state so. Developer oversight, I suppose. But anyway, the Mana Cycle only takes effect in battle, so you won't see it in non-battle.)

That means, with Mana Flare and Mana Cycle combined, there's no change in MP cost. Mana Flare doubles MP cost while dealing 150% more damage but Mana Cycle halves MP, so it's 150% more damage for normal MP cost.

And I think I downloaded this a week after its release (about a month ago). Which means no patch whatsoever.

EDIT2: I think I ought to release a boss video sometime.
Ah, thank you for the explanation! That does sound useful. So basically, it's Linear Warriors Quadratic Wizards, with wizards only overtaking warriors in the endgame. :/

I think the average damage that I deal when coupled with "Magic Zone" and "Mana Flare" and using the strongest Water skill for Jo is about 600+ damage (level 90s Jo against the final bosses).

Ah -- but how much damage did Francesca deal with Strength Zone, Pierce, and the strongest physical skill? That's what it really comes down to, I think.

Edit: Oh by the way, I can't believe I didn't mention this earlier, but the music is fantastic! Did you make it yourself?
author=argh
Ah -- but how much damage did Francesca deal with Strength Zone, Pierce, and the strongest physical skill? That's what it really comes down to, I think.

I don't think France can match Jo's damage with all that (unless with critical) (and not to mention Strength Zone costs MP instead of HP, which isn't good since France can't restore MP automatically), but I'll test it out. I believe France's strongest physical skill is Dragon Claw.

EDIT: Yep, just tested. France does 400+ damage with Strength Zone, Pierce and strongest physical skill (without critical) (same level as Jo at level 90s). With critical, it's about 650+ damage. But two things. Firstly, critical doesn't occur all the time, and secondly, as mentioned before, Strength Zone consumes MP and can only be used on self. Since France can't restore MP by herself and has lower MP than Jo, you'll have to deal with replenishing France's MP a lot more often than Jo's if you want to use Strength Zone, and the only way is through items. All that, however, is kinda balanced with the fact that Jo dies more often than France (since Jo has lower HP than France).

But I would definitely say that France and Jo are a deadly pair in terms of damage :)
author=LouisCyphre
Because you haven't patched your game.


Where is this fabled patch I've been hearing about?

I just powered through the zombies with pure skill(well, with normal mode anyway XD) Loving the game so far right now, no complaints other than Ethan being annoying in the dialogue, and he is realistically annoying. We all have that pessimist friend(damn I think it's me, actually.)
author=coolopotomus
Where is this fabled patch I've been hearing about

Oh, by the way, guys, if you don't know where the patch is, it's in this link below. I just found it:

http://rpgmaker.net/users/LouisCyphre/locker/Data.zip

EDIT: It doesn't fix the post-game "stuck while dog is barking" bug, though...
author=eplipswich
author=coolopotomus
Where is this fabled patch I've been hearing about
Oh, by the way, guys, if you don't know where the patch is, it's in this link below. I just found it:

http://rpgmaker.net/users/LouisCyphre/locker/Data.zip

EDIT: It doesn't fix the post-game "stuck while dog is barking" bug, though...


At long last! I'm thrilled.
Eplipswich you could play the game a second time. I use the final save, but when I get to the second screen to talk to Aaron the game crashes.
Uh, major bug to report, I think: After defeating
Flamberge

it is possible to fight him again if you go back to the palace. The exact same cutscene plays out; it's even possible to get a copy of his traces. That cutscene in particular seems pretty wonky; the semifinal message has no portrait and seems to cut out abruptly.

Edit: I beat the game, yay! I have fallen victim to the NG+ bug, though. I felt the final boss was rather...anticlimactic. He doesn't have any unique skills, and his attacks are pitifully weak until his final stage. I just spammed my strongest attacks most of the time. The other endgame bosses were harder, I thought.
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=eplipswich
Firstly, critical doesn't occur all the time


A max-ST France with Crit Plus and either Ardhanari or Fafnir Trace has a critical rate of 94%. It's either half of the user's ST without Crit Plus, or twice the user's ST with it.
Hm...thoughts on the gameplay. (Hidden because wall of text.)


I agree with everyone else on most points. The game was best at the beginning, and gradually started deteriorating somewhere around the end of Purgatorio. Bizarrely, I thought the game was more fun when you had fewer options -- once you start getting the higher-level traces, battles just boil down to the same "use everything until you hit a weakpoint, then spam that, heal when low on HP, use Mana Thief when low on SP" strategy that we've seen in every single RPG ever. Some of the bosses did use rather original set pieces (I particularly liked the dragon), but they become more and more typical as time goes on. The final boss was particularly bad; the only thing he really has going for him is his massive HP total. His attacks are pathetic until his final stage, and unlike the bosses before him, he has no special set pieces or strategies. It's just attack attack attack heal attack. Endlessly.

As I've already ranted about, I echo the gross imbalance between physical and magical skills. It's not even Linear Warriors Quadratic Wizards, it's like...warriors are a flat line, but are so high to begin with that they're only passed by wizards at the very end. They get the powerful Strike skill right off the bat, as well as Crit Plus, making critical hits even more overpowered. Next trace, they get Regen, essentially making physical skills free, as well as Venom Fang, which is far more powerful than magic against a single target on account of being double-hit. And it inflicts poison, too! Once they get Shockwave, the only advantage that spellcasters have over them (area-effect spells) is nullified. But after that...they're stagnant. All their future skills only change in utility, not raw power. Strike remains the strongest physical skill (well, I guess it's briefly surpassed by Shout, which becomes irrelevant after Pierce is learned...), and Bloodbath is really learned far too late; the endurance down effect is practically worthless when you have Cripple anyway. I was pretty disappointed by the final traces in general; their final skills are incredibly meh (the only one I used was Fatal Curse), and they teach fewer than any other trace.

I felt like there were too few skill slots. Maybe not on most characters, but definitely on Will. I suppose that's a symptom of him learning absolutely everything, though... I think the four-element system is part of the problem; since I made him a spellcaster, I felt he should have as much element coverage as possible, which takes up more slots than everyone else, who only have access to one...

Vene costs way too much for having the same power as the second-tier spells. The magic element in general is very underrepresented; only two people have access to magical traces, and only three spells deal direct magic damage, the only one of which is actually useable is Vene.

I also hated how everything became immune to status effects late in the game. I know it's because of Lethal Toxin and Nightmare; to be honest, I would have preferred you didn't include them if they're so gamebreaking. For most of the game, it's great how status effects are actually useful; poison in particular was very nice. Then once you get to Eden, you can just feel the game going, "Welp, so I'm going to need to give everything immunity so you don't instakill it with your broken skills, you naughty player." This makes getting Virus Cycle in Paradisio especially annoying, since it's practically useless. It's single-target, so it's only useful against bosses. If you want to do a status effect/instakill sweep, it's better to use Slumber Wave or Sidewinder. This also makes Aaron completely useless, since his entire schtick is status effects.

I think it would be nice if everyone got a third set of limited traces, like with Ethan. This would give important skills like Vene, Sanorhea, and the debuffs to more people, without giving them access to gamebreaking stuff like the Mana Cycle/Mana Flare combo. It would also allow for a greater deal of customization.

Oh also, I thought the three dual boss fights using Novodram was kind of overpowered. You aren't informed that they'll do that, and it essentially eliminates all of your progress. Furthermore, it makes timing ridiculously important, as you only have three party members, and random damage fluctuation can ruin you if you leave one alive with, like, single-digit HP or something. The Darkspawn Spawner used Novo and I thought that was clever without being broken, why not use that? It keeps the player on their toes without eliminating all of their progress.

Multiple attacks per round also bothered me, as they always do. I was first introduced to it in Final Fantasy III and I've hated it since. Surviving comes down to random chance; if the boss decides to spend all its attacks wailing on one person, no amount of HP or Endure is going to save them. But if they spread their attacks out, they're manageable. Magic/Strength Zone just makes things worse. You pretty much have to pray that they do something stupid and waste it the the next turn, because otherwise, you're pretty screwed. I think much of this is due to the fact that they use all of their turns at the same time, with no break in the onslaught. There is exactly one game where I found this tolerable, and that was when the boss' second turn was calculated into the turn order as if it had half the agility stat.


Anyway, sorry for my wall of text and harsh criticism. This post is long enough already, so I'll save story thoughts for my next one, if you'll have it. The game was still a blast, even if it fell apart towards the end. I look forward to the NG+ bug being fixed so I can see what new content it unlocks!
author=LouisCyphre
A max-ST France with Crit Plus and either Ardhanari or Fafnir Trace has a critical rate of 94%. It's either half of the user's ST without Crit Plus, or twice the user's ST with it.

Is it? Those are exactly what I equipped to France prior to finishing the game 1st time (Crit Plus and Fafnir). Even then, I've had times when I miss with Dragon Claw, and crit still doesn't quite occur as often as you specify it would be (94%). Not to mention there's the Strength Zone thingy, of course.

EDIT: You can watch my final boss video that I uploaded to your game's Media page for comparison. I also showed the equipments for all three characters. And the crit rate for France when she uses Dragon Claw doesn't really look like 94% to me. Of all the Dragon Claws I used, it's No Crit, Crit, No Crit, No Crit, Crit, No Crit, Crit, No Crit, No Crit, No Crit, No Crit, No Crit, No Crit. That's 3 out of 13. No way is that 94%.
Aaaand that gives me an excuse to write my follow-up post! Story thoughts now:


Like the gameplay, starts off great, then gradually declines. The fact that one of the writers dropped out partway through development really shows, unfortunately. The shift in tone, scope, and genre shifts so abruptly and in so short a time... It goes from survival, exploration, and inter-team drama to Biblical-inspired political intrigue with angels and demons??? And also sudden family drama. It really does feel like you were writing two completely different stories that were awkwardly joined together. The inter-group strife, interactions, and general character arc drama just seem to...end somewhere around Cocytus. Which is disappointing, because all that interesting plot potential is just hastily finished. The character arcs end halfway through the game.

The story in general also seems to suffer from something I see happening with saddening frequency. It's hard to describe because TV Tropes doesn't have a name for it but it's basically when your audience's imagination eclipses what you actually have planned. Many stories that are based around a central mystery or plot mysteries (such as this game, where the pre-Eden plot centers completely around simply what's going on and what chain of events led up to it) end up feeling disappointing when the big reveal is finally...revealed...because the audience's expectations are built up so much. You get a kind of "...that's it?" reaction. It doesn't help that many of the revelations are so anticlimactic. Loki going "so hey I'm going to be Mr. Exposition now for your convenience", Deus Ex Machina guy we've never seen before going "so hey I can show you your lost memories with a snap of my fingers, did you know that?", and particularly Aaron's vision...I was expecting so much more from that than just "Loki did it". It just doesn't seem to match up with his behaviour in the early sections...I don't see how simply being told they were sent there by Flamberge would send him into such a panic. He also seemed to know what was going on, somewhat -- he frequently says things that imply he has foreknowledge, like "this is the right way to go", "we'll be facing stronger things up ahead", and so on. And why would Loki not want him to tell them about Flamberge if he wants them to fight him? I suspect this may be a symptom of the writer swticheroo, though.

Something else that bothered me was...well, the entire Empyrean section, really. Wonderfully atmospheric, but it really did feel like you just said, "Okay, screw it, let's just end this already." The rapid-fire boss fights felt anticlimactic, ironically. Venominon is barely better than a Giant Space Flea From Nowhere, and everyone else except Loki is just introduced way too late to have any dramatic impact. They've gotten like 10, 15 minutes of screentime prior to this, and then you kill them. I actually had a similar problem with Loki -- we never learn the exact extent of his plan or...anything about him really. He suddenly spills the beans about his plan (which is disappointingly simple and cliche, I thought), then a few boss battles later, you kill him, the end.

I also feel that showing demons as actual sentient creatures, some of which could be perfectly reasonable and even honourable, really makes for some cognitive dissonance. Flamberge does have a point in his pre-battle cutscene; you did commit mass murder of definitely sentient beings. In self-defense (questionably), but...still. It made me feel horrible about giddily looking forward to getting my next set of traces.

I echo the sentiment about Raymond feeling way too obviously tacked on. I think it would have been better to keep it in the background as a disturbing subplot. But I'm sure you've already heard enough complaining about this.

Also, they keep their powers when they return??? That cannot end well! No, France, you do not show off the fact that you can wantonly break the laws of physics, that draws attention! D: What happens when the government decides they're too dangerous to exist, or worse, the allies of those criminals catch wind of it? And how are they going to explain Raymond's disappearance? It...just doesn't seem like a very satisfying ending. I can only see the aftermath going horribly.

And...do the dialogue choices ever have any long-term effects? I was kind of hoping for an alternate ending or something if I was nice to Raymond, but no dice. If not, it does make them feel rather artificial... It's still a nice compromise between silent protagonist and static-character protagonist, regardless.

Positive things: I did really like the first three areas (and even Purgatorio was fairly good). You nailed the atmosphere perfectly, and the characters felt real and relatable. It felt kind of like the story was originally going to be a deconstruction of the "kids/teenagers from Earth get transported to a fantasy world and somehow everything works out fine" genre, which I think would have been awesome. The Beautiful Void thing you have going on in the early stages is really great. I felt the inter-group drama was well-done and realistic, and I would have liked to see further investigation into the characters' friendships breaking down and having to be reforged. I think it also would have been nice if the only other character you saw was Loki (and possibly some other antagonist, if Loki wasn't going to be the main antagonist). Having to rely entirely on a single viewpoint of questionable validity would have definitely increased drama.

I also really like how well gameplay and story are integrated. TV Tropes has a term for "gameplay and story segregation", but it seems to only refer to cases where one explicitly contradicts the other. I think there is a much more general trope of gameplay elements simply existing in a completely separate world from the story -- they don't explicitly contradict, but nor do they ever reference each other. So I really like how characters are explicitly aware of (and even discuss) things that seem like gameplay abstractions, such as pits, traces, and motes. (It does raise the question of how the trace limitations work, though -- is it that they can't equip trace sets other than their given two, or simply won't because it conflicts with their chosen fighting style? The help text seems to imply the latter, but that doesn't make a whole lot of sense.)

Anyway...so the narration in the beginning is supposed to be Loki? That...caught me by surprise, to be honest. It definitely seems like his character arc went in a different direction than originally intended.

And one last question: In the intro fight against the zombies, Aaron heals everyone after the zombies knock them out...but he doesn't know Sano at that point! CLEARLY THIS IS A VITALLY IMPORTANT OVERSIGHT AND I DEMAND AN EXPLANATION >:U


So...I suppose the moral of the story is, as a famous reviewer once said, it's a good idea to work on the beginning and the end at the same time, and work towards the middle, so that if some section suffers from loss of time, energy, or project members, it's some part in the middle that people probably won't notice too much. It was still a fun ride, though, and I don't think it's really fair to hold it against you -- you were dealt a bad hand, is all, and I do think you were able to work with a bad situation fairly well. I look forward to any future projects you may work on!

By the way, Happy, would you be willing to divulge your original plot outline? I think it would be interesting to see how the original draft compares to the finished product.

(Also, would you like me to make a TV Tropes page for this? Could help you gain publicity and stuff.)
Ill Will is complete. You can finish the story, choose either a normal New Game Plus (basically starting over) or a Strong New Game Plus (keep Traces, learned skills, and level, and re-allocate stats). Either way, you'll have access to additional story scenes, additions to existing scenes, and a very special something.

LouisCyphre
I can not play this scene hangs.

https://lh5.googleusercontent.com/-_rFJKv09cnM/UE1NFO97ayI/AAAAAAAAA4s/e_D-sm0-I-c/s547/will.jpg

This is the most promising Rpg Maker VX game i have seen. I might write a review about this game when i finish it ^^
So, uh, sorry if this sounds like nagging, but I just want to make sure I have permission: TV Tropes page y/n?