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Chaotic Heroes: The Dreaded King is a traditional rpg that is set to present a simple story and likable characters.


The two kingdoms making up the world, Azgard and Maroon, agreed to never go into war for expansion of territory over the entire world but with a ruling that Azgardians should never enter Maroon territory and Maroos should never enter Azgard's.

The King of Azgard, Wolfwood Azgard, only accepted this agreement to throw the Kingdom of Maroon astray from preparing their army for the traitorous war that was to come. King Azgard announced to the capital city of his kingdom that in a few weeks he was going to unexpectedly start a war with the Kingdom of Maroon for expansion of territory over the world. In a few days this message spread all over Azgard. There were some who weren't pleased with King Azgard's message but they couldn't do anything about it. Or could they?

Two thieves by the name of Roy Metryo and Ray Shirim, decided to take action. They stealthily snuck into the Southern Azgard Castle and kidnapped the Princess of Azgard, Aleya Azgard, trying to blackmail King Azgard into stopping his intentions or his daughter would be killed.

And so the feud between the two thieves and the King of Azgard began. Although the thieves should of realized from the start that going against a King would be heinous. To top it off, the civilians of Azgard will despise the thieves when word gets out about the kidnapped princess.

Latest Blog

Chapter 1 Fixes/Improvements

Here are fixes/improvements that was made to the Chapter 1 that you see in CH:TDK's v0.1 Demo.

-MINOR map edits.
-MINOR dialogue edits/fixes.
-The 'missing file Key' bug was fixed.
-Apples restore more HP.
-An item was added to cure poison.
-A battle aspect called 'Adrenaline' was added.
-The boss' HP has went from 1800HP to 1200HP.
-More skills are gained at the lower levels of the characters.
-If you were poisoned in the battle against the first boss, it will be cured right after.
-Whenever you see the 'Please Save' message the save window will come up right after. People said they saw the 'Please Save' too late.
-New Title Screen.
-New Windowskin.
-FF7's MATERIA SYSTEM added.
  • Production
  • MetryoV
  • RPG Maker VX
  • RPG
  • 01/04/2010 03:49 AM
  • 04/03/2024 02:13 PM
  • N/A
  • 33349
  • 6
  • 330

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Pages: 1
This looks OK when are you expecting to put out a demo?
I did

I'd just like to say I cleaned up the Chapter 1 you see in that demo pretty good already
The screenshots you see here are the screenies of the little more cleaner chapter 1 not the one in the demo (they don't differ much anyway)

but anyway there aren't much differences so I hope people still try out the demo..
Alright I've downloaded it. I'll try it out and tell you what I think.
GENERALLY likable characters. They're likable...in GENERAL...

-Tabris
Ratty524
The 524 is for 524 Stone Crabs
12986
Looking at your screens and your character descriptions I think I'm going to expect some spelling and grammatical errors, but overall this looks good. I'll try this out.
Ratty524
The 524 is for 524 Stone Crabs
12986
Yay I was able to survive through that demo! :D

For the most part, you've got something solid, but not without issues:

1) Check the spelling and grammar of some of your messages and even the battle text. I tend to run into some minor typos (when I'm using the stealing skill I sometimes get a message that says "theivery amiss" or something like that), and other things such as you not placing a capital letter after every ellipsis.

2) The game doesn't offer enough relief. While I like how you get your HP and SP refilled completely from leveling up, you can't get it in places where it would work, such as a room before a boss. By the end of the first chapter the Mimic boss poisoned one of my characters and I had no way to heal him, since I used up many of the healing items and there is no antidote item that I found to cure his status. Thus I was getting annoyed with the red flashes when I was clearing the castle garden maze. The way you have your save system going is fine, but perhaps you should create "healing points" or something to allow the player to heal completely, or at least heal them after a major boss battle as a reward.

3) At the beginning of the game, I got several errors stating that some picture files were missing. Fortunately the game ran smoothly from there, but you should check it out.

4) I might recommend putting a way to save just after the dialog upon the entrance to the Castle Garden completes. Even though I didn't have too much of a problem getting past those guards, you should assume that the player might fail to do so numerous times. Since those guards give you a gameover when they touch you, having to experience that long cutscene again is an absolute pain.

Other than that, I like what you've got. The battles are generally well-balanced, the characters are quite likable, and you seem to have a fully developed game world.
Thanks for surviving through the demo ;p

I'll take care of the spelling and grammar issues but if you check the 'Chapter 1 Fixes/Improvements' blog here, I've already taken care of the other issues you stated there.
edchuy
You the practice of self-promotion
1624
MetroV,

I also downloaded and finished your demo. Overall, I found it to be interesting due to the good cutscenes with not too fast auto-scrolling dialogue (that is an issue with other games that annoys me!). Also, the music, was for the most part not part of the RTP, although sometimes you would cut it out suddenly during dialogue. Considering it was made with VX, it definitely shows some promise. I look forward to the next demo.

To follow-up on Ratty524's comments:

1. As with many other games, I also found quirky spelling (dieing = 'dying') and grammar (should of = 'should have') issues. While minor compared to some unreadable messes, you should be careful to check or have somebody check it for you, to make sure this doesn't overshadow your game.

2. I didn't find problems with having enough relief, since I only needed to use an apple to heal one of my characters at lv. 1. Once I saw that you were healed upon leveling up and that the stat increases helped you to receive less and give damage considerably, I didn't even bother to heal anymore. When I found the better weapons and armor, this made it even easier. In essence, I found the opposite of what Ratty found. I didn't find any of the enemies except for the ancient chest mimic particularly challenging, since they didn't inflict any status ailments and critical hits. I also got poisoned by the boss and was annoyed at not having an antidote or skill to neutralize the poison. I was still able to win the fight by healing the affected character when my HP got low.

Regarding the skills, for now, aren't very useful. Probably the most useful one is Pilfer, which if it only stole the loot and didn't do any damage, would be still good enough. The only other one that could be useful in the boss fight would be the one that can cause Stun. The one causing the enemy to be Slow is not helpful at all, since your characters are already faster than the enemies in the turn-based battles. The element based skills don't seem to cause any more damage than regular attacks. Perhaps you will have enemies with element weaknesses and strengths to make these skills valuable.

3) I found the same errors which appeared once you leave the tavern and had to do something with keys. Luckily, even though they appeared, it was not game breaking as I have found in other games.

4) Getting to the switches by avoiding the guards wasn't that hard. At first, I thought that if you were even in their line of sight, you would be toast. Thankfully, even though they did catch a glimpse of me, since I was far away enough to get caught. I did have a close call. Perhaps you should have a save point close to where each switch is, since this is where you are most likely to get caught.

Also, thanks for making the boulders mini-game one in which you receive damage rather than one that you have to get through cleanly (otherwise you would be sent right back to the beginning!).

I hope you find this feedback useful. Keep up the good work!

When you do expect to release a new demo?
Hi!

I played through your demo and aside from a few little grammatical errors and the balancing issues stated already by Ratty I must say I quite liked what you have done so far. It's not the best game out there but it does what it sets out to do competently. If you fix up the balancing issues, proofread a bit more and add some more overall polish, you can have quite a good game under your belt.

Don't be discouraged by people's criticisms either. I never used to like people criticising my own game but in the end addressing people's concerns made it into a better and overall more well liked game.
Why did not you complete this game, I love it :3
One chapter. Glaring balancing issues. I'm thinking of the healing items in particular. Apples heal 20 but a mere poison proc did like 19 dmg and the boss was chucking rocks for 34 each... Enemies on the other hand quickly do less than 5 damage after a few level ups. Another issue which I also see in other games is having random encounters in rooms with field obstacles, like the rolling rocks. Right after an encounter the player will likely be frozen for a second and will be unable to avoid incoming rocks. There are also strange pauses in the dialog that make the game slower and seemed unresponsive. Had to wait like 2 seconds for each time it displays "We dont have time to be robbing houses" for some reason.

Of course this is a demo but after 6 years I hope you have fun in whatever you are doing by then, lol
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