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EPIQUEST


FEATURES
- 4.5 - 16 hours of gameplay (no cut scenes, just action) or in 1 player's case 21 hours!!
- side areas that have secrets, and equipment exclusive to those that find them
- Branching quest paths with different outcomes
- Multiple recruits for your party (after the 1st quest)
- make your own party
- 16 playable classes
- Bestiary
- big and challenging bosses and mini bosses. diverse arrays of enemies
- Learn basic skills from equipment
- Skills branch off and become greater as you USE THEM
- Creatures have levels just like you do
- Chase down enemies, run from them or sneak past them
- ever changing battles that make you think and adapt
- Replayability (I have gone through the game 25 times with plenty of different parties and still felt it was fresh)
- Challenging yet forgiving gameplay
- mining, processing and forging
- become a vampire (or vampire hunter class)
- become an outlaw hunted by guards that will chase you when they spot you
- potion brewing
- codes / passwords that you collect in the game and then use them when you are done. thus adding to replayability


GAMEPLAY IS GOOD FOR
- Fragmasters
- Treasure Hunters
- Naval Gazers
- Tourists

SCRIPTS BY
Yanfly -> Majority of Scripting 50%
KGC -> Majority of Scripting 40%
Modern Algebra -> Tangeant Script
Modern Algebra -> Skill Teaching
Eternal Symphony -> Stat Increase By Job
Dangor -> Advanced Title Screen

MAP DESIGN
ShortStar -> almost everything
Craze -> 1 cave map / 1 shrine

NO you can use previous saves from v2 and v2B and 2C and 2D.

If you have saves from 2E, 2F, 2G, and 2H they work with 2I.

This is not a major update, so if you have 2D, you do not need 2I.

VERSION HISTORY
Current Version = 2K



TWEAKED in V2K---
- New small village to the south of Eraki.
- 10 new quirky weapons
- New status ailments include, burnt, numb, shocked, drowning, burrial, suffocation, shine and posessed.
- New skills to act accordingly.
- New more powerful skills with risk or rewardish system.

FIXEDin V2I ---
- If you jump down the second tier in the first cave after beating it, you can get out now.



ADDED in V2H ---
- After a battle, you now have 1 second of invulnerability / immunity to average enemies. You can plow through them without having to fight them. There is a note telling you too.
TWEAKED in V2H ---
- Lullaby is less effective. Most enemies that use it now use it slightly less.
TWEAKED in V2H ---
- Wind Spirits now attack more. Peaches have slightly more attack power. Guardian Angels have less starting MP.
TWEAKED in V2H ---
- Notebook transparency.
ADDED in V2H ---
- If you've already put out the fires at the first tower and exit the tower, you can select to visit the top or start at the bottom.
ADDED in V2H ---
- In the first tower, enemies are blocked by invisible walls to prevent bottlenecking.



]ADDED in V2G ---
- Enemies drop more things to aide you.
]ADDED in V2G ---
- A new shop to use some of those things and make new items.
]ADDED in V2G ---
- A powerful, yet vulnerable class called "creepy girl"

TWEAKED in V2F ---
- Doorways will now be passages and not doorways.
TWEAKED in V2F ---
- Fire now has a note popup when you run into it for the first time. It tells you walking into fires is bad, and it damages you and you need blue potions to restore your health.
TWEAKED in V2F ---
- Statements and notes about how you can avoid enemies on the map to avoid battles.

TWEAKED in V2E ---
Dogs & Cats don't make their noises unless you talk with them.
TWEAKED in V2E ---
Brighter house interiors in the daytime.
TWEAKED in V2E ---
People playing pianos have a fixed direction when you talk with them.
TWEAKED in V2E ---
Removed the hide ability from low level equipment, because when you hide and you're alone it counts as death.
TWEAKED in V2E ---
Note sends you to Creall at the armory instead of Creall.
TWEAKED in V2E ---
Tear sheets stay up.
TWEAKED in V2E ---
Time passes by 2x slower.
TWEAKED in V2E ---
You are now restricted to certain areas until you get your party.

FIXED in V2D ---
In a mine south east of Eraki, there were falling boulders, which should not have been there at all. They are now removed. These rocks were a game stopper, because you could get blocked in.
UPDATED in V2D ---
There is also a sign to warn people about the mine cart. It is very glitchy if you try to move while you are riding it. So there is a sign specifically warning and reminding the player.

FIXED in V2C ---
In the ice cave, there was this thing that look like a sword apparently on the floor on the third room (where the blue chests are). When I got to it, not only I couldn't pick it up, but the graphic was actually over my hero's sprite as if it where floating!
FIXED in V2C ---
In the Hosts' den, I found the chest with the electric guitar, but couldn't find the way to get out of that area.
FIXED in V2C ---
- Also, in the castle, I noticed a few scrolls on the first floor (the two on the left hand size outside the walls, one in the top right corner room) that can't be picked up. Is it a bug?
FIXED in V2C ---
- Also, I found the ice cave. I got into the second room but once I opened one of the blue chests it threw me out.
FIXED in V2C ---
- In the second screen of the mountains, there's this treasure chest and a flashing star near the bottom of some small waterfalls. You can walk across once to get near them, but if you try to do it again you can't reach these treasures.
FIXED in V2C ---
- I found where Craze's shrine the problem is when you try to leave. Anyway you go to leave the shrine, you here footsteps sounds as if you were leaving but remain in the shrine.
FIXED in V2C ---
- When you talk to the lady that sells the items, you get a new note in the Notebook called "Catagories". Since you don't have them anymore for the items nor the spells, it is no longer applicable.
FIXED in V2C ---
- If you talk Enem more than once at the beginning, he can either block the doorway or, worse yet, cause the game to freeze. I actually had seen this one for your demo, but forgot to mention it.
FIXED in V2C ---
- Remember the switch to the right of the first stairwell of the tower? If you flip it, it causes the game to get stuck.

FIXED in V2B ---
- Mining freezes the game for 30 seconds when you mine at the same place twice.

FIXED in V2 ---
- Another Bug: The first switch in the tower malfunctions upon it's second and third use. Just see for yourself.
FIXED in V2 ---
- In the first dungeon, if you go back to talk to the guy who asks you for a splint he will heal you but his picture remains on the screen even after you move to another map area. This is highly disconserting and makes it very hard to play the game as it takes up almost half the screen.
FIXED in V2 ---
- Also, both "Cure Orb" and "Heal Orb" at the beginning give a heal orb.
FIXED in V2 ---
- I'd like to report a bug: No matter how many times I used an equipment ability, and no matter how many kills I got with them, they never get any CP (It was in the first dungeon, if that matters).
ISSUE ---
- a graphical issue: in the indoors, anywhere you have a doorway, you extended the wall, so that when you walk into the room you appear to be walking across a wall; you should change that all those tiles from wall to floor.
FIXED in V2 ---
- heal is described as "Attack Mind +20" (this is definitely wrong!)
FIXED in V2 ---
- there are items that you get either from the treasure chests, flashing stars or as drops after fights that once you check don't seem to be added to the inventory (I'm not sure about whether it happens after fights)
FIXED in V2 ---
- when you get some items from treasure chests or flashing stars, it will be saying you're getting 0 (item name), when you are actually getting 1 of them (I'm not sure about whether it happens with the flashing stars)
ISSUE ---
- sometimes even though the story has advanced, the NPCs will start their conversation by saying the some of the same things as before, before saying the new dialogue (ex. the mayor, after you go to talk to him after rescuing the brothers)
ISSUE ---
- in the menu to buy equipment, you can't see the effect of equipping new equipment for the 4th party member (I got around this by moving that switching my party to move the member to the 2nd or 3rd slots, which is very inconvenient!)


Latest Blog

10,000+ downloads and the idea generator

Yeah its that time again. 10,000+ downloads for this game. Totally not worth your downloads, trust me.

But what is worth your time.... I made idea generators :-)

http://rpgmaker.net/forums/topics/9060/

And an article on designing your first game.

http://rpgmaker.net/articles/574/
  • Completed
  • ShortStar
  • RPG Maker VX
  • Adventure RPG
  • 04/02/2010 04:04 PM
  • 06/19/2019 06:57 PM
  • 08/08/2011
  • 604501
  • 91
  • 14718

Posts

comment=35475
Do you have your orb equipped? That can give you some diversity with skills at the beginning.
I did, but I chose Poison and Heal. Since I could two hit all normal enemies, Poison was pointless for the time being, and Heal doesn't really add any excitement to the game.

There is a note about the crystals in the game, and people talk about it too.
Well I must have missed it. =/

Wait fire teaches you not to explore? The game is nothing but exploration! Oh well. I put a "fire must be bad" statement when you run into it for the first time.
Fine, whatever. it's not that big of a deal.

There are plenty of ways to restore MP. Red potions :-) They're abundant. Not as abundant as blue potions though.
I got lots and lots of red potions, but they said they were for HP. I didn't get any Blues and I clicked every shiny dot I saw. (And I did see a lot, which I would have liked more if I'd enjoyed the game as a whole.) I'm probably wrong about the blue potion/red potion thing, but I definitely had no MP restoration and ridiculous amounts of HP restoration.

So you spent a half an hour in the goblin cave with no save... did you get to jump down the mini cliff?
Yeah, i did. And I think some rocks fell down somewhere in there too.

You did not pass the test as in this game obviously is not for you :-) It is for other people apparently and that's who I made the game for. The people that get past the first cave.
It seems you do have an audience, so i can't disagree with this one.

[quote
Actually, more like save = basic necessity.

There can't be saves every 5 minutes, because dumbasses would wait until they're nearly dead, save and get stuck because they're nearly dead and they just saved. So there's a save every 10 or 15 minutes.
I'm going to have to pull you up on this one. All the fights are avoidable and escapable(although escaping is messy business since the encounter stays on screen), there are lots of resources and the fact that the first dungeon really isn't hard all mean more frequent saves shouldn't matter too much. But I'm an avid supporter of save-everywhere so if what you're going for isn't what I'm looking for, that's okay.

Cheats
I'll try again with these(at least the save cheat).

The thing about 2 orbs, yes that would be nice, but the system allows for one or the other. If I made 2 orbs it would only aknowledge one slot. If I made the orb have the ability to be put in 2 slots it would only aknowledge 1, but that doesn't mean I can't make a main orb and a sub orb.
It was just a thought.
Disarm is a better ability to have and you will have that when you equip the knife.

Maybe I should make an elemental orbs to kick start the game.

Small Red Potion says 'Recover 100 MP.' Maybe its the font that makes M look like H.

Blue potions are everywhere, sometimes in 2s n 3s. Gushers even drop them.

You will find saves are abundant. However, they are not overly abundant, because people will forget they are near death and save. I know, because it has happened to me :-) The save code should help you though.

The twin orbs is a great idea, its just sad that I can't really do it due to the technology. Unless I just make a dual orb system.

Anyway, thanks for playing :-)
I'm trying this now, and I already found a pretty deadly bug! Pressing shift while viewing weapons in the armory causes a blank box to pop up. And then the game essentially hangs since I can't do anything anymore >_<

I'm going to just keep editing this post as I find bugs or things warrant suggestion until you reply!

-------------

Suggestion: Notebook is really hard to read because of all the overlapping words. Removing unecessary layers of text, or make them a LOT more transparent will be helpful.
Suggestion: Everytime it tells me there's a new entry in the notebook I strain to find it. Unread notes either need to be coloured differently, or you should put the latest entries at the bottom. And it wouldn't hurt to inform the player what the title of the new note is!

Writing: The note on Paralyzing has a weird second sentence that doesn't make grammatical sense. "It is better to regain energy then instead of DOING SO in a heated battle". X instead of Y, yes? :D

Bug: Or maybe it's a feature...? The enemy shades that you supposedly touch to trigger battles are not very precise. I guess it does add an element of suspense when there's no certainty you can get past troops, but well, your design decisions!
comment=36884
I'm trying this now, and I already found a pretty deadly bug! Pressing shift while viewing weapons in the armory causes a blank box to pop up. And then the game essentially hangs since I can't do anything anymore >_<


i came a cross that too.
Oh, you too found that bug?Yeah, i know what you mean.It was a really pain for a bug when played it last
time.
- ok I finally have time to fix some things:

I'm trying this now, and I already found a pretty deadly bug! Pressing shift while viewing weapons in the armory causes a blank box to pop up. And then the game essentially hangs since I can't do anything anymore >_<

- Interesting. Maybe this will get fixed in the future.

Suggestion: Notebook is really hard to read because of all the overlapping words. Removing unecessary layers of text, or make them a LOT more transparent will be helpful.

- Done.

Suggestion: Everytime it tells me there's a new entry in the notebook I strain to find it. Unread notes either need to be coloured differently, or you should put the latest entries at the bottom. And it wouldn't hurt to inform the player what the title of the new note is!

- Nitpick. I'd do this, but I'm not a scripter.

Writing: The note on Paralyzing has a weird second sentence that doesn't make grammatical sense. "It is better to regain energy then instead of DOING SO in a heated battle". X instead of Y, yes? :D

- I now have this:
"If all of your foes are paralyzed, it is a good time",
"to regain your HP and MP by guarding. It is better to",
"regain energy when not taking a beating from enemies.",

Bug: Or maybe it's a feature...? The enemy shades that you supposedly touch to trigger battles are not very precise. I guess it does add an element of suspense when there's no certainty you can get past troops, but well, your design decisions!

- Nitpick. Technically they are prescise, basically if the enemy is moving into a square that you will be, it causes a battle, even if the enemy is only 1/10th of the way into sharing a square. It goes the same for if an enemy is moving out of a square. Like if an enemy is 9/10ths of the way still in a square, but moving out of the square then the enemy doesn't catch you.

- I am limited by RPG Maker's technology :-) Hey at least you aren't complaining about how frequent battles are when you can clearly avoid the small battles.
I really enjoyed the beginning of the game. The goblin cave was quite difficult and I had to think to manage my MP and use strategy and debuffs to handle some of the tougher enemies. I also enjoyed building a party. I liked the large amount of equipment, and really the whole equipment system.

Unfortunately, my enthusiasm fell off a cliff at the tower dungeon. What a mess. The battles are incredibly boring and the encounters far too dense. There is no challenge from these enemies, just boredom. There are not one, but two enemy types that put your entire party to sleep, and not one, but two enemy types that heal each other. Several times, I fought guardian angels who would sleep my entire party and heal to full. Though the enemy did poor damage and could never kill me, it just caused me to wait round after round (Oh! One character can attack this round! Oh, no, she got slept before her turn came up...) It was bizarre how different this experience was from the goblin cave, which was challenging.

I love that you have the encounters visible on the map (ala Lufia II, or Brickroad's game) but the single-file nature of your dungeon mapping makes it pointless. Sometimes, I can sit and wait and maybe skip an encounter, but for the most part the mobs just wander back and forth through a choke point. Sometimes, after fleeing a battle (like 2 Wind Spirits, yawn) the game instantly puts you back into a battle, even if you are holding the button to run the opposite direction.

I made it all the way up the tower, put out the fires, and there was nothing else to do up there. The angel said "thank you!" and there was nothing to loot on any of the three platforms or anywhere else on the top floor. I climbed back down the tower and went back to the mayor for my reward (even though there was no harp to loot) and he said "go up the tower and get the harp". I am NOT going back up that tower, so I guess I'm done with the game.

Some suggestions:

1.) Make enemy encounters much more sparse, but more rewarding.
2.) Take away mass disables altogether. They aren't fun or challenging. Also take away healing from Guardian Angels, or make it 1/3 as strong. If you are concerned it is too easy, make the enemies do more damage. The Tower enemies are very weak compared to the goblin cave enemies.
3.) After fleeing or winning a battle, let the party phase through enemies on the map for 1 second (other than stationary ones of course)
4.) Open up the map design. Look at Lufia II for a great example of a game that uses your battle system and places the enemies perfectly (Lufia II, btw, is simple one of the best SNES era rpgs, so you should play it regardless). Give the player room to run around if they don't want to fight.
5.) This is extra work, but I would strongly suggest a new battle system altogether - the default one is very boring. Anything with moving graphics (or even better, ATB).
I really enjoyed the beginning of the game. The goblin cave was quite difficult and I had to think to manage my MP and use strategy and debuffs to handle some of the tougher enemies. I also enjoyed building a party. I liked the large amount of equipment, and really the whole equipment system.

- Finally someone that liked the beginning.

Unfortunately, my enthusiasm fell off a cliff at the tower dungeon. What a mess. The battles are incredibly boring and the encounters far too dense.

- I will work on that.

There is no challenge from these enemies, just boredom.

- I've had people message me the oposite.

There are not one, but two enemy types that put your entire party to sleep, and not one, but two enemy types that heal each other. Several times, I fought guardian angels who would sleep my entire party and heal to full. Though the enemy did poor damage and could never kill me, it just caused me to wait round after round (Oh! One character can attack this round! Oh, no, she got slept before her turn came up...) It was bizarre how different this experience was from the goblin cave, which was challenging.

- Yeah I'll diversify I guess.

I love that you have the encounters visible on the map (ala Lufia II, or Brickroad's game) but the single-file nature of your dungeon mapping makes it pointless. Sometimes, I can sit and wait and maybe skip an encounter, but for the most part the mobs just wander back and forth through a choke point.

- Enemies are blocked off by invisible walls.

Sometimes, after fleeing a battle (like 2 Wind Spirits, yawn) the game instantly puts you back into a battle, even if you are holding the button to run the opposite direction.

- Yeah its iffy.

I made it all the way up the tower, put out the fires, and there was nothing else to do up there. The angel said "thank you!" and there was nothing to loot on any of the three platforms or anywhere else on the top floor. I climbed back down the tower and went back to the mayor for my reward (even though there was no harp to loot) and he said "go up the tower and get the harp". I am NOT going back up that tower, so I guess I'm done with the game.

- Check the floors where the fires were.

Some suggestions:

1.) Make enemy encounters much more sparse, but more rewarding.
2.) Take away mass disables altogether. They aren't fun or challenging. Also take away healing from Guardian Angels, or make it 1/3 as strong. If you are concerned it is too easy, make the enemies do more damage. The Tower enemies are very weak compared to the goblin cave enemies.
3.) After fleeing or winning a battle, let the party phase through enemies on the map for 1 second (other than stationary ones of course)
4.) Open up the map design. Look at Lufia II for a great example of a game that uses your battle system and places the enemies perfectly (Lufia II, btw, is simple one of the best SNES era rpgs, so you should play it regardless). Give the player room to run around if they don't want to fight.
5.) This is extra work, but I would strongly suggest a new battle system altogether - the default one is very boring. Anything with moving graphics (or even better, ATB).

- I'll read these and get back to you when its not midnight :-)
- So you or no one else has to go back incase they missed the harp, you now get a choice when you reenter the tower to go to the top floor or start from the bottom :-)

- I have adjusted the Wind Spirits to be less yawn worthy.

1.) Make enemy encounters much more sparse, but more rewarding.

- You would be surprised how easy it makes the game. Oh well... apparently that's what people want. As a comprimise I set up more enemy blockers in bottle necks to prevent hordes. Apparently I didn't set up bottle neck blockers in the tower. I setup more bottleneck blockers in the goblin cave too.

2.) Take away mass disables altogether. They aren't fun or challenging. Also take away healing from Guardian Angels, or make it 1/3 as strong. If you are concerned it is too easy, make the enemies do more damage. The Tower enemies are very weak compared to the goblin cave enemies.

- They're stronger. What kind of party do you have?
- That's the problem about picking your own party. Everything becomes very different.
- Lullaby now has a 50/50 chance of putting someone to sleep... however, some classes are weak to sleep.
- Making Heal 1/3rd as strong would mess everything up, so instead I have reduced the MP of the Guardian Angel and dropped their spirit by 1. However, in my game enemies have levels...

3.) After fleeing or winning a battle, let the party phase through enemies on the map for 1 second (other than stationary ones of course)

- Brilliant. I actually love this idea. Done. Unless its a boss enemy.

4.) Open up the map design. Look at Lufia II for a great example of a game that uses your battle system and places the enemies perfectly (Lufia II, btw, is simple one of the best SNES era rpgs, so you should play it regardless). Give the player room to run around if they don't want to fight.

- I do give the player room to not run around but avoid the enemies. However, you need to wait... However, your idea is implamented still. However, hallways are needed in all games, but now I have bottle neck blockers :-)

5.) This is extra work, but I would strongly suggest a new battle system altogether - the default one is very boring. Anything with moving graphics (or even better, ATB).

- Nope.
"- So you or no one else has to go back incase they missed the harp, you now get a choice when you reenter the tower to go to the top floor or start from the bottom :-)"

This I appreciate, even if I am the only one who screwed it up.

"You would be surprised how easy it makes the game. Oh well... apparently that's what people want."

I think that if the tower monsters were harder (without relying on mass sleep) it wouldn't matter as much.

"- They're stronger. What kind of party do you have?"

Barbarian, Thief, Grey. It's a powerful team for sure, but I say that the enemies are weaker relative to the team from the goblin cave. In the cave, you have 2 guys for most of it, no spells (I chose poison and cure, didn't have a use for either), and no gear. With the full team and all the armor, they barely get touched and my first three party members deal over 100 damage each (the grey is weaker, but heal is invaluable).

"- Making Heal 1/3rd as strong would mess everything up, so instead I have reduced the MP of the Guardian Angel and dropped their spirit by 1. However, in my game enemies have levels..."

I think it's less the heal itself than the sleep combo that makes it so aggravating.

"- Brilliant. I actually love this idea. Done. Unless its a boss enemy. "

Thanks :) Credit to Lufia II though for doing it first.
Heya, I sorta took a break from it after reaching the academy thing and played other stuff for a bit. When I go back I'll continue posting bugs and suggestions :D but... meanwhile, I remember not being able to find the Farmer and Teenager classes in the academy place. Are they recruited there? ^^|

Edit: And sorry about the nitpicks :p I just provide all the feedback I can think of!
This I appreciate, even if I am the only one who screwed it up.

- You're the only one that reported it and you're probably the 4th one to make it there.

I think that if the tower monsters were harder (without relying on mass sleep) it wouldn't matter as much.

- Well lullaby is now half as effective and those that use it now have a generalized attack.

Barbarian, Thief, Grey. It's a powerful team for sure, but I say that the enemies are weaker relative to the team from the goblin cave. In the cave, you have 2 guys for most of it, no spells (I chose poison and cure, didn't have a use for either), and no gear. With the full team and all the armor, they barely get touched and my first three party members deal over 100 damage each (the grey is weaker, but heal is invaluable).

- I guess I'll throw in a heavy hitter. Peaches hit heavier now. I can't think of a new enemy that would fit that theme that would be a heavy hitter.

I think it's less the heal itself than the sleep combo that makes it so aggravating.

- And that is now fixed :-) I even decreased how much lullaby is used.

I remember not being able to find the Farmer and Teenager classes in the academy place. Are they recruited there? ^^|

- No.
- I guess I'll throw in a heavy hitter. Peaches hit heavier now. I can't think of a new enemy that would fit that theme that would be a heavy hitter.

That's a good idea. Another option would be to give one of the mobs a direct damage spell that hits for 100 or so on low-magdef characters.
A few already do direct damage spells like Wind Spirits. Anyway, V2H is up.
Can I ask if there is any advantage to using a new archer rather than the archer dude you fight with in the first cave? I'll probably restart the game with the newest version when I do get there.
Well a few classes can use the bow. Hunter, Grey and Healer I think. However, you can have 2 hunters if you keep the old hunter and take on a new one :-)
I've beaten Epiquest multiple times, but never with a heavy attacking party (Hero / Fighter / Barbarian / Grey). So I'm giving it a try :-) It should be the quickest party to finish the game with, other than an all magic party. whenever I play the game, I never stray off the direct path to get through the game. I never open any treasures unless they're right there (meaning I should get them).

First mission complete: 25 minutes
Second mission complete: 65 minutes

The 1 second invulnerability works nice.
Battles against Guardian Angels need to be fought more intelligently. Kind of like you need to have someone in the party that can do status ailments to make things less strenuous on your party.
Less Guardian Angels (and the fans rejoice).
I have yet to be lullabied. That's probably a good thing in everyone's opinion.
Magifires now have half a chance to steal your magic when they're out, but are 2x more likely to still run.
when I first tried the game, I thought it was good
but whenever I start a encounter an enemy, the game continually crashed!!
can someone help me here?
comment=37590
when I first tried the game, I thought it was good
but whenever I start a encounter an enemy, the game continually crashed instantly!!
can someone help me here?