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Dungeon Crawling, Party Picking, Village Raiding Fun

This is a pretty good game. As a first project, there's several things to point out of course.

Story:
Nada zip. It's not the focus, and it's definitely not a strong point but who cares? This game is evidently not made for its story and I won't rate it as such. Just beware that if you're trying this game out, you're not in it for the story. So if you're looking for some mighty epic invoking tears and laughter, don't look here. You might get a few chuckles but nothing near tears.

Bugs:
Normally, I wouldn't bother making a separate area to rate bugs but I'd have to point out there are some quite near-game breaking bugs. First of all, this is a major problem since saves come in between for about between 10-20 minutes of gameplay so you lose all that time (more if you're doing something in particular) if you come across a bug.

Several bugs:
-If you run out of throwing daggers (the basic ammo for the "throw dagger" command) you cannot use the throw dagger skill. However, I still had Iron and Steel daggers left (tier 2 and tier 3 throwing daggers)
-Sometimes, when leaving the throw dagger scene, the window stays up for a while until a couple commands have been given (i see no set pattern), blocking animations and the like. It's not game breaking but it's a pain
-Pressing "shift" while shopping will open a blank window, and as no commands are received from the scripting, this will freeze the game.


Now, this is common to any game with a lot of scripts, and I don't frankly blame him, but a little test play could've easily found these bugs. Well, to point it out, my main point was that I feel like a lot of the gameplay was tested but there was no thorough threshing for bugs and it was bothersome to play through as a result.

Gameplay
THIS is the meat of the game, and hence, the meat of the review. I have to say, for the proper audience, he did great.
The Good:
-It was a typical dungeon crawler style game with a little more content than an endless dungeon.
-I liked the open roam style (although I often feel lost as to where to go without any particular guidance)
-I enjoyed the battles where I did think a bit the first time through and buffs and debuffs had actual uses.
-It was good that neither enemy nor player just used attack
-Class choices were broad enough and enjoyable
-Skill choices were broad enough and enjoyable
-Items had uses
-There was actual strategy in your equipment choices (bonuses, skills given, EP)
-Classes were well balanced

The bad:
-There was no way of knowing whether or not skills had a next stage
-Many skills didn't have a next stage so you just spammed that skill and realized that you got no benefit for it
-Classes with skills you could use out of battle had advantages in getting next tier of skills
-I kept doing unnecessary things like healing 10 hp so that I could get to the next tier of skills
-There's no way of telling how many times you need to use a skill to get the next tier
-Lots and lots of grinding
-Escaping a battle is pointless 7 times out of 10 since the enemy event is still touching you and you'll return to the encounter (often with a different enemy group though)
-Annoying amount of encounters on the world map (especially frustrating since the walk speed is so slow and you avoid encounters else where)
-Certain skills, you can't get the better form of so you're stuck with the equipment giving you the skill all game (Disarm, Poison, etc.) and it's rather frustrating on EP but you want the skills
-There is an annoying number of random encounters on the map (though the control you have around it is nice)
-Fights become rather superficial. Buff, Debuff, Poison, Blind, whatever, hit, damage, hit, use skill when of cooldown, Heal when necessary
-Too many skills are exact mirrors of each other but with a different element. This makes the skilltree less expansive than what you go in expecting. Fire and Ice do exactly the same thing except Fire does fire damage and Ice does ice damage.


In the skill description, it says "Uses: X" X being the number of times you've used the skill. It would've been nice to have "Uses: X/Y" Y being the number of times you need to use the skill to get the next skill in the chain. If you've got the skills, no point.

Overall, it's good, and I enjoyed it but it also had a large number of flaws for me.


Graphics
RTP, standard, but the mapping was well done. Not much to say other than it would've been nice to have a little more room to maneuver around enemies (not too much that it's easy but yeah)




Overall:
Not much to say, it was a welldone game but it could've been better and there were several things that made it more tedious than enjoyable at times. This is a game you play for hours straight then take a break for a day or 2.

Posts

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Thanks so much for the review!
No problem :) Just keep in mind that as a critic, I focused more on pointing out wrongs than rights so as to help you improve. I really did enjoy your game, hence the 4 stars.
Yep and I've learned since doing this. I'd actually like to go back and add to the game, but I should be looking forward instead of backward. Plus I haven't done much RPGing in months. I might go back and right some wrongs.

Plus I've righted some wrongs, but haven't uploaded the latest version from 6 months ago.
Uh..is there going to be a second part to this review? Where you actually justify giving 4 stars? From this review all I know is that this game has so many bugs that it gets it's own category.

You talk about what's good, then contradict yourself by later saying its bad o.O

Good
-It was good that neither enemy nor player just used attack
-I enjoyed the battles where I did think a bit the first time through and buffs and debuffs had actual uses.
Bad
-Fights become rather superficial. Buff, Debuff, Poison, Blind, whatever, hit, damage, hit, use skill when of cooldown, Heal when necessary (you do realize this is how RPG's are supposed to work, right?)

Good
-Skill choices were broad enough and enjoyable
Bad
-Too many skills are exact mirrors of each other but with a different element. This makes the skilltree less expansive than what you go in expecting. Fire and Ice do exactly the same thing except Fire does fire damage and Ice does ice damage.

How does this equal 4 stars??

Plus half the points under BAD are pretty much the same thing. Another stellar review for RMN.
-It was good that neither enemy nor player just used attack
-I enjoyed the battles where I did think a bit the first time through and buffs and debuffs had actual uses.


See, when it gets to the point of being a superficial routine, that's when it's bad. When I'm using different buffs for different situations, when I'm using different skills, etc., that's when things are expansive enough to warrant a higher rating. On the other hand, when I'm using debuff A against this enemy, trying to silence him, stun her, blind it, whatever, that's different but the fights ultimately become a superficial replay of previous fights. THat's what I meant.

What I meant in a way was that at first, the game seemed to have depth and it did for an initial player but it ultimately led to the same routine.

And by the way, yes it is a weakpoint of the genre but not every RPG follows this. There have been VERY FEW but there have been some games which break the curve. I had hoped this would be one but ultimately not which is fine since there's a reson they're so special for breaking the curve. However, for a game with so much focus on combat, it was a weak point especially on this end.

Good
-Skill choices were broad enough and enjoyable
Bad
-Too many skills are exact mirrors of each other but with a different element. This makes the skilltree less expansive than what you go in expecting. Fire and Ice do exactly the same thing except Fire does fire damage and Ice does ice damage.

The skill choices were broad. And for most classes, enjoyable. It's just not as broad as expectations would've led you to believe. Some of it is a bit misleading like "1,000,000 skills to learn! But 9,999,500 of them do the same thing!" That was what I meant. It was still sufficiently broad but less expansive than what you go in expecting. Silence Dagger, Stun Dagger, etc. was broad enough. However, Fire, Fire II, Fire III was rather superficial, as noted.

-There was no way of knowing whether or not skills had a next stage
-Many skills didn't have a next stage so you just spammed that skill and realized that you got no benefit for it

Those 2 are similar enough that I can see where you came from saying they're pretty much the same thing.


-Classes with skills you could use out of battle had advantages in getting next tier of skills
-I kept doing unnecessary things like healing 10 hp so that I could get to the next tier of skills

Might be similar but hardly the same. 1 says some classes have advantages, 2 says you do unnecessary things to gain more skills.

-There's no way of telling how many times you need to use a skill to get the next tier

This is an individual complaint if you've played the game. I know it's similar to my previous notes about the skill system but the difference is that he throws you in there saying "hey, if you use a skill 50 times, most of the time, you'll get tier 2" and that's the expectation but not really the return. And that's a major part of the problem. He could've expounded on it, would've been nice.
-Lots and lots of grinding

Individual, I think.
-Escaping a battle is pointless 7 times out of 10 since the enemy event is still touching you and you'll return to the encounter (often with a different enemy group though)

Individual
-Annoying amount of encounters on the world map (especially frustrating since the walk speed is so slow and you avoid encounters else where)

Individual
-Certain skills, you can't get the better form of so you're stuck with the equipment giving you the skill all game (Disarm, Poison, etc.) and it's rather frustrating on EP but you want the skills

Kind of repeated but note that now I'm saying you have to keep the equipment for the skill you want.
-There is an annoying number of random encounters on the map (though the control you have around it is nice)

I worded this badly. Rather, "there's an annoying number of on map encounters you have to avoid but it's difficult to avoid them."
-Fights become rather superficial. Buff, Debuff, Poison, Blind, whatever, hit, damage, hit, use skill when of cooldown, Heal when necessary
-Too many skills are exact mirrors of each other but with a different element. This makes the skilltree less expansive than what you go in expecting. Fire and Ice do exactly the same thing except Fire does fire damage and Ice does ice damage.

Individual


I see 3/12 that are SIMILAR, and only 2 that were really repeated. Hardly half. Another stellar response for RMN eh?


If you want to know why this warrants 4 stars, here it is:

This game has a strong sense of balance in a sense that none of the elements seemed more reliable than others, none of the skills had a particular reason that you'd want them over others in your equipment choices, the EP system balanced everything out nicely, and all classes seemed similar enough in strength that it was no issue. The only balance problem was most likely that it was too easy to grind through the game and that your healer class had the easiest skill progression via spamming "heal" out of combat.

Other than that, it was mostly clear on the tutorials (other than a rather vague comment on the number of times you had to use a skill to level it since it said 50 most of the time and I was left wondering what about the rest? Which turned out to be a valid question in the end.) The battles had unique systems which made them stand out from others and it was no more tedious than most RPG games I've played. Very few break the curve in this end. All battles end up being the same in most RPGs. Even the famous Final Fantasies do it. I've played VERY FEW RPGs which break the curve, and that's fine. Although it is a weak point, it's a weak point more of the genre than the developer himself It can be solved by the developer, which is why I point it out. well, it could've been better in all honesty. So, that was the main reason the 1 star off.

While many of the skills, especially elemental 1s were quite broad and enjoyable to explore, many others did the exact same thing, essentially and that was quite a nuisance. Nonetheless, for the non-magician, the skill choices were broad and enjoyable. I would play through with potentially healer as the only magical type class since the magician is frankly so gimped. However, the other classes were quite interesting and fun to explore other than some more specific gripes which I'm not going to expend pages on exploring the particulars of every class.

In this game, status effects had actual uses (although it became rinse and repeat at some point) but it was enjoyable enough. I've never poisoned so many bosses in my life, and poison, while making things easier, did not make a clear turtle-and-win strategy either. The bosses had varied attacks

The varied story and its components were quite nice. Sure, the story was near 0 and the story had near 0 focus but considering the branches of progression and reward, it definitely added to replay value and I enjoyed it quite a bit. There were other rewards you can gain too, like vampirism and the like. That was a very nice bonus.

Classes also sometimes had some interesting gimmicks. My healer could be grown as a sniper, shooting off my enemies. My thief could throw daggers, my monk can throw ninja stars, my hunter gains enemy info, etc. etc. This really made it worth exploring and, as I said, made the game enjoyable.

In hindsight, 3.5 stars would've been the better choice, but criticism is so objective, it's hard to define often. And for this review, I focused more the audience towards the developer who would benefit from criticism more than compliments. My bad in all honesty, I should consider that people read reviews before getting a game (I do it myself) but yes, this review wasn't really built around you so much as ShortStar
If you want an example of an RPG which broke the curve, my choice would be Laxius Power. I found myself using different buffs for different situations, raising resistances, and constantly on guard for opportunities to attack, not heal. Different enemies had different weakenesses in terms of status ailments and your party choices made all the difference. There's a lot of depth to the gameplay I'd note, but this isn't a Laxius Power review. I'd just say that there's 1 curve breaker. It's rare, but it happens and I would've liked it to happen here.

EDIT: Well, in all honesty, part of the reason it was like that was that I played relatively underleveled throughout the game lol but LP3 definitely had gameplay elements for both the common player (grind your way through) and the more combatively focused player (underlevel and go)
Solid review. The game is definitely worthy of four stars.
This might give me motivation enough to fix some flaws of the game. I'm not sure that I want to get started back into RPGing again.
Would be glad if I did something good out of this. If you ask me though, you don't necessarily have to fix EpiQuest, but you are/were developing EpiQuest 2 no? Keep in mind I did criticize some of the core concepts of your game, it'd be difficult to change all that.
I changed some things due to the review. I will upload it eventually.

Looking over the bugs list, unfortunately they're the problem of the script makers. I'm no script guru. Maybe its my fault for still using them.

- Fixed the shift key thing in the shop
- I don't know how to fix the throw error. I think that it considers the 1st item null then the skill is unusable until the battle ends. I have made a note of it in the game.
- I tried fixing it for 2.5 hours and I don't feel that this is a game breaker like the shift shop game breaker.
- Now when you escape from everything but a boss it disappears. Thus allowing you to get to an inn or something.




About the tier skills. I don't think its worth the time to put that information in and if I did I'd need a whole new system.
Sorry about the lack of skill buffs. Some skills need to be used 50 or 350 times to advance. That way you won't get every tier before 2 hours of the game. There was a tester that just did nothing but grind. He wouldn't advance, just grind.
Multiple skills lead to multiple other skills. Sure it would be nice to have an X/Y, but I didn't make the script and there's only so much room on the screen before I start having alternate screens for skill statistics :-(
As for the equipment being needed for skills. When you tier up your equipment the skills usually stay with them unless its like Thunder Axe, then you'll lose your thunder.


Sorry about the grinding, it really depends on the party you have an if you avoid the enemies. You either avoid all enemies and need to grind for the boss or go through all the enemies and complain that they touched you and had to fight them all and beat the boss. Its a no win situation. Or if you have a super kill squad party then you think its easy but if you have a lesser party, it'll be too tough. Like last night playing Team Fortress 2, we had a team of 6 spies... and then we didn't win. Go figure.
Its funny I used to think there was a ton of grinding in FF 1. Turns out I just didn't have a kill squad party.

After you defeat an enemy, you have 1 second to plow through other enemies without battles unless its a boss.
I'm not sure I understand the superficiality of fights. That sounds like you use a lot of skills. Do you want something deeper like multi tiered enemies where you need to first fight them with swords, then fight them with bows, then use items, and then 20 turns into a battle, have to sneak by them when they're in uber form until they're finally dead around 30 turns?
And too many skills are mirrors of each other with a different element? I think that's how RPGs work, ice, fire and so on. Same spell, just a different element.
Or were you meaning how I have flame arrows, fire, and blaze?

Overall, I think your flaws other than the bugs are just that you want to know what's next. I also think any game you play for several hours straight will make for a break. Like when you gorge on food, you aren't hungry for a day.
And to Link. There are a lot of pro game reviews that make me think the pro reviewers that felt the games had problems with lots of flaws in a game. Then these same pro reviewers won't stop talking about a game for the next 2 years and always bring it up. Arkam Assylum comes to mind. Their reviews made me not get the game, but then every chance they get the pro reviewers talk about how great it was and how much they like it.

Weird.
For the superficiality of the fights, as I noted, essentially the routine was the same. I don't necessarily need multitiered deep fights (those are nice but only if you've had enough preparation for what you're doing) but rather something that varies. Your classes are more resistant to different status effects, why not your enemies? The only enemies I had trouble poisoning for example were skeletons, and I've successfully silenced pretty much everyone. You know? I mean, there could be some variety. I'd also like more strategy than "Fire on Ice" kind of stuff. Maybe something of the sort like more spells with cast times and the like which cause you to think before use. I mean little factors matter. Frankly, the difficulty wasn't all that high (not your fault necessarily) and I had a pretty good party, I think. The grinding was mostly because I'm obsessive about getting my skills xD But that was the major component of grinding: spamming Fire

You know your YERD_Skill Display script? Well, there's an option for extra notes that you write. You could write out the tiers there, or make a note for it. That'd be nice.

As for mirrors of each other, your ice spells could slow, your fire spells could burn, your lightning spells could numb, your light spells could blind, your lightning II might have a chance to critical (MITH Critical Skills is available at rpgmakervx.net if you want) and the like.

I mean, there's ways to make me think, "Do I want the chance to critical and spend the extra mana or should I just try and numb him and crit next turn?" and "If I use Lightning III, I lose 3 turns but I deal great damage. On the other hand, I could just use Lightning I thrice and try and numb... Hmm" things like that. Maybe for the target alls especially... "Is Hack Slash or worth it or should I just warcry for now so I can try and heal?" I mean, YERD_Skill_Effects gives you a lot of variety: cast times, fatigue, randomized targeting, stat based damage, etc. Take advantage of what you have available to you is all I'm saying. I think you could have expanded on it but that's my view. Like I said, there have been games which break the curve, but there's a reason there is a curve; it's difficult to break and requires a lot of thinking and testing. You did a good job, I just felt for a combat oriented game, there was more that could've been done.

Overall: I still liked the game, but I point out, for your sake, what could've been done better.
I can't read this at the moment, but I'm going to send you a copy of DungeonQuest as it is right now. You should enjoy it.
Reading through your last post. My enemies are varying to resistances. Some enemies are more likely to fall asleep some are more or less likely to be poisoned. Skeletons have no blood, so you can't really poison them. There are enemies very hard to mute like imps. There are weapon weaknesses too. Some enemies the trick is to mute them and they'll run.

But yes not enough enemies are unmutable.

I could use the notes, but its just not worth the time or effort. I would much prefer to take away the tier system and replace it with something else.

Your ice / slow is a good idea in theory. Until you have enemies using it against you. It would suck to the player to be electricuted to death without a chance to fight back. Oh and as it turns out, the veil skills do what you proposed.

The critical and skills thing is tricky... do you risk using an attack with C damage and getting an A+ hit... or do you use a skill with B damage.

Lighting 3 is lightning 3 because it does the damage you need to kill bigger enemies move per move. not move for three moves. Your survival depends on using Thunder 3 for 3 turns. If you don't your team will get slaughtered in those 3 turns. If you use Thunder 1, it will take 9 turns or not do any damage at all.

Maybe if I make a lightning 3B to do 9x damage instead of 3x damage. ok done. I've added Fire IIa and so on once you've mastered Fire II. I've also made Fire IIIa and so on... good luck getting it. :-)

Oh yeah and as it turns out some skills you need to be a certain level.

The skills have a variety of cast times and they're based on stats, some have random targeting, some drain stats. Its all in there (except fatigue), you just need to find it.

A new version of this year old game will be up whenever.
Awesome lol. Yeah, I just felt like I could poison just about anything other than skeletons (which makes sense) and it was like "am I seriously going to just hit bosses with poison and be able to turtle my way out?" or "mute the annoying boss and just kill the minions?"

I agree with the tier system partially because it just means that 1 skill is better than the other. That means a cluttered skill inventory and skills which stop being used.

Well, numb resistant equipment? :D What I meant was if your basic skills aren't so basic, there's more room for stuff to do. It doesn't have to be a heavy slow for Ice. It could be a stacking slow (more YERD scripts :P) for like 7% a pop for a max of 5 stacks (35% slow). Little things like that really make a big difference. You know, "spam Ice or just hit him with lightning?" :P

True, but then again, that's the inherent flaw with the tier system. it forces you to move on from 1 skill to the next, doesn't really give much variety, and tier 1 is just so weak whereas tier 3 is now strong. I think skills should progress in power but also more pay for return. It's why lightning 3 takes more MP than lightning 2 right? Only, the MP cost is not inhibiting enough and against enemies, there's no point in using Lightning 2 anymore anyway. My idea is to make it valid by creating a give and take for lightning 3.

Your spirit increases with level doesn't it? That's the whole point, increase damage with level, not with skills. Skills themselves should be a give-and-take for ideal strategy so you don't end up spamming Lightning 3 and forgoing Lightning 2. If Lightning 3 has a cast time of 2 turns, suddenly, Lightning 2 looks that much more appealing. However, if you're in a boss fight, that damage sure looks nice in that position. However, if you're using, say, a Gray, then healing is vital there too. So, Lightning 3 is a gamble: Do I lose healing for 2 turns and try to use items to compensate before blasting this boss's health to oblivion, or do I just use lightning 2 and heal up?

it's really difficult to balance to be completely honest. However, you do manage, and it's a real nice effect.


Hell, give a boss Lightning 3 and suddenly, Warcry is so much more important. See?
More enemies are harder to poison now. Magical enemies mostly. As it turns out skeletons are average to poison, but now I've made them near impossible. More enemies are near impossible to poison. Went through DungeonQuest and tweaked poisonings too.

Some bosses have weak spots... sorry. That's just RPGing. Bosses should attack when muted. There are some bosses that when you mute them they get much tougher.

To combat useless skills, there is more variety now where you think... do I want to spend 1 turn doing nothing to cast Lightning 3 and do 250 damage for 40 MP on an enemy that has 200 HP??? Or do I want to use 4 Thunder 2s for 50 damage each 20 MP on the 200 HP enemy??? or do I want to wait 1 turn and use Thunder 2a for 150 damage and 20 MP? The choice is yours now, not mine. Do you waste MP and time using big spells? Or do you use weaker spells for less MP and time? Why a person could go mad with that choice.

Shades have now been added to resist blind.

There are new statuses (and in DungeonQuest)
> Burnt
> Numb
> Shocked
> Drowning
> Buried
> Suffocating
> Shined
> Posessed

These are all very temporary and chances are they might fuck up the entire gameplay. Luckily there are objects to prevent them.
Now that I'm updating all the enemies I'm really starting to think this just does double damage to all enemies and will probably make things a lot easier. In fact it makes it more like well if fire won't hurt the enemy... then the burn will. At least I can take away the state to put everything back to normal. Then it gets me thinking... would someone or something really be drowning from a level 1 water spell? Maybe insects. Then naming comes into play. Uggg. Would stone really bury someone?

However, it does open up the door for more skills. Alright all skills now have added effects. Now there are more skills for the effects and enemies use them and it should offer more diversity. Chances are, it'll just be annoying, so enemies barely use it.

I almost feel like I need a new shop for all the stuff that's in the first shop, but then I feel like I need a whole new town.

So now there's Malatani Village. With new quirky weapons since putting stronger weapons would mess up the difficulty curve and I'd have to replay the whole game and tweak everything.

I opened up the world map more so it looks slightly cooler.

After 8 hours, I think I'm done for now. I'll upload whenever.
lol I'm glad this discussion had some fruit but I definitely hear some doubt... Keep in mind this is YOUR game, not mine. What I see as the roots to a good RPG (which as you're quite definitely noting requires a lot of time and effort, especially in balance.) ((I did note it's quite difficult to balance)) is not always what everyone sees. As a player, not a developer, I spoke with you on aspects I had seen make other games (to me) great and some of these games had some great successes (laxius power remains in mind as my easy to recall example).

I'll play through and give you feedback on all the different types of status afflictions and what they do. And remember, RPG=/= logic ;D

I'll also give feedback on pretty much all balance aspects. I play RPGs as almost beyond a hobby lol so if it's difficult for me, it's most likely difficult.

Naming's no real issue. You could call it Pneumonia (fluid in the lungs). Buried could be bruised from being smashed or something.

I've been developing as well and trust me I feel your pain. I'm not a demo sorta guy so I'll probably release 1 near-full demo and then just work with bugs and balancing and the like so you won't be seeing it for a while. But I'm following the exact steps I'm giving you. Balancing hurts and I've got other aspects to worry about as well. Things that I wouldn't even bother with in a normal game but perfectionism isn't just in criticizing other peoples' games lol. It's a lot of effort but I'm really seeing a lot of devotion on your end. Thank you for that. You're giving me a game I'll enjoy playing :)

Overall, I see improvement and the drive for it. I see the effort being put forth. As a developer, that's probably the most anyone can expect and the fact that you're responding to criticism says a lot.

Sorry if I sounded a bit pushy or demanded things that aren't necessarily in the nature of your game but I shared my views. I'm glad to see they had impact and I'll be there to help you tweak the numbers and the like. Don't stress too much; hopefully, I can make it so that you don't have to do all the thinking lol
Yep there’s doubt, because its uncharted territory for me and logic states if your water spell is immune, the drowning effect is a second chance. Plus I’m not going to test it. Epiquest was done for me a year ago.

It’s not my game, I’d rather be a people pleaser. It’s what I’m good at. That’s why people hire me to bend to their will. I make games for players to play.

Everything requires time and effort, trust me. I used to think oh it was so easy and quick, and then I started counting the hours, days, weeks and months with these free RPG products.

But I guess if everyone plays 1 hour its worth the time. I’m still happy 10 people have told me they’ve beat Epiquest.

It would be easier to balance if I forced you to have a certain party or if there were less stats like Dragon Warrior. Team Fortress 2 has been out 3+ years and its still getting balancing tweaks.

Laxius Power? Is that the game that spawned 4 games, each has 100 hours? I’ve heard a lot of complaints about it (like how terrible it is), yet people play through it.

Keep in mind the latest version from last night hasn’t been uploaded.

Anyway, this has given me motivation to at least finish chapter 1 of DungeonQuest. Which is a superior game and it’s almost done. I also added the states, spells and items into that game as well.
I think that I should just finish DungeonQuest... and then play it and pollish. Usually I do a lil, play and pollish, then play and pollish until 1 section is done. I should just do the whole thing, then play it.
Like I said, I would've just moved on since EpiQuest is a standalone project as is anyway.

LP has gotten some mixed reviews; especially on the storyline (which is my lowest concern) but some would hail it as the masterpiece of RPG Maker 2000 along with Blurred Line, The Way, Legion Saga, and other such classics. Being so subjective, there's a lot going on with it.


And I agree there's little reason for you to finish EpiQuest over DungeonQuest. I wish you the best and feel free to give me stipulations in my next playthrough so that I know what's what.
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