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On the continent of Sera, power has been evenly split between three nations
for decades. Reins, an industrious nation in the north. Balkia, a shining star
in the deserts in the south, and finally The Nobungian Union, a group of
allied tribal states in the east. War raged between all three nations, until
the Nobungians buckeled under pressure and agreed to peace. Despite that,
the feud between Reins and Balkia has continued for an additional 20 years.
Few people today even remember what caused the war to begin with, making it
a pointless struggle. Both the Leaders of Reins and Balkia are too bitter to
seek a ceasefire, and will not stop until the other nation is destroyed. While
they slowly destroy each other, the Nobungians sit and wait.


Our story begins with a young Reinian soldier named Lucian, injured on
the battle field from a stray arrow to the leg. Lucian has been sent home,
where he will finally be reunited with his love, Kira. Kira is the daughter
of one of the most respected men in Reins, Darius. He is the Head Captain
of the Knights of Rein and has held this position since the mysterious
death of the last man to fill this position, Gabriel.


The very same night of Lucian's return, a sinister force has returned to
Reins, one that was thought to have been destroyed long ago. A force
that seeks vengeance upon Darius, and will drag both Kira and Lucian
into conflict. Lucian and Kira's reunion is going to be cut short, and
Lucian is about to be thrust upon a dangerous journey. A man who thought
he was finally free from fighting is about to learn that his struggle has
only just begun.




The Game Features:
-Sideview Battle System and some special battle features, including being able to steal items from enemies
-Lockpicking Minigame for getting to secret areas or opening certain chests
-Large Party System, with up to 8 members total in the final game
-Multiple Sidequests that can allow you to receive secret weapons and even a secret Party Member.
-Stealth scenes
-Deep Storyline with a unique and varied cast of Characters, as well as some unexpected plot twists
-25 Hours of Gameplay! Over 500 maps and 125 monsters.
-Half of the music is non-RTP, as well as many graphics
-Lots of Puzzles
-Learning Curve, with easy battles early on and very difficult and strategic battles later in the game.
-'Easy Mode' for new rpg players. Allows you to skip battles so you can progress the plot.
-Read Me file with party member strategies, tips and a list of element efficiencies.

Latest Blog

Bloodsphere v.2.0?

Hey guys! I have been thinking about updating the game again, with more major changes this time (thus making it v.2.0). Most people seem to think the game is too hard so I wanted to tone down the difficulty, primarily by lowering encounter rates and changing item prices/gold drops. I also think I want to boost the defense power of armors because I have heard from players they dont make much difference, but that is something that would require testing for balance, something I really dont have alot of time with right now. So would anyone be interested in a new Bloodsphere with those changes? Or interested in testing this stuff to make sure I dont make the game too easy with my balances?
  • Completed
  • Alex898
  • RPG Maker XP
  • Adventure RPG
  • 07/07/2010 07:25 AM
  • 05/01/2017 07:29 PM
  • 05/22/2011
  • 226788
  • 101
  • 9592

Posts

This does look interesting! *subscribe*
Looks pretty good, though for the screenshots I recommend using png instead of jpg, where png keeps all quality.
comment=36140
This does look interesting!


*seconds*

There are a lot of rtp games out there for xp but this one stands out from most. You've made good use of the RTP and made it all look quite natural. Plus the story concept and some of the features you've listed seem very interesting. I'll definitely give this a look if an when a demo appears.
For the last 10 minutes I've been fighting chickens.

Bloodsphere!
Yeah sorry about that. The first area is all chickens just so you can see how weak you really are at the beggining :P
Thanks, I'm glad you liked it :)
Wow I thought the intro was very good, it covered a lot of places in like a span of 5 minutes.
Oh also think you should do something about when you fight asher.Before the fight instead of accesing the menu it would be wisely to put a full hp/mp comand.Since i happened to not have any more potions and i dont have any data save file.Just if it might happen to someone else.
Yeah it did actually happen to some other people and that part has already been changed up for the final version. Based on what my beta testers think it will either be that you can get HP/SP potions in a chest before the fort or a full recovery. I found when I had a full recovery the part was too easy however and I wanted that to stick out as a hard fight just to make the Asher character live up to his reputation.
Actually I just had an epiphany for the Asher segment! The scripted battles with the guards beforehand are now set so that the last 3 guards have a 100% chance of dropping SP potions, which will give the player 3 SP potions for the menu screen before the Asher part. I also already added a new chest outside which contains HP potions as well, so hopefully this part won't be broken anymore whilst still retaining some challenge.
I see but have a question.If i did saved a data from the last update,if ya will change the link with another version then will i be able to load from it the last time but instead of the demo ending i will be able to continue further?
This game doesn't look to bad. I like the mapping and the characters seem interesting enough. I'll subscribe to it and see how it goes. Good luck with finishing the game.
post=208463
I see but have a question.If i did saved a data from the last update,if ya will change the link with another version then will i be able to load from it the last time but instead of the demo ending i will be able to continue further?


Um I'm not sure. I havent changed any scripts since the last demo so it should be fine.
I've been spending quite a lot of time with this one (almost 5 hours), but now that I know it will be completed some time between the fall and winter, I'm going to hold off on the demo. No sweat off my back, since I really want to see the entire game in its final form, anyway.

I agree with the above post. I'm sure there are other RMXP games I've yet to play, but thus far this is the best of the best. The mapping, while still not quite superb, is still pretty good. I especially liked the swamp area of the badlands.

The story started off seeming a bit rushed, and not just the intro, but eventually manages to steady its pace. I'm not sure if there is any way to balance the story out earlier into the game, but aside from this, the story itself is very intriguing. It's very well executed with very minimal spelling errors. The common misspelled word I think is "wierd", which should be "weird", but I'm hard-pressed to find anything else.
post=209387
I've been spending quite a lot of time with this one (almost 5 hours), but now that I know it will be completed some time between the fall and winter, I'm going to hold off on the demo. No sweat off my back, since I really want to see the entire game in its final form, anyway.

I agree with the above post. I'm sure there are other RMXP games I've yet to play, but thus far this is the best of the best. The mapping, while still not quite superb, is still pretty good. I especially liked the swamp area of the badlands.

The story started off seeming a bit rushed, and not just the intro, but eventually manages to steady its pace. I'm not sure if there is any way to balance the story out earlier into the game, but aside from this, the story itself is very intriguing. It's very well executed with very minimal spelling errors. The common misspelled word I think is "wierd", which should be "weird", but I'm hard-pressed to find anything else.


Thanks for the comments, I'm glad you liked it! The beggining I want to try to rehaul. I wanted the "start" of the actual journey of the game to be when you take the secret passage out of the castle because this leaves Lucian with literally nothing, you must build him (and later on his party) up from nothing pretty much. I also found it a way more exciting way to start the game with the kidnapping and you being a fugitive. So many games have you doing mindless chores in a village for 4 hours and it gets boring, I wanted to try to hook people into the plot from the very beggining. The question is how to balance that with making an intro that isn't long and disjointed... I'm gonna work on improving it.
Yes, I agree with a lot of games taking too long to get themselves going, so beginning right in the middle of the action is a great way to go. I think often they begin in a village - waking up, doing chores, and what not - because people may have a good plot in mind but not sure where to start.

It's been awhile since I played and I can't remember a lot of the details (names, events, etc) mainly because at the time I was under the impression it was just another demo and I was tired of being invested in a demo that never gets finished. But I'll definitely look forward to its completion. I can't exactly remember the details of the prologue, but I'll offer a few suggestions you can decide whether to use or not.

It appears the hero is returning from war. Perhaps it's best to put our hero out into the battlefield right away, allowing the player to have a few moments of game play before springing on the cutscenes. Maybe a small dungeon or mountain path to traverse before facing against the enemy. Of course, our hero should be very skilled, efficient, and high in defense and attacks. This way the players get to see the hero at his finest before circumstances strips him of his strength. The player moves him around, gets engaged, faces the enemy, and comes out victorious. Once he returns to the battlefield where he left the rest of his army, he discovers most his comrades are all dead. One of them is missing. He's not sure if they died defeating the enemy or what, nor does he know where the missing comrade is. At this point then we would continue with the prologue in cutscene format.

I would probably show the girl being taken, but the hero not there nor does he know about it. This will leave the audience wondering who she is and how she's connected. Have another person there try to stop her kidnapping, but the enemy bests the guy and severely wounds him.

Again, I can't remember how the original prologue went, but you could spin it to show that while our hero was in battle, the kingdom came under the control of a corrupt ruler, and our hero has no idea of what is taking place. Have the hero return, triumphant, returning to his kingdom proudly. He wants to see his girlfriend, but must first see the king. However, he soon discovers his kingdom is not the same place he left it. He's immediately taken captive only to find out that false charges are allogated against him that he turned traitor and killed off his army as well as the king. The one that captures him is the missing comrade. It turns out the battle was a front to get him out of the castle, giving the corrupted officials time to take over. The question is why, and I'll let you think of a reason, but pehaps a good reason is he was next in line for the throne, as this kingdom is partially a democracy, and the king has granted the hero rulership as the king is now old and ready to retire. However, the corrupted officials set up the battle as a front to get him away in time to kill the king so the king cannot contest the situation, and then frame him for killing his army. The missing comrade was a spy, sent to kill off the army and frame the hero. With these charges of being a traitor against him, he automatically loses the throne and faces execution. In a situation where there is no king to take the throne, authority falls upon the king's elected official, who is behind the coupe and all the corruption.

Our hero is arrested. The jailers take all of his items and beat him senselessly until he can no longer walk and leave him in jail for several days. His wounds heal, but he is very weak and must retrain his body to be able to regain the stamina it lost. This will explain why the player must build him back up. Eventually, he manages to escape, but guards find out and chase after him. With no place to go he runs to seek shelter at his girlfriends house only to discover that she's missing. He searches the house for clues to where she's at, and finds a severely injured man on the bed (the one that witnessed the kidnapping and was severely hurt). This man manages to tell the hero what took place before dying. Before the hero can do anything else, the enemy finds him and he has to take off and go on the run.

And from there the rest of the game takes place.


Edit: By the way, feel free to use as little or as much of the above synopsis as you would like. No credit necessary.
Is this still being developed? We've not heard anything in nearly a month!
lol this was an ironically good time to post that since I was just thinking "wow I haven't posted any updates for Bloodsphere in a while, I should probably do that...". I am still working on it but production has been delayed for a few reasons:

1. This has shaped up to be without a doubt the hardest and most work intensive semester of my college experience.

2. I haven't gotten alot of feedback from my beta testers on what to fix

3. The unholy combination of Minecraft, Plants vs. Zombies and Call of Duty Black Ops. These three games pretty much had me addicted and I haven't touched RPG Maker in the last 2 weeks, sorry guys <_<

I am currently working on the Final Chapter though, so once I'm done with that I'm just gonna make a few changes throughout the game (assuming my beta testers leave me more feedback) and the final version should be up. Either End of December or now I'm thinking early January just so it can be available for next year's misaos. I doubt it would be the subject of too much acclaim since It doesn't have custom scripts and fancy graphics, but I am proud of my characters and storyline