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One rainy day in the industrialized port city of Dejanor, a mage named Moshi Cenalus leaves her dingy hotel room to buy something to eat. It was just a normal day for her, until she has a run-in with some local thieves.

Following that dangerous encounter, she befriends the woman who helped her fend off the attackers, and learns of a forest called "Last Sanctuary". It is rumored that the mages there live free from the scorn and oppression perpetuated by an influential order of clerics, who believe that mages are a danger to society.

While in search of the fabled Last Sanctuary, her journey crosses with those of the people she meets along the way. They come from a variety of backgrounds, from the impoverished worker who wishes for a better life, to a disgraced soldier seeking redemption, to a reclusive queen in the snowy north willing to sacrifice everything to save her country from the spread of industrialization.

Little did the mage know that her seemingly insignificant actions would, in the end, contribute to major changes in the people and places around her.

But would it be for better or for worse?


- Battle enemies whose movesets and tactics can change depending on difficulty level.
- No random encounters! Enemies are visible on maps, and they will even scurry out of the way of a very high-leveled party.
- Adjust the battle difficulty at any time if the game feels too hard or too easy.
- Embark on sidequests that further develop the setting and characters.
- Customize characters by equipping them with Devices and Skill Books, as well as upgrading equipment via crafting.
- Includes custom character art, enemy sprites, and music (in progress).

Latest Blog

The Return

My last blog was...almost 3 years ago? Sorry about that :/
I gradually stopped coming by for a while because I had become too anxious to post anything, kind of lost interest in rpg maker after MV, and somehow wound up getting into the ME3 multiplayer and modding scene as some sort of makeshift exposure therapy. (Who knew that shitposting about turians was the key to get myself to talk to people again?) And there's been a user on here who has been ripping off a lot of my work in my absence and not stopping after being reported a long time ago, so that's pissed me off enough to return.

I've been refreshing myself with old notes to figure out where I was going, knocked out a bunch of old to-dos, and cut one scene because it was no longer needed. I'm also planning to reduce the scope further because some sidequests are a pain to test, and the light exploration I had in mind a long time ago no longer makes sense with the characters being forced to go into hiding due to plot reasons.

Looking at this project with fresh eyes, I realized that the status screen totally clashed with the other menus. Before, its description box was on the top and HP/FP was on the bottom, while the description in all other menu screens was on the bottom. But now they match! I also redrew Moshi's portrait to add more belts and make her look a little older.



After that, I drew a couple quick pieces of concept art for one of the oneiroi, an inhabitant of the astral plane/dream world. He already has a name and some dialogue implemented, but had no portrait until now.



I'm currently working on coloring his finalized waist-up ingame portrait which uses elements from the two drafts. Although he's not a party member, he'd be a major contributor to Moshi's storyline, moveset, and the title of the game as well.
  • Production
  • Melkino
  • Happy (Composer)
  • RPG Maker VX Ace
  • RPG
  • 04/14/2011 04:59 PM
  • 04/17/2019 08:23 AM
  • N/A
  • 558348
  • 424
  • 7692

Posts

Short demo. 1 town 1 dungeon. Very good game, I like it. I picked hard because it sounded like normal and easy give same exp. It was pretty hard, sometimes enemies can do over 100 dmg unexpectedly, but I managed to get thru without too much trouble (didnt use any items other than potions, but I did eat thru alot of it). Regular attacks are pretty weak, dont be afraid to spam that earth spell as much as needs be. And I cut it real close, sometimes guarding at the right moment literally saved my life.

Story's pretty interesting but nothing really happens due to the short length of game. The theme sounds similar to manifest (another big game on this site) if your curious.
You say that but there's been a few games that have been released well over that time. Take Ara Fell, for example. Started in about 2004-5, it was released commercially last year and is doing quite well. Time isn't a factor if you think about one-man teams and how much time even highly paid, full time developers take to make a game.
So... 6 years. I guess this is not getting released. Shame.
I can see a lot of work in this game ! Nice.
nhubi
Liberté, égalité, fraternité
11099
author=Solitayre
I hope you finish this game, because I want to play it.


You and me both.
Solitayre
Circumstance penalty for being the bard.
18722
I hope you finish this game, because I want to play it.
Red_Nova
The all around prick
7542
Yeah, a fade out/in would work perfectly, and would match the styling for the rest of the scenes. As for the after battle collapsed sprites, all you have to do is turn on the switch that changes their pose during the battle itself. When it's over, the screen will fade in with them already collapsed.

I understand the reasoning for leaving it be for now. For as long as you've been at this (judging from how long this page has been up), I'm not annoyed at all that you would hesitate to go back to the prologue. Like I said, everything else look amazing, and those two issues I pointed out can be fixed in just under two minutes.

Good luck with this!
Melkino
solos collectors on purpose
2021
author=Red_Nova
Now this is impressive! It's pretty rare to see a game that actually has substance to match the style, yet you manage to pull it off here. The setting is unique, the characters are presented interestingly, and there's plenty of meaningful stuff to do outside of battle that the maps don't feel like just blank space between battles. It all comes together to create a strong atmosphere that kept me hooked throughout the demo!

Well, there are some little things that could use some polishing. Mostly in the prologue, like the rookie suddenly appearing behind Lorenz, or the soldiers switching from standing to collapsed immediately after the battle. But those are really minor when compared to the overall project and only stick out because the rest of the game is so well made.

I would take some time to clean up those issues in the prologue, though. That's the player's first impressions of the game, and the moment where they decide whether or not to keep playing, so it's probably for the best if the beginning was as polished as possible.

I wish I had more for you that isn't just blind praise or personal bias, but really, this whole game is just so solidly built that I can't find any major issues or things I really disliked. I'll be impatiently waiting for more info!


Thanks for your feedback. I made some notes on my to-do list to make those sprite issues look less abrupt (probably gonna add some fade-ins or something), but I can't say I'll be touching any of it for a while. I've already spent so much time repeatedly revising the prologue in the past that I'm honestly just sick of looking at it right now and I need to move on. I'm slowly getting other stuff done, though...
Red_Nova
The all around prick
7542
Now this is impressive! It's pretty rare to see a game that actually has substance to match the style, yet you manage to pull it off here. The setting is unique, the characters are presented interestingly, and there's plenty of meaningful stuff to do outside of battle that the maps don't feel like just blank space between battles. It all comes together to create a strong atmosphere that kept me hooked throughout the demo!

Well, there are some little things that could use some polishing. Mostly in the prologue, like the rookie suddenly appearing behind Lorenz, or the soldiers switching from standing to collapsed immediately after the battle. But those are really minor when compared to the overall project and only stick out because the rest of the game is so well made.

I would take some time to clean up those issues in the prologue, though. That's the player's first impressions of the game, and the moment where they decide whether or not to keep playing, so it's probably for the best if the beginning was as polished as possible.

I wish I had more for you that isn't just blind praise or personal bias, but really, this whole game is just so solidly built that I can't find any major issues or things I really disliked. I'll be impatiently waiting for more info!
Awesome game! Can't wait to see the full version!
Porkate42
Goes inactive at least every 2 weeks
1854
My favorite game on the site, you did a good job lad!
Ah such a lovely demo but so short. Hope the next ver. is a little bigger. Loved it!
Can't wait to play the finished version :)
sounds good I'm dowloading this right now.

sounds good I'm dowloading this right now.

I can't wait for it to be fully released!
Melkino
solos collectors on purpose
2021
author=Neok
Got to the end of the demo! I like that people you could talk to had icons indicating as such. It'd be nice to extend such indications to map exits and treasure chests, since the maps are busy enough to make it hard to tell sometimes.

I'm not a steampunk fan, but after playing, I can see why a lot of people are! Very cool asthetics without being too much. As long as you don't change that level of detail, I think it'll be fine.

Concerning the 'after-battle' party comments, I think it's rather awkward and could be done without. I thought it was interesting that random encounters don't respawn. I like that. Enemy HP was high enough that you pretty much needed to use your skills to end them in appreciable time. It's not as big a deal thanks to the prior point.

Speaking of which, I very much appreciated all the small touchs you made to make the game more player-friendly. Examples: Option to set dash/ instant msg display/ able to skip cutscenes/ save anywhere/ etc.

Characters, I like Moshi's general design and appearance, but personality-wise, I'm not particularly drawn to either of the two character's thus far. Well, they react appropriately enough to their situations if little else.

Anyways, this ranks near the top of my list as far as most promising Ace games are concerned. Good luck!


Thanks for your feedback!

The demo's pretty old, and I've made a bunch of changes regarding the writing and dialogue since then. (Mostly edits for brevity.) While the characterization could seem a bit flat now, it's still just the beginning. Once plotlines converge and shit goes down in various ways, I hope to make them more rounded and interesting as the game progresses!

Got to the end of the demo! I like that people you could talk to had icons indicating as such. It'd be nice to extend such indications to map exits and treasure chests, since the maps are busy enough to make it hard to tell sometimes.

I'm not a steampunk fan, but after playing, I can see why a lot of people are! Very cool asthetics without being too much. As long as you don't change that level of detail, I think it'll be fine.

Concerning the 'after-battle' party comments, I think it's rather awkward and could be done without. I thought it was interesting that random encounters don't respawn. I like that. Enemy HP was high enough that you pretty much needed to use your skills to end them in appreciable time. It's not as big a deal thanks to the prior point.

Speaking of which, I very much appreciated all the small touchs you made to make the game more player-friendly. Examples: Option to set dash/ instant msg display/ able to skip cutscenes/ save anywhere/ etc.

Characters, I like Moshi's general design and appearance, but personality-wise, I'm not particularly drawn to either of the two character's thus far. Well, they react appropriately enough to their situations if little else.

Anyways, this ranks near the top of my list as far as most promising Ace games are concerned. Good luck!