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The spaces
FP spaces: Blue ones give you some FP, green ones give you a little and red ones take a little away. The amount depends on your current level. You can equip things to increase the amount, nullify red spaces or make it so they give you GP instead.

Whenever you land on one, a matching color orb appears on the lower left. If you get three of any color then they disappear and you have a chance to get a number card. Number cards allow you to automatically roll the number that's on the card, great for making sure you land on that town space or get that treasure chest. Also if you get three matching colors then you get a surprise!

Arrow spaces: Landing on these will trigger an event that's located in the arrow's direction. Usually the event will be obvious, ie: there's a treasure chest directly to the north of an arrow pointing up, landing on the arrow will open the chest. Typically these spaces will let you open treasure chests, enter towns or enter any other type of area.

Battle spaces: The first space is the regular battle space, landing on here will trigger a normal battle with a random enemy for your level (or area). The second one will trigger a boss battle. The third space is a major boss battle, typically a mandatory storyline battle. For the major boss battle spaces you don't have to land on them, simply passing by them will trigger the battle.

Question space: This will cause a map specific event to happen. That's about it!

Chance space: Landing on here will cycle through various random events. The one it lands on can be good, bad or neutral. The effects of the chance space will typically last about three rounds. Some effects are listed below:
*All FP spaces are tripled in value
*All FP spaces become boss spaces
*No enemies
There's quite a few more effects so be prepared.

Minigame space: Landing on this will randomly trigger one of three available minigames. Playing these minigames will give you a chance to win one or several items.


Basically me and my wife were playing Mario Party and I was like "hey I could do better than this" and so here's my attempt! This is far from done but the game is still very much playable. It's basically a board game (admittedly with nowhere near the amount of minigames from Mario Party) and an RPG welded together.

The basic premise is that you travel across the world map board, entering towns when you land on them and fighting battles when landing on battle spaces. The object is to do missions to get cool items and when you gain enough EXP you can do a "leveling mission" where you gain a level once completed. Gaining a level means you fight new tiers of enemies on the board and once you reach level 5 you get to take on the final mission (which of course houses the final boss)

Up to four people can play but admittedly there's no competition aspect to it, aside from who can beat it first of course. There's also a single player mode as well.

One important thing I should mention is that there are no tutorials or explanations in the game. Soon I'll make a tutorial board but as of right now I'm just so damned thrilled to show off my mario party ripoff to the world I'll just include the important information below:

HOW TO PLAY
Roll die, land on shit. One thing of note: sword icons are battle spaces, land on these for your "random encounters." Sword icons with a yellow sword are boss spaces. Finally, sword icons with a red background are BIG BOSS spaces and you'll engage in battle simply by passing over these.

MISSIONS
Take on missions in town for rare items or other goods. Once you get enough EXP from battles you can take on a "leveling mission." Completing this mission will level up EVERYONE that's playing, not just yourself. The incentive for completing it first though is a nice bonus. Also if you're competitive, completing the leveling up mission will move up the mission tier one level for everyone else as well, which means they will no longer be able to take on missions at their former level, meaning they lose out on any rewards they were going for.

BATTLE SYSTEM
The meat of the game really, all battles take place on the "Battle Board." Just like in the main game you roll a die to move on the board. The Battle Board consists of various spaces:

*The sword icon is your normal attack. Land here to attack the enemy.
*The sword icon with a yellow sword is a critical attack.
*The sword icon with a red background is a super critical.
*The star space is a warp space. If you land here you warp to the opposite side of the board which is useful for avoiding enemy attacks. You can also simply pass over it and hit enter to use it as well, so you don't necessarily have to land directly on it.
*The red and blue exclamation point icons have a chance to do bad/good things.

You may use items in battle as well. When not standing on a warp space, you can press enter to move the cursor on the right hand side of the screen to select the item you want to use. To use the item, hit ESC to move the hand pointer from the die icon to the potion icon. When the pointer is pointing at the potion, you will use whatever item you have selected once your turn begins. You will then get to roll the die immediately afterward.

There are also limit breaks. When you take enough damage you automatically enter a limit break. When under a limit break, all normal attacks become criticals and criticals become super criticals. Super critical spaces become LIMIT BREAK spaces. Land on one of these to perform a cinematic limit break for tons of damage.

Another important note are the Magic Spaces. Those are the offbeaten paths on the four corners of the board. In order to enter these spaces you must have the amount of MP shown near the entrance. If you do, entering it will automatically consume the amount of MP shown. Once inside a magic path you can then repeatedly land on magic spaces to cast magic for no additional MP cost. You can continue doing that until you eventually exit the magic path. Top left corner is healing magic, which also heals status ailments depending on the level of the magic. Top right and bottom left corner are status ailment magics (which actually work) and the bottom right corner is offensive, defense piercing magic.

FUSING
Sometimes you may come across B Relics and G Relics. B(attle) Relics are items you fuse to yourself to give you an advantage in battle while G(ame) Relics give you an advantage on the game board. If you find any iRelics, you can equip those immediately without fusing them.

Fusing relics requires FP. The higher level you are, the more relics you can fuse to yourself at once.


Since this game is still being worked on, the following character's limit break cinematics are not done, so if you land on the limit break spaces with these characters there will be no cinematic (you'll still do damage though)
Zero, Sigma, Cecil, Setzer, Dedede, Poppy Bro, Metaknight

That's it! Sorry for the long wordy explanation of how to play, if you don't feel like reading it then you'll probably be able to figure it out yourself after long enough.

PS: There's also a half-assed drinking game mode if that's your thing.

Latest Blog

A new demo with a tutorial board

Instead of being dumped in the middle of the game with all these buttons and flying floating crap with no idea what's going on you now have the option of heading to a tutorial board! Download link has been updated.

EDIT: It sure is swell uploading a 200mb project and then finding a small but gamebreaking bug! In the tutorial map please do not use any number cards you get or the game will take a big steaming shit in your lap.

If you really want to use number cards in the tutorial then download this file: http://rpgmaker.net/users/golbez/locker/Map0063.lmu and overwrite the old one in the same directory the RPG_RT.exe is in. Otherwise I'll upload a new project with the fix soon.
  • Production
  • golbez
  • RPG Tsukuru 2000
  • Action RPG
  • 10/20/2011 09:35 PM
  • 11/05/2014 01:51 PM
  • 12/31/2020
  • 33813
  • 12
  • 0

Posts

Pages: 1
...oh...my...god....this game is going to be so amazing, cant wait for 2020 now, any game with more then 5 years in development is always fantastic

(sarcasim)
author=dawnbomb
...oh...my...god....this game is going to be so amazing, cant wait for 2020 now, any game with more then 5 years in development is always fantastic

(sarcasim)


err so wait, are games with more than five years of development usually considered bad?
Basically me and my wife were playing Mario Party and I was like "hey I could do better than this"
-,-

My mom said the same about Zelda A Link To The Past... and then there came uo Ocarina Of Time.
This looks interesting, I'll give it a try. I had an idea to use Mario Party mechanics before but never did anything with it.
masterofmayhem
I can defiantly see where you’re coming from
2610
author=golbez
author=dawnbomb
...oh...my...god....this game is going to be so amazing, cant wait for 2020 now, any game with more then 5 years in development is always fantastic

(sarcasim)
err so wait, are games with more than five years of development usually considered bad?

No, it doesn’t matter how long it takes for the game to be developed, any game can be bad or good. Time is not a factor in greatness.
author=masterofmayhem
author=golbez
author=dawnbomb
...oh...my...god....this game is going to be so amazing, cant wait for 2020 now, any game with more then 5 years in development is always fantastic

(sarcasim)
err so wait, are games with more than five years of development usually considered bad?
No, it doesn’t matter how long it takes for the game to be developed, any game can be bad or good. Time is not a factor in greatness.


i meant he mistakenly set the completion time to 2020 >.> as if it would take 9 years (as if someone would dev solo for 9 years)
author=dawnbomb
i meant he mistakenly set the completion time to 2020 >.> as if it would take 9 years

The 2020 date just means I don't have any set date at the moment.

author=dawnbomb
(as if someone would dev solo for 9 years)

I've been working on this one for around 12 or so years now:
http://rpgmaker.net/games/3541/
Odd, when I try to load up the game, I get a "cannot open file vehicle" for some reason. Shame, as this seems promising.
chana
(Socrates would certainly not contadict me!)
1584
If you have rm2k, you open the game in the editor, look at system, on the top left you have the vehicles, the frames should all be filled, if not, you fill them in yourself and if that is the only problem, it should work.
Sounds like an RTP problem. If you haven't installed it then do a google search for rm2k rtp and it should pop right up. Make sure you get 1.0, should be about 11 mb.

If you have it installed already then I'll have to look into the issue more, since the vehicles show up on my end.
First of all golbez, thanks for the Halloween present known as the need to get rtp 1.0 to get most RM2K games to work.

Second of all, if I may offer some constructive criticism, the game is quite confusing, and could really use a in game tutorial, as I was pretty much completely lost.
I totally agree! I have a tutorial board on my todo list, should be able to knock it out over my next couple of days off.
Damn, I just now started making some headway of games posted here over the last few months. Unfortunately, because MU is no longer around, your dl doesn't work. Too bad because this one looked quite interesting. If you upload to a new site, I'll give it a try.
Pages: 1