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While ruminating on your exciting, adventure-filled past, one day you receive a letter. It is a plea for help from an old friend, and you both know his request is anything but simple.

He has fallen deep into debt and is now in danger of losing his most precious possession - his museum. Not one to ignore a friend in need, you set out for Guild Hall to begin an adventure of a different sort.

In Adventure Ace, you command a crew of hired adventurers to seek out fame and fortune so that you can rebuild a fantastic museum. The game is menu-based and operates mainly from the Guild Hall. From there you can hire workers at the Afternoon Club, send them on missions, and display your hoard of treaures gathered from across the globe.

This is an entry for the Nugget Crash Course contest. The build released won't have 100% of the features planned for the final version, but we hope you have fun with it all the same!

Latest Blog

Undefined Hiatus

Hey folks. I thought I'd let you know that the future of this project seems somewhat grim at the moment.

I have really wanted to complete this game and during this summer I did create a lot more new content for it, as did all the other members in our team, but in the past few months most of us haven't had a chance to do much more for the project.

I am not going to be able to finish the game unless I can get a new coder who can understand all of Psy's work so far (which he deems unlikely), or unless I can get him back to work with me. I can't say that I would've had too much free time in my hands either, though.

I would love to see this game complete, however. There's a solid goal what the game should be, and a lot of effort and good work has been put in it already. It would probably require a month's worth of work (or two) to fix up the current issues, sort out the missing features and add the required amount of new content to call it complete - right now we just don't seem to have that.

So, the game is on hiatus for now, but I won't call it cancelled yet, because I don't want put the work gone into it in waste.

I still can't really say whether this game will ever get completed or not.

Posts

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Happy
Devil's in the details
5367
author=Indra
Played it through once. Took me 3 different separate starts to realize I had to DISPLAY the fuggin treasures to get money daily OTL I just kept spending money and not having near enough tereasures to sell. Stupid me ; ;

There's a plan to include tutorial. We just didn't have time to do it for this version!

Also, Adventurer Bum?! I DIGRESS D<

Unfornately this is the only title you're able to get in this version... ah ha ha... The end score is currently scaled closer to the full game / full year results. ._.

All around enjoyed the experience :3
There were a few nitpicks, like (I suppose thats a bug) recurits will never refresh once you hire all of them in the first day,

The recruitable adventurers appearing to the Afternoon Club are entirely random. It is possible to find more of them there at any given day! Just keep checking now and then!

the menu being a bit slow to respond (menu games should be speedy to navigate, to me) and the opening and ending being too short (or nothing but a score).
But the GAME itself was enjoyable, so good work :)

For me the menu was really fast, actually. Psy_wombats may know more about this generally, though, as he's the guy handling all the coding, etc.

All in all, I'm glad you were able to enjoy the game!
edchuy
You the practice of self-promotion
1624
So here's my feedback upon playing your game:

First of all there's a typo "hoard of treaures" in the game description you should fix. In the first letter shown in the game, there's another one ("forclose").

In my gameplay, which took me all of 20 minutes (not counting my reboots upon failed missions), I managed to complete all of the missions that Maria could complete on her own as far as I could tell (there were a few of them that always resulted in fail! which I didn't complete with her). For some reason, when I reached February 26 and figured I couldn't complete more successful missions with her, the Recruitment option on the Afternoon Club didn't work, so I couldn't recruit anybody else. And after advancing from February 30! of the 330 day year (we all need our vacation after all!), the year was unexpectedly over and I was ranked an Adventure Bum.

This game reminded me of those resource management simulations, where the choices made in the present would help determine future outcomes. Finding out the outcome of your decisions was thrilling, especially if a mission yielded a very valuable treasure and easy, since it's just a matter moving time forward until the number of the days a mission takes pass. One thing that I would like implemented is the Specialties option in the adventurer's menu, which could probably gave the player a clue as to whether a particular adventurer is likely to have success in a particular mission. Other than that, the indications given by Maria when you first reach the Guild and the description given in the Legend menu (although I would like to see the Artifact, Specialty and Unknown icons used somewhere eventually), provided enough information to get up and running. A few things I would have like to see are sort of explanations regarding the adventurers' stats and fame, and their effect on success/failure and choice of available missions.

Graphically speaking, everything looks nice (not much of a hint of VX Ace graphics except the character sprites, which, although original seem to be repeated too much for the possible recruits) and the choice of the fonts of the text is very easy on the eyes. The menus themselves made me think of RMXP for some reason (perhaps the font?). I would like to have seen the expression of Maria's sprite change as she became more content (she has this very serious or mad as hell expression). I did notice that more stuff was added in the Guild background image as my collection and money grew, although at some point the background image suddenly changed and I was left with less full, darker looking Guild even though it was financially prospering.

One thing in the interface that felt particularly sluggish was the Museum option where you can add/remove items from display. It took a few seconds for the cursor to become active and moving around the boxes wasn't smooth. When removing an item on displaying, there's a bit of a delay, since the items become reorganized. Also, I would suggest somehow that you should consider allowing players buying more slots for display (to a logical limit, say 4 more max), since it only takes 10 days of exposition for the value of the treasure to be recouped and currently, having only 8 slots seems somewhat limiting.

Also, having the treasures sorted by region and having to select the region in order to see what is in the vault, sell or display is somewhat annoying. Since there are very few few regions, I guess is tolerable.

The background music I found to be adequate, especially since it isn't RTP and its changed after a while.

Finally, I would suggest you add a "Hall of Fame" tab on the game profile, so that you could post the players' accomplishments if they send their screenshots (perhaps from their locker?) as well as create the "Full Version Features" page so that we can find out what other features to expect eventually.

All in all, I like the concept of the game (and yes, I had fun!) since it's very different to almost everything found here at RMN and look forward to the full version. I hope this feedback helps (sorry if it's too extensive). Subscribed!

author=Happy
Also, Adventurer Bum?! I DIGRESS D<

Unfornately this is the only title you're able to get in this version... ah ha ha... The end score is currently scaled closer to the full game / full year results. ._.

Haha, actually, as long as you didn't download in the first hour the game was available, it should be displaying rank correctly.
Happy
Devil's in the details
5367
Thanks for your feedback Edchuy!

author=edchuy
So here's my feedback upon playing your game:
In my gameplay, which took me all of 20 minutes (not counting my reboots upon failed missions), I managed to complete all of the missions that Maria could complete on her own as far as I could tell (there were a few of them that always resulted in fail! which I didn't complete with her). For some reason, when I reached February 26 and figured I couldn't complete more successful missions with her, the Recruitment option on the Afternoon Club didn't work, so I couldn't recruit anybody else.

The Afternoon Club has new random adventurers available for your recruit on random days, so you just need to keep checking every now and then. The Club recruitment board window is supposed to be visible, even if there is no adventurers available. The current issue of the recruitment board not opening up occurs when there is no adventurers available on the specific day. It is something I'd like to have fixed, so that you can see the recruitment board even if no adventurers are available.

And after advancing from February 30! of the 330 day year (we all need our vacation after all!), the year was unexpectedly over and I was ranked an Adventure Bum.

In the given timeframe and other work, we were so far able to create 50 missions only, and estimated them to last roughly 1 or 2 months, so we designed the demo version to end as February turns into March. Also the current titling only grants you the lowest possible title in this version!

This game reminded me of those resource management simulations, where the choices made in the present would help determine future outcomes. Finding out the outcome of your decisions was thrilling, especially if a mission yielded a very valuable treasure and easy, since it's just a matter moving time forward until the number of the days a mission takes pass. One thing that I would like implemented is the Specialties option in the adventurer's menu, which could probably gave the player a clue as to whether a particular adventurer is likely to have success in a particular mission.

I am glad to hear the system we designed manages to be fun. To determine the success rate of the adventurer you send in mission, you should see what they say as they're about to leave to the mission. This is something I would like to nod towards to in a possible tutorial, or tips section to be included in future.

Other than that, the indications given by Maria when you first reach the Guild and the description given in the Legend menu (although I would like to see the Artifact, Specialty and Unknown icons used somewhere eventually), provided enough information to get up and running. A few things I would have like to see are sort of explanations regarding the adventurers' stats and fame, and their effect on success/failure and choice of available missions.

To determine which stat benefits you in the mission in question, you should try think what the mission name and description are trying to hint. This is also something I'd like to nod towards to in a tutorial or tips section to be added in future.

Graphically speaking, everything looks nice (not much of a hint of VX Ace graphics except the character sprites, which, although original seem to be repeated too much for the possible recruits) and the choice of the fonts of the text is very easy on the eyes. The menus themselves made me think of RMXP for some reason (perhaps the font?). I would like to have seen the expression of Maria's sprite change as she became more content (she has this very serious or mad as hell expression). I did notice that more stuff was added in the Guild background image as my collection and money grew, although at some point the background image suddenly changed and I was left with less full, darker looking Guild even though it was financially prospering.

We had planned variations for the adventurer portraits, but there wasn't time to work them in for this version! They might be possible in the full release! And yes, the guild prospers depending on your fame level. This is something I'd like to point out in a tips section to be added in the future.

One thing in the interface that felt particularly sluggish was the Museum option where you can add/remove items from display. It took a few seconds for the cursor to become active and moving around the boxes wasn't smooth. When removing an item on displaying, there's a bit of a delay, since the items become reorganized.

This is something Psy_wombats is better capable of answering than I am!

Also, I would suggest somehow that you should consider allowing players buying more slots for display (to a logical limit, say 4 more max), since it only takes 10 days of exposition for the value of the treasure to be recouped and currently, having only 8 slots seems somewhat limiting.

This is something that will be looked into. You will gain more valuable treasures in the future, though, so I haven't decided on what is the best way to go about this yet, but there might be more unlockable slots. Still, if you replace the items displayed with more valuable ones, your income also will increase!


The background music I found to be adequate, especially since it isn't RTP and its changed after a while.

We were planning to have a custom soundtrack, though there was no time to finish enough songs for it, so currently our game uses music of Final Fantasy Crystal Chronicles. Look forward to fully custom soundtrack, however.

Finally, I would suggest you add a "Hall of Fame" tab on the game profile, so that you could post the players' accomplishments if they send their screenshots (perhaps from their locker?) as well as create the "Full Version Features" page so that we can find out what other features to expect eventually.

Hall of Fame is definitely something that will be found in the game page in the future! We were also planning to have a Hall of Fame in the game itself, but this is still unconfirmed.

As for the "Full Version Features" page section: it is currently visible to developers only, but once we continue working the game and decide on final features, the page will be made public!


All in all, I like the concept of the game (and yes, I had fun!) since it's very different to almost everything found here at RMN and look forward to the full version. I hope this feedback helps (sorry if it's too extensive). Subscribed!

Thanks for playing our game and taking the time to let us hear your thoughts! The feedback is helpful (and is nice to hear your thoughts of the game!), though a lot of the current issues have already been adressed, there only hasn't been time to fix them for the contest release.

Anyway, thanks for playing!

as February turns into May

Also, we invented our own calendar. The full game will end on the 7th of Kentuary.
Happy
Devil's in the details
5367
author=kentona
as February turns into May
Also, we invented our own calendar. The full game will end on the 7th of Kentuary.
derp.
edchuy
You the practice of self-promotion
1624
author=kentona
as February turns into May
Also, we invented our own calendar. The full game will end on the 7th of Kentuary.


Yeah ... based on the Mayan calendar ending on December 21, 2012 (end of the world, again?). Which probably would fit right in the game with the Aztec treasures unearthed in South America (yeah, for those who are geographically and chronologically challenged!).
author=edchuy
I would like to have seen the expression of Maria's sprite change as she became more content (she has this very serious or mad as hell expression).


I quite like this idea! Will definitely be doing this. Though about the disconnect, pretty sure Psy/someone not me did the writing for them and I didn't think to look it over before drawing (if it even existed then), ah-hahaha. ;~; Also I want to add shading or something in the future.

author =MADNESS
I hope this feedback helps (sorry if it's too extensive).


I don't think it is too extensive at all! Thanks!
author=heisenman
wut this mean? D:
http://s10.postimage.org/b9y9zkcrd/Ace_Adventures2.png

It means William died on the mission and I forgot to not display the "returned" graphic.

RIP William.
I found a bug!


I wasn't sure how I got it since I had everyone on a mission and just advance time.
author=Archeia_Nessiah
I found a bug!


I wasn't sure how I got it since I had everyone on a mission and just advance time.

I got it in a completely different situation http://rpgmaker.net/games/3942/blog/6950/?post=350614#post350614
author=Archeia_Nessiah
I found a bug!


I wasn't sure how I got it since I had everyone on a mission and just advance time.

This was fixed in the version uploaded when the deadline was extended. It's caused by the adventurer death screen not displaying correctly.
This certainly is an interesting concept you have here, Penta and Co. So I'll go ahead and hit that Sub button and see where this goes.
author=yuna21
This certainly is an interesting concept you have here, Penta and Co. So I'll go ahead and hit that Sub button and see where this goes.

Definitely a Psy and co. here, ah-hahaha. I mostly did lots of grunt work!
How many hours of this gameplay will be?
Happy
Devil's in the details
5367
author=Natsu_Luffy
How many hours of this gameplay will be?


The contest version lasts roughly 20 minutes or so, so I'd imagine the full version will last somewhere around 2 hours.
benos
My mind is full of fuck.
624
Playing it right now, looks like fun.
Decky
I'm a dog pirate
19645
I enjoyed robbing ancient cultures blind!
Did you punch any colleagues IN THE FACE?
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