• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

All is darkness. The Dragon Lord has captured the Princess and stolen The Legendary Hero's Ball of Light!

You are the Legendary Hero's heir. You have been assigned a most dangerous task: to rescue the King's daughter and retrieve the Ball of Light.

The journey ahead will be tough, but it is your destiny. Three Sages await your arrival, each willing to reward you with mystical items of great power.

Gather these three items, let your wits be about you as you gain experience, weapons and armor as you battle your way through Alefgard. Rest if you must!

Search out the Dragon Lord's lair and face your destiny, in the role playing epic, Dragon Quest.

New Features:

+Remixed Monsters
+New Weapons, Armor, & Items
+Orchestrated OST
+New Dragon Quest Monsters Inspired Bonus Dungeon
+New Dragon Quest Monsters 2 Inspired Bonus World
+New Mini Dungeons in Alefgard
+3 New Minigames

Notice: This is a non-profit fan game. All rights are reserved to Square Enix Co.Ltd/ Armor Project, Koichi Sugiyama©, and Akira Toriyama/Bird Studio.

This game is only compatible with Windows XP SP3, Windows 7 Pro, Windows 10, Windows 11 & Steam Deck(YMMV). Linux/Wine/MAC/EasyRPG and RetroArch are not fully compatible.

Latest Blog

Dragon Quest RPG Maker Remake | Final Trailer

Dragon Quest Plus will release, Friday November 10th, 2023!

This is a remake of Dragon Quest 1 with added content, quality of life features, and orchestrated OST. It will of course be 100% free.

The game can be found here when it launches. I would like to thank everyone who supported me and helped this become a reality after 11 years!

Posts

Congrats on the release!
Hello! I made an account specifically to yell

SAME BIRTHDAY PALS!

That's all. Thanks for all the time you've put into this game!
Craze
why would i heal when i could equip a morningstar
15170
Managed to lock up the game hitting the cancel button on the first map (the one from I think dq3 snes's intro?).

I got the negotiation question twice in my chargen sequence.

Love the detail that you can't open drawers from the side!



thought this was really funny lol. also the ragnar next to her says "talk" instead of "take"

battles looks great, though the world map is reallllly laggy for me. i did restart before playing like you suggested

also died to poison lol
author=Craze
Managed to lock up the game hitting the cancel button on the first map (the one from I think dq3 snes's intro?).

I got the negotiation question twice in my chargen sequence.

Love the detail that you can't open drawers from the side!



thought this was really funny lol. also the ragnar next to her says "talk" instead of "take"

battles looks great, though the world map is reallllly laggy for me. i did restart before playing like you suggested

also died to poison lol


Just fixed the typo. I have no idea why the world map would lag like this. Perhaps I'll update the suggested specs for this. Are you running in fullscreen mode?

The negotiation question is there to see if you're paying attention. If you answer it differently, you will know.
author=kentona
Congrats on the release!


Thanks! Lots going rn, launch is on the rocks. Screw you Google!
pianotm
The TM is for Totally Magical.
32388
I have been waiting for this game.
Craze
why would i heal when i could equip a morningstar
15170
I get the same lag in fullscreen or not. here're my specs if it helps: https://i.imgur.com/5InzIgN.png https://i.imgur.com/SfRGb42.png

the game looks and sounds really nice overall, it's a really impressive project!
author=Craze
I get the same lag in fullscreen or not. here're my specs if it helps: https://i.imgur.com/5InzIgN.png https://i.imgur.com/SfRGb42.png

the game looks and sounds really nice overall, it's a really impressive project!

Man I really wish I knew what was going on here. Some people have this issue and some don't. I'm honestly perplexed. This was not something I expected to see today.

Thanks for the kind words! I just wish I knew why this is happening to some and not others.
Downloading now before I get a Cease & Desist letter from Square's lawyers
author=kentona
Downloading now before I get a Cease & Desist letter from Square's lawyers


I'm putting you in danger aren't I? I'm the danger...
A bit of info about the difficulties please? I guess the 3 item limit and the low exp is because of that but I'd like to know what I'm getting into.
author=DBAV
A bit of info about the difficulties please? I guess the 3 item limit and the low exp is because of that but I'd like to know what I'm getting into.


I would just play on normal. Impossible mode is for masochists. Easy is just for those who want to enjoy the game.
Congrats on finishing the game! That must have been a lot of work.

Here are my initial thoughts on testing Normal mode for about 2 hours. Most of it might sound negative and nitpicky, so take my feedback with a grain of salt :P The only real issue I have is about the music and sound effects volume:

Quality of life improvement suggestions and bug report:

-I can play on Windows 7 Pro.

-Text speed selection: You could indicate which number is fastest and which one is slowest.

-I selected 0 for text speed, but battle text speed's default should be a higher number because 0 comes and goes too fast to be readable.

-Pressing the Mini Map key (0 on my numpad) during the intro or elsewhere when I don't have the mini map freezes my sprite too. You could probably disable the command when the game starts and enable it only when the mini map is obtained.

-It's also weird that I can open the Menu in town using the same key (numpad 0) but when on the world map it shows the mini map.

-Intro questions: I was asked the same question twice "Do you like negotiating..." with another question in between.

-Speaking of Personalities, it would be nice to be told ingame what those do.

-There's weird waiting time when opening the first blue treasure chest and after obtaining the Map that's inside.

-Saving at a church plays that jingle, making me wait for no reason (an issue that the original series should fix in my opinion).

-Saving only at churches is another big issue that the original series should fix. Being able to save anywhere except during battle or cutscenes is the new norm.

-Doors that aren't locked could open when I run into them instead of having to press the Confirm key.

-You could probably show the item menu categories' contents while selecting the category, instead of having to enter the category by pressing Confirm. Having that large blank space while selecting categories is silly (it's an issue that the RM engines keep having).

-Since there are new items in the game, a more transparent description of their effects would be useful. For instance, I should be informed that Apples recover some MP without having to save, use one to see what it does, then reload.

-Sound effects are too loud compared to music volume, which is unpleasant and a shame considered the massive 850 MB of music you included in the game. Some music tracks are barely audible even when the volume of sound effects is painfully loud, such as the castle theme. Others, like the battle music, have some loud parts that are too loud compared to the quieter parts. Speaking of the battle music, it has parts where it just dies down. It's not always a good idea to feature live orchestrated performances because of things like that... I would recommend to balance the volume of such tracks in Audacity, and to reduce the volume of sound effects in the database and events to compensate for the quiet music.

-Lovely mapping. The towns and world map are solid improvements over the original, not only thanks to the 16-bit tiles but how you handle the tiles as well.

-The screen flashing before entering battle begins before the sprite has finished moving, which looks a bit weird. You could add a 0.2 or so waiting time before making it flash.

-You could probably remove the extra zeros when showing damage numbers under 100 and under 10.

-The sound effect for the enemy about to attack could play while they flash red to save some time.

-You could also remove the waiting time between my attack animation and the enemy taking damage animation.

-Player's and enemies' damage output varies too much. For instance, a Dracky deals between 1 and 6 damage to me, which is too much variance when I have only 15 Max HP.

-Plus, Drackies can Poison me, which is a deadly state when HP is that low. I'd suggest not having enemies inflict Poison until a little later.

-You could probably use several Variables per dialogue option to change the "Adventure Log I-III" when saving and loading. Associate a Variable's value to the current location and another to the current Level for instance, and show these Variables in the text box.

-The game on Normal seems just as grindy as the original when starting out, which is typical of older RPGs like Final Fantasy 1 and Dragon Quest 1~2 but also a big hurdle that should not be reproduced in my opinion. My recommended solution for this would be to reduce the Experience needed to reach the first few Levels.

-It would be great to be informed ingame what the exact differences between the difficulty settings are. More transparency is always best. I had to test Easy mode to learn that Exp and Gold are doubled on that setting, which is how I would have preferred to play.

I made it to Level 3 and tried the maze mini game. There might be too many things to improve for me to want to keep playing, but I think that you did a great job with this remake so far.
author=Avee
Congrats on finishing the game! That must have been a lot of work.

Here are my initial thoughts on testing Normal mode for about 2 hours. Most of it might sound negative and nitpicky, so take my feedback with a grain of salt :P The only real issue I have is about the music and sound effects volume:

Quality of life improvement suggestions and bug report:

-I can play on Windows 7 Pro.

-Text speed selection: You could indicate which number is fastest and which one is slowest.

-I selected 0 for text speed, but battle text speed's default should be a higher number because 0 comes and goes too fast to be readable.

-Pressing the Mini Map key (0 on my numpad) during the intro or elsewhere when I don't have the mini map freezes my sprite too. You could probably disable the command when the game starts and enable it only when the mini map is obtained.

-It's also weird that I can open the Menu in town using the same key (numpad 0) but when on the world map it shows the mini map.

-Intro questions: I was asked the same question twice "Do you like negotiating..." with another question in between.

-Speaking of Personalities, it would be nice to be told ingame what those do.

-There's weird waiting time when opening the first blue treasure chest and after obtaining the Map that's inside.

-Saving at a church plays that jingle, making me wait for no reason (an issue that the original series should fix in my opinion).

-Saving only at churches is another big issue that the original series should fix. Being able to save anywhere except during battle or cutscenes is the new norm.

-Doors that aren't locked could open when I run into them instead of having to press the Confirm key.

-You could probably show the item menu categories' contents while selecting the category, instead of having to enter the category by pressing Confirm. Having that large blank space while selecting categories is silly (it's an issue that the RM engines keep having).

-Since there are new items in the game, a more transparent description of their effects would be useful. For instance, I should be informed that Apples recover some MP without having to save, use one to see what it does, then reload.

-Sound effects are too loud compared to music volume, which is unpleasant and a shame considered the massive 850 MB of music you included in the game. Some music tracks are barely audible even when the volume of sound effects is painfully loud, such as the castle theme. Others, like the battle music, have some loud parts that are too loud compared to the quieter parts. Speaking of the battle music, it has parts where it just dies down. It's not always a good idea to feature live orchestrated performances because of things like that... I would recommend to balance the volume of such tracks in Audacity, and to reduce the volume of sound effects in the database and events to compensate for the quiet music.

-Lovely mapping. The towns and world map are solid improvements over the original, not only thanks to the 16-bit tiles but how you handle the tiles as well.

-The screen flashing before entering battle begins before the sprite has finished moving, which looks a bit weird. You could add a 0.2 or so waiting time before making it flash.

-You could probably remove the extra zeros when showing damage numbers under 100 and under 10.

-The sound effect for the enemy about to attack could play while they flash red to save some time.

-You could also remove the waiting time between my attack animation and the enemy taking damage animation.

-Player's and enemies' damage output varies too much. For instance, a Dracky deals between 1 and 6 damage to me, which is too much variance when I have only 15 Max HP.

-Plus, Drackies can Poison me, which is a deadly state when HP is that low. I'd suggest not having enemies inflict Poison until a little later.

-You could probably use several Variables per dialogue option to change the "Adventure Log I-III" when saving and loading. Associate a Variable's value to the current location and another to the current Level for instance, and show these Variables in the text box.

-The game on Normal seems just as grindy as the original when starting out, which is typical of older RPGs like Final Fantasy 1 and Dragon Quest 1~2 but also a big hurdle that should not be reproduced in my opinion. My recommended solution for this would be to reduce the Experience needed to reach the first few Levels.

-It would be great to be informed ingame what the exact differences between the difficulty settings are. More transparency is always best. I had to test Easy mode to learn that Exp and Gold are doubled on that setting, which is how I would have preferred to play.

I made it to Level 3 and tried the maze mini game. There might be too many things to improve for me to want to keep playing, but I think that you did a great job with this remake so far.

The thing about saving only in the church is mostly kept for nostalgia I think, if the thing about harder modes limiting exp gain is true then now that is a failure, you choose a harder difficulty to experience harder enemies no to double your grinding time.
Yeah @Avee your feedback is appreciated. However, a lot of these suggestions are things that I either just no longer have time to implement or want to keep as I want this game to be like a SNES version of DQ1 with graphics of DQ3 and 6. So like things with how the doors open, the churches, difficulty early in etc. will stay as they are. The level structure is based off of the original but stats and items eventually curve into something that's more manageable.

But I do want to address some of the feedback.

I did fix that issue with the number key freezing the hero. In all my QA rounds nobody, not even I thought to try that.

So, for the new items you can see what they do by selectin "Info" when you confirm with an item.

For the intro question this is intentional and is a part of the SNES remake of DQ3. If you answer the question differently there is an interaction. It's just to see if you're paying attention or not.

I can get behind more transparency with difficulty modes, message speeds, personalities, etc. And I'll change that when I get the time.

The music and sound issue is not something I've heard up until this point. I can't say I know where you're coming from with this. I did use Audacity to level out music and sounds and try to create loop points for music where I could. But even in QA this was not something that came up so it's a new feedback for me.

I think that overall, working with this engine this late and not utilizing the baked in functions is too much. I am proud of what I've accomplished and want to smooth out the rougher edges brought up today. But I think it's time for me to move on or else I'll be working on this game for the rest of my life, lol.

I've got to work with something more consistent and practical.

I think my road going forward is going to be fix the controller issues and makin some things more apparent. That's all I can do.

But anywho, thanks for your feedback! My brain is about to explode from everything that happened today, lol.

HUGE congrats on the release!
author=narcodis
HUGE congrats on the release!

Thank you!