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A year after parting bitterly, a young woman called Antheia is convinced by her grandfather to pay a visit to her estranged brother, Soren, at the Temple of Koruna, where he has been studying to improve his healing skills. Having never left the village before, she obliges reluctantly.

However, she is startled to find upon arrival that Soren has already left with a mysterious woman.

In a desperate bid to reunite with her brother and make amends, she employs the drunkard mercenary Blanche as an escort and winds up in the affairs of two soldiers on the hunt for a kidnapped princess.

Meanwhile, in the capital city of Maeden, there are rumours of an uprising on the horizon …





The country is Elowyn, a land revelling in nineteen years of peace since the conflict with Zenmyr to the west. Despite the years of harmony, Greatlord Balthar, the country’s ruler, maintains an expansive army. His daughter, Katherine, acts as emissary to Zenmyr in order to preserve and improve the alliance.

In the years since the conflict, technology from Zenmyr has trickled over the border, allowing warriors to wield basic battle magic by equipping their weapons with arcanic Shards, where once they would have had to rely on arcanists, or those born with the ability. However, there are no Shards that can harness healing arcana, a rare gift. In spite of the popularity of Shards, healers and arcanists are still regarded with fear, although most towns employ a healer to take care of their wounded.





A respected general and the Greatlord’s Master of Arms, Garth, returns to his home village of Roe after the Zenmyr-Elowyn conflict to discover that one of his wartime flings has unexpectedly borne him twins and left them on his doorstep. Not wanting to leave them out in the cold, he takes them in, intending to take care of them for the night and then give them away in the morning. However, his father, Edda, convinces him to take a year’s leave from the army to look after them and promises him that he will raise them in his absence.

One year turns into seven, and Garth cannot delay his return to the army any longer. He leaves the twins, Antheia and Soren, in his father’s care and returns to Wendolyn Castle.

Despite being bitter over the absence of their father, the twins grow up well under Edda’s guidance. Antheia becomes accomplished with a short sword and bow and Soren attempts to teach himself to control his rare gift: the power to heal.

During their teenage years, the village is plagued by raids from numerous bandit groups. Antheia helps fight them and Soren heals the village’s wounded.

The bandit raids decline over the years, and then eventually stop. One evening, Soren, now eighteen, reveals that he is departing to live and study at the Temple of Koruna. He explains that he wants heighten his healing powers but cannot do this without guidance from another healer. Antheia accuses him of abandoning her just like their father, and Soren blames her for being selfish and holding him back.

The two twins part in anger, and do not speak for a year.

Latest Blog

Aaaand ... another demo update?

Updated the demo again to version 1.4. Sorry to keep making everyone download things again, but think of my poor internet connection, uploading things all the time.

This latest version should definitely have the missing sound files, as well as an update for Modern Algebra's Animated Parallax script. This means no more stagnant water, yay!

I've been taking a bit of a break from gam mak (I think I deserve it?) now that the demo is out, but I'm hoping to get back into things in the next couple of weeks. Been slowly working on the next dungeon, which is a floodplain. This means making twice the amount of maps———flooded versions and non-flooded versions. Why do I do this to myself.

Anywho, hope everyone's enjoying the demo so far!
  • Production
  • AMoonlessNight
  • RPG Maker VX Ace
  • Adventure RPG
  • 09/12/2012 05:01 AM
  • 11/10/2018 08:28 AM
  • N/A
  • 53632
  • 67
  • 102

Posts

Pages: first 12 next last
Like what I see so far.
And yay for more original art!
Looks and sounds like my kind of game! Good luck with it, I'll look forward to something playable.
This looks really nice! ^^ Subscribed
Lookin' good! Lol subbed~ :)
Anyone who writes this much just to describe a future game deserves a subscription ;)
So... I guess you updated, eh? XD
Frogge
"nothing can beat the power of gay"?
7440
I have no idea how this game ended up in my subscriptions and I definetly do not remember adding it but jesus it looks gorgeous
author=Frogge
I have no idea how this game ended up in my subscriptions and I definetly do not remember adding it but jesus it looks gorgeous

Thanks man. You probably subbed to it back in 2012, hahaha.
Okay, so I'm trying this out, and can we talk for a moment about how off the chain this intro is? Once it gets rolling, it communicates so much with just character facing, movement, and timing that it just skips out on dialog entirely for a couple minutes. That's insane, and insanely good.

I can't make any promises about how far I'll be able to play into this right now, but this caught my interest and I'll try to jot down my impressions here as I play.

-Combat feels good, and I really like the way initiative works. Having a little counter that runs down to zero each turn is a really good way of showing the player how the turn order is constructed.

-That Chrono Trigger victory music feels kind of garishly out of place, given how smooth and cohesive the rest of the game feels.

-Music, mood, and lighting are really wonderful here, and work perfectly in combination. The game looks atmospheric and gorgeous.

-Custom character portraits are a great touch. The font for the character names looks a little blunt, though. Kind of blockish and stock-content-y. It's a small tough, but a slightly more delicate font might fit better there.

-Oooooooh detailed stats and properly annotated gear! I am a huge nerd. Also I seriously appreciate these things in a game.

-Bestiary is a nice touch.

-No toggleable autorun? Sadness.

-Awww yesss. Items hidden in all the furniture. Also, this is a really nicely designed town. It tells a lot of small stories in unobtrusive ways (ex: the bottles next to the bed). This is really cool.

-Bug (?): In the archery range, you can't retrieve arrows from the leftmost target (the one up the cliff). It's also pretty unclear how to open the other two puzzle chests here.

-Aconite cordial?! That's like scarfing a Tide Pod to restore mana. I'm kinda concerned for all these mages.
author=kumada
Okay, so I'm trying this out, and can we talk for a moment about how off the chain this intro is? Once it gets rolling, it communicates so much with just character facing, movement, and timing that it just skips out on dialog entirely for a couple minutes. That's insane, and insanely good.

I can't make any promises about how far I'll be able to play into this right now, but this caught my interest and I'll try to jot down my impressions here as I play.

-Combat feels good, and I really like the way initiative works. Having a little counter that runs down to zero each turn is a really good way of showing the player how the turn order is constructed.

-That Chrono Trigger victory music feels kind of garishly out of place, given how smooth and cohesive the rest of the game feels.

-Music, mood, and lighting are really wonderful here, and work perfectly in combination. The game looks atmospheric and gorgeous.

-Custom character portraits are a great touch. The font for the character names looks a little blunt, though. Kind of blockish and stock-content-y. It's a small tough, but a slightly more delicate font might fit better there.

-Oooooooh detailed stats and properly annotated gear! I am a huge nerd. Also I seriously appreciate these things in a game.

-Bestiary is a nice touch.

-No toggleable autorun? Sadness.

-Awww yesss. Items hidden in all the furniture. Also, this is a really nicely designed town. It tells a lot of small stories in unobtrusive ways (ex: the bottles next to the bed). This is really cool.

-Bug (?): In the archery range, you can't retrieve arrows from the leftmost target (the one up the cliff). It's also pretty unclear how to open the other two puzzle chests here.

-Aconite cordial?! That's like scarfing a Tide Pod to restore mana. I'm kinda concerned for all these mages.

Whoa, thanks man! I was nervous about how much I was going to be able to communicate enough in the intro, so pretty stoked that someone gets it. :)

I think the victory music is just the stock standard RTP one——been looking for a new one but can't quite find anything that fits.

I'm also a big fan of gear that actually tells me what it does, so glad you dig it, haha.

Yeah, no autorun ... I'm just not a fan. If enough people shout for my head from the rooftops, I might consider it, but hopefully it's fine.

You can't collect the arrows from the left-most target because you can't reach it.
However, if you hit it enough times, someone might give you something ...


Yeah bro, no one said being a mage was easy on your health, haha.
More feedback:

-Tutorials via Grandfather are really detailed and helpful.

-Walk speed is still somewhere between Mosey and Eventual Heat Death Of The Universe. I totally get the "player walks slow to really marinate in the feel of each environment" thing, but even a slightly faster walk would be helpful for when the player is done marinating and just wants to rummage through everyone's cupboards and leave town.

-Okay, for the archery range chests, you unlock the first chest for crossing left to right and putting an arrow in each target. You unlock the second chest for crossing back the other way, putting an arrow in each target. Shooting all the targets a third time does nothing. Nor does shooting the inaccessible target a whole bunch. I put 20 arrows in it. No reward.

However this is supposed to be solved feels like it needs to be telegraphed a little better. All the targets play the same chime when struck, so I have no idea when I'm hitting a target if I'm doing anything productive.
This is so, so good! Your writing is awesome - and the mapping is amazing. It's kind of bizarre that the water isn't animated though.
author=kumada
More feedback:

-Tutorials via Grandfather are really detailed and helpful.

-Walk speed is still somewhere between Mosey and Eventual Heat Death Of The Universe. I totally get the "player walks slow to really marinate in the feel of each environment" thing, but even a slightly faster walk would be helpful for when the player is done marinating and just wants to rummage through everyone's cupboards and leave town.

-Okay, for the archery range chests, you unlock the first chest for crossing left to right and putting an arrow in each target. You unlock the second chest for crossing back the other way, putting an arrow in each target. Shooting all the targets a third time does nothing. Nor does shooting the inaccessible target a whole bunch. I put 20 arrows in it. No reward.

However this is supposed to be solved feels like it needs to be telegraphed a little better. All the targets play the same chime when struck, so I have no idea when I'm hitting a target if I'm doing anything productive.


Cool, I'll look into making it a bit more obvious.
Try shooting the chest.


author=IAmJakeSauvage
This is so, so good! Your writing is awesome - and the mapping is amazing. It's kind of bizarre that the water isn't animated though.

Thanks man! All of the water is definitely animated. Is it not showing for you?
-I did not realize the tree and the ledge weren't in the way. I figured if boulders would block shots, so would they.

And wait a second, this is totally unrelated to shooting the inaccessible target enough times.

-Stat % bonuses aren't shown in your statline, are they? When I equipped a luck +10% item, I had 24 luck. It went up to 25 with the item's innate +1 Luck. But it did not go up by +2 from the 10%.

-Are enemies only supposed to do one damage for testing purposes? Nothing in the forest can threaten me, even with crits, and that's before leveling up.

-There's no indication of what you're supposed to do in the cave puzzle. It tells you that the objects can be moved, and how, but gives no suggestion for what you're supposed to do with them. I tried pushing them together, I tried placing them on the tile in the leftmost corner, nothing.

-Slow walk speed + high encounter rate + slow boulder pushing speed + slow in-combat mana recovery options + available weapons do not work against certain types of enemies = really slow gameplay. I'm glad mana recovery from guarding increases as you level, but I typically end up spending five or six turns every combat just guarding to get my mana back up. I haven't at any point been in danger of running low (or even towards the middle of the bar) on hp, and I haven't met a single enemy in the forest where I couldn't just guard my way back to full hp if I wanted to. I can just chug mana potions if I want to speed things up slightly, but because money is so scarce (which is good!) and combat where magic is required so abundant, I would quickly run out.
Bug report - In Morrowmere I received a "Unable to find file: Audio/BGS/tm2_river002" when I approach the weapon shop. Not sure why.

Aside from that, the only other bug or mishap is with graphics. Is the water supposed to have any effects because they aren't moving for me.
author=kumada
-Stat % bonuses aren't shown in your statline, are they? When I equipped a luck +10% item, I had 24 luck. It went up to 25 with the item's innate +1 Luck. But it did not go up by +2 from the 10%.

Which item is that? I'll have a look. As far as I know, they should all be showing correctly, but there might be an issue with Yanfly's Extra Param Formulas.

author=kumada
-Are enemies only supposed to do one damage for testing purposes? Nothing in the forest can threaten me, even with crits, and that's before leveling up.

They're pretty low-leveled. What do you have equipped? I had them stronger originally and a couple of my beta testers suggested making them a bit weaker, so maybe I went a bit overkill. I didn't want to make a difficult first dungeon, because that can be off-putting.

author=kumada
-There's no indication of what you're supposed to do in the cave puzzle. It tells you that the objects can be moved, and how, but gives no suggestion for what you're supposed to do with them. I tried pushing them together, I tried placing them on the tile in the leftmost corner, nothing.

It didn't work even when you placed the pillar on the tile? I thought that was relatively obvious because they're the same colour.


author=kumada
-Slow walk speed + high encounter rate + slow boulder pushing speed + slow in-combat mana recovery options + available weapons do not work against certain types of enemies = really slow gameplay. I'm glad mana recovery from guarding increases as you level, but I typically end up spending five or six turns every combat just guarding to get my mana back up. I haven't at any point been in danger of running low (or even towards the middle of the bar) on hp, and I haven't met a single enemy in the forest where I couldn't just guard my way back to full hp if I wanted to. I can just chug mana potions if I want to speed things up slightly, but because money is so scarce (which is good!) and combat where magic is required so abundant, I would quickly run out.

In the Roe Forest, the only enemy you can't attack with your weapon is the Forest Basilisk. Are you encountering heaps of them?

author=Punk_Kricket
Bug report - In Morrowmere I received a "Unable to find file: Audio/BGS/tm2_river002" when I approach the weapon shop. Not sure why.

Aside from that, the only other bug or mishap is with graphics. Is the water supposed to have any effects because they aren't moving for me.

Oooops, sorry dude. I'll update the demo file when I can.

You're the second person that's mentioned that about the graphics, but I can't see any issue on my computer? I mean, some of the water animation is pretty subtle, so I'll look into beefing it up, but it takes a bit of work (because it's all parallaxed) and may not get done for a while.
I've been pumped about this game - so happy about the update! :D
author=djbeardo
I've been pumped about this game - so happy about the update! :D

Thanks, hope you like it! :)
author=AMoonlessNight
author=kumada
-Stat % bonuses aren't shown in your statline, are they? When I equipped a luck +10% item, I had 24 luck. It went up to 25 with the item's innate +1 Luck. But it did not go up by +2 from the 10%.
Which item is that? I'll have a look. As far as I know, they should all be showing correctly, but there might be an issue with Yanfly's Extra Param Formulas.

author=kumada
-Are enemies only supposed to do one damage for testing purposes? Nothing in the forest can threaten me, even with crits, and that's before leveling up.

They're pretty low-leveled. What do you have equipped? I had them stronger originally and a couple of my beta testers suggested making them a bit weaker, so maybe I went a bit overkill. I didn't want to make a difficult first dungeon, because that can be off-putting.

author=kumada
-There's no indication of what you're supposed to do in the cave puzzle. It tells you that the objects can be moved, and how, but gives no suggestion for what you're supposed to do with them. I tried pushing them together, I tried placing them on the tile in the leftmost corner, nothing.

It didn't work even when you placed the pillar on the tile? I thought that was relatively obvious because they're the same colour.


author=kumada
-Slow walk speed + high encounter rate + slow boulder pushing speed + slow in-combat mana recovery options + available weapons do not work against certain types of enemies = really slow gameplay. I'm glad mana recovery from guarding increases as you level, but I typically end up spending five or six turns every combat just guarding to get my mana back up. I haven't at any point been in danger of running low (or even towards the middle of the bar) on hp, and I haven't met a single enemy in the forest where I couldn't just guard my way back to full hp if I wanted to. I can just chug mana potions if I want to speed things up slightly, but because money is so scarce (which is good!) and combat where magic is required so abundant, I would quickly run out.

In the Roe Forest, the only enemy you can't attack with your weapon is the Forest Basilisk. Are you encountering heaps of them?

author=Punk_Kricket
Bug report - In Morrowmere I received a "Unable to find file: Audio/BGS/tm2_river002" when I approach the weapon shop. Not sure why.

Aside from that, the only other bug or mishap is with graphics. Is the water supposed to have any effects because they aren't moving for me.

Oooops, sorry dude. I'll update the demo file when I can.

You're the second person that's mentioned that about the graphics, but I can't see any issue on my computer? I mean, some of the water animation is pretty subtle, so I'll look into beefing it up, but it takes a bit of work (because it's all parallaxed) and may not get done for a while.


No problem! Have to say, I'm thoroughly enjoying the presentation! I'm somewhat a snob when it comes to mapping and, man...I love the way you've laid out the towns and nature. It's really well done! As are the tutorials and mechanics being explained simply, but in depth.
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