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The four beasts that once ruled Logdak has awakened. Monsters are swarming the continent, people abandoning hope. You, as the Guardian, are their only hope.
You must find the four beasts and destroy them once and for all.

With the continent of Logdak to explore in a calm/dark setting and Zelda-style map navigation, you are on your own. Search dungeons for items that will help you delve deeper and deeper in your search for the beasts.

Features: music by no1mynch, custom battle system and menu.

Latest Blog

New game in the making

Hi all! Im currently developing a new game in the rmmz engine and im looking for testers. Reach out if you are interested
  • Completed
  • reLic
  • Roy
    bigtime
  • RPG Maker VX Ace
  • Adventure RPG
  • 11/05/2012 01:27 PM
  • 03/09/2024 01:34 PM
  • 11/01/2012
  • 88251
  • 10
  • 1442

Posts

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Congratulations! You are the first to beat the game as far as I know.
One question.
In one of the caves, I remember seeing a solid wall with a big monster surrounded by flames around it. I never found out what it was or how to get to it. I think it was in a cave with 3 items (potions) in chests around it. I don't know which exactly.
Could you tell me what it was?
Just started playing this, I'm really impressed by it. Reminds me of old school PC RPGs with the turn-based on map combat and it's brutally hard too (either that or I wandered into the wrong cave at the start).

I really like the Zelda-style map transitions too.
Thanks for playing! No cave that you can enter from the beginning should be too hard to handle, but maybe the game is too hard overall? I'd appreciate feedback on that.

The Zelda-style map transitions is the first thing I did in the development of this game, I'm happy with the result.

I got a question regarding random pickups but there is no random pickups, every pickut has it's own evented placement.

EdgeOfChaos
That remains a mystery... :) Shouldn't every game have a strange and mysterious room?


I have updated the download!
Changes:

Lowered price on potions
Spelling and grammar fixes /Thanks bigtime and Roy
And (maybe a little overkill) stats and damage now support numbers up to 1 million
I think the difficulty is much better now. I had a bit of trouble at the start of the game, but I went and played it through another time.

-edit- resolved via pm
Being the completionist I am, I went ahead and did em.

Opinions: (as always, spoiler-ish)
The green dragon was REALLY hard. I had to use the respawn cave to beat him. The other boss was a little too easy though, I cleared him out before his second attack. As always, loving the updates! Anyways my play time is up to 4 hours now, which I think is a better time than 2 hours. The updates (bosses and agi gain) brought the difficulty to a much better level, and I think the game is much better off now.


Thanks for making the game! I'll keep checking back for updates.

P.S. a small opinion about bosses in general. They should have less HP, more AGI, and more Attack. I can upload a small video on my boss fight strategy, but it involves just getting like 5 attacks per 1 attack from the enemy, defending before they do, and then healing with potions. I don't know if this is how you wanted bosses to work out, but that's the best way I found of beating them.

For instance, that green dragon guy must have had like 30,000 hp +, but it only dealt about 200 damage when I defended, and tbh, its speed was pretty bad too. I was getting 10-15 attacks per one of his.
Good job! I'd love to see your stats after that 100% completion. Can you PM me?

The boss battles is a measurement of strength really. You use the same tactic as I do.


the dragon has 300,000+ hp, I guess thats what you meant.
the first boss wouldn't be so easy if you were using a magic build instead of sword I guess.
Here are my stats
(After spending the ton of stats I got from the 2 bosses)
Also I farmed ~100 GP from the bats


Spoiler-ish:
And yes, I meant 300000.

Yes, the first boss would have been harder, but what's the encouragement to ever go a magic build? It just means you must upgrade max SP too. And anyways, there are 2 magics, so you would have to spread out your BP. Imo magic should be significantly stronger than sword if you keep two of them. BTW make a "Guardian Flame" and "Guardan Ice" or something, as there is already Guardian Sword and Guardian Armor. As it stands, I just don't think magic build is viable. I tried it my first run through, and it sucked pretty badly.

Also it seems that, because you made 3 weapons and gave each enemy weaknesses, you wanted the player to spread out their points. But, you give no encouragement to do so, in fact, quite the opposite, as stat gain increases over time. If you wanted all 3 to be used, you should make BP give diminishing returns or something.

Speaking of BP, it really seems pretty bad compared to AP, because of the increasing gains of AP. I'd like to know how 1 sword BP compares to 2 P-Attack AP (both worth 4 GP), i bet its good at the beginning of the game, but when each AP starts giving 15 p-attack, it gets pretty worthless to ever invest in BP. Due to the rarity of BP, and the fact that AP is actually really common, I think it should be the other way around.

I dunno if you like this or not, but you could also make a 4th stat - MP or something. BP increases Armor or Attack, MP increases Ice or Fire. That would take care of the problem of people (me at least) going straight sword if you find some on the field.

I may do calculations later for BP vs AP

One more question: Why is the jungle where you go to get the power gloves so hard? I always end up having to run around the enemies ;(

Probably my last edit: What were those two letters I found on dead bodies? They seemed to not be related to the rest of the game. Am I reading too much into it, or is there something I missed?

P.S. testing magic right now

Edit: I can't even beat the second dungeon using all 3 weapons, and splitting up my AP/BP between M and P attack
EdgeOfChaos
Yes, there really should be a Guardian ice and fire, I'll probably put it in an upcoming update.

Since 2 out of 3 attacks are magical why not make a balanced build this way:

spend all your BP on sword and armor (armor protects against both magical and physical attacks)

spend the majority of ap on m-attack since most enemies probably will have a magical weakness.

this will make you strong on magic attacks and cover both fire and ice.

also a high max-hp will help out a lot, say you have 300 max-hp, using a potion then will equal using 3 potions with a max-hp of 100.

Adding a fourth point of some sort to increase magic would certainly help me balancing the game difficulty, maybe not a bad idea.

About the forest with the gloves, maybe because all enemies there are weak to magic? :)

About the letters, they where added rather late in an update. I dont know if they add to the game or if they are just confusing and strange. Perhaps even poorly written? English is not my first language, feedback?

How about a roving invisible monster on the surface world which seeks you out. If beaten it gives some sort of goodie or ATTRIBUTE. If you lose, it autmatically transfers you randomly to any place in the game. You can find some sort of blocking armor which is found in pieces throughout the game, which when found and assembled blocks the creature from finding you from that point on.
Do you mean like a FFVII weapon? Those hard to beat enemies that can be seen flying around randomly?
Maybe...to be honest I am not familiar with that. Just something to throw a little tension into the game.
Well, I just finished this game and I liked it quite a bit, but I do have to agree with EdgeOfChaos on several things. Pumping up Agility really gives the game an inverse difficulty curve as, aside from at the beginning, you usually can kill off any given normal enemy before they even attack and even bosses usually only get off one or two attacks while you get in several dozen. Reducing boss health and raising their agility and attack power as EdgeOfChaos suggested really would go a long way towards making the fights more intense and not simply time consuming.

Spending 4 GP to get a point of BP also begins to feel pointless very quickly for anything other than Armor as AP boosts quickly overtake BP ones. I think this could actually be fixed in a few ways. One way would be to simply make the GP to AP conversion start to cost more after you do it enough, such as that after 50 conversions it costs 3 GP for 1 AP, then 4 GP for 1 AP after 100 and so on. A different way would be to make individual stats cost most after they hit certain milestones as this would encourage players to spread their points out more; players would probably be more hesitant to continue to only put points into agility if it started costing 2 AP after hitting 100 (or something like that) while other stats still only cost 1 AP.

Otherwise, I thought this was a fun and interesting game and I wouldn't mind it getting either a spiritual or literal sequel at some point.
Thanks for playing and giving me feedback, greatly appreciated!
I think the solutions you present makes sense, I'm also thinking that maybe agility increase-rate should never go above 1, then I'm thinking: maybe I should do a hard mode implementing all these features.
I can't figure out how to use the Power Gloves when I'm supposed to go back to Odessa Castle the second time. I know I'm supposed to be able to move stones with them, and I CAN move one stone in the top left room to get the potion, but I am unable to move any of the stones in the top center room that surround the switches which I assume open the door. Help.
Figured out how to use the Power Gloves. Now having a problem in Rusta Castle. I cannot move the little silver table obstacles. Also, where do I find rope? Thanks.
You will need to find and beat the ghost of rusta 4 times I think
author=reLic
You will need to find and beat the ghost of rusta 4 times I think


Thank you.
author=reLic
You will need to find and beat the ghost of rusta 4 times I think


Thank you.
The game was a pain to defeat. There's a pretty big emphasis on stat allocation and min-maxing like a fiend if you wanna get thru the game. You also have to micromanage your potion supply because there are no free heals. The only recourse for you if you screw up is a grind cave that is accessible at around about 75% of the game's progression. It's very hard and personally I don't really like these kind of games because you have to be really careful and hope that the stat allocation you picked is good enough, or you're screwed. If any of what I said sounds like fun to you, by all means try this game. There's also alot of wandering around the world map but you are always able to check what area to go to (if you remember the hotkey for it, that is).
Dungeons are very simple with occasional puzzles but they are all very similar in mechanics. The battle system is extremely simplistic, you and the enemy duel each other, kinda like my ultimate game but alot more basic. There's only 3 skills in the game: attack, fire, or ice, and you MUST take advantage of the enemy's elemental weakness or you will get nowhere fast. For me, I went with massive agility spam so I get like 30 turns, and then mostly spread out the points over the 3 skills and defense. Towards the end I ran out of mana potions vs the final boss and had to hit it for 14 dmg, which is a piddly value. Luckily my 20 health potions was enough for that to work out. If you play this I hope you have a better strategy than I had.

PS: I got 84%, skipped the two secret bosses because I tried one of them and it did 240 in 1 turn... no way lol
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