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In the land of Ryūhō, lies the Yamoto Kingdom...

Dragons' Decendants is a RPG with strategic gameplay focused on customization and dungeons. The cast is diverse in both role and temperament, and the plot will have you delving the next dungeon wanting more. Advancement, improvement, and progression is the name of the game here. Your team will be constantly changing and increasing in power very tangibly. Equipment can be combined in all kinds of ways, so experiment away!

This game has characters.

I saw you coming through here in a vision, and remembered it from when I escorted you out of this empire.

Yes. It is time for me to return and face my father, to complete my atonement.

All I do, I do for the glory of the Emperor! For the glory of Ryūhō! You shall find your redemption here, Jirou!

Latest Blog


Yes, Dany? You have a question?

Right! Yeah... those. Hmm. We originally promised seven dragons, didn't we...



Okay, so, Chaos/LouisCyphre and I are taking a break from DD in order to let feedback to come in and the judges do their thing. We have plans to do the second arc of the storyline in the future (re: Kazou), however, including a fair amount of script customization, dialogue re-writes, balance changes, etc. Suffice it to say that your save files will be 100% incompatible.

Still, we need the breather from DD, so it won't be RIGHT NOW. And, well, it's already a complete five-hour game.

Enjoy what's there, please! You might think that holding off means you'd get the best experience, but only with feedback can we make the game better. A lot of the feedback has been... different... so we're a little fuzzy on what people would like to see.

Thank you and have fun with life ~ !
  • Completed
  • LouisCyphre
  • Karsuman
  • RPG Maker VX Ace
  • RPG
  • 02/05/2013 09:21 PM
  • 05/06/2021 02:05 AM
  • 02/18/2013
  • 155212
  • 57
  • 3698



Pages: first 123 next last
Hm...lengthy fights.
You got bosses and enemies that heal to full almost every turn. Not cool.

The bird in the swamp, the single samurai, and the golden defender could use some adjustments. These are not difficult or complicated, but they keep healing, the fights were never-ending and quickly became irritating. It is also unreasonable for an enemy to heal AND buff AND attack all in one turn, especially when you have 4 or 5 enemies that can all potentially do that. There's got to be a better way to make your battles more challenging.

Other than the battles, I think the story has a lot of potential, and it has a nice flavor to it. Be sure to make it more complete. Love the character art. They are a bit too small. If I were you, I would make them bigger and lower their position. You can either shrink the dialogue box or cut them off from the waist to make room. It'll be much prettier visually.
... Welp, I kind of have to play this after seeing the characters. I'm a huge fan of everything Koei, Dynasty Warriors, Samurai Warriors, Sengoku Basara: Samurai Heroes, Pokemon Conquest, Dynasty Warriors Gundams, etc... XD
i bet she's a diva with a potion popping problem
about 3-4 hours, I think.
This seems sweet. How long is the whole game?
Max McGee
with sorrow down past the fence
So...I know this game is kinda old news but I played the first dungeon or so just now. I really enjoyed it so hopefully I'll come back to it later but right now I'm really incentivized (dam u spell checker I KNOW what's a word) to play a little bit of a lot of different games rather than playing a whole bunch of any one game.

The writing is good, the characters actually seem pretty likable and the banter is nicely done. I liked the character portraits but I had assumed they were from the VX Samurai set rather than some kind of weird Pokemon Tactics game (???).

(Sidenote: It is so weird that this even exists. Now I want a game that nonsensically crosses over Pokemon with WESTERN historical figures.)

The general "mythic Japan" feel of the setting is a nice change from most RPGs on here and I felt the writing captured that sort of cadence pretty well.

I have no comment on the "important stuff" (battles/mechanics) yet, I need more experience than one dungeon to talk about that. I did think the way enemies fumbled for potions before using them was a pretty neat idea. Generally it seems like a pretty impressive amount of (for want of a better word) customization for not having used any scripts. Reminds my ancient eyes of the RM2k3 days.
author=Max McGee
Edit: Wait, Craze and LouisCyphre made game with no scripts??? how, how can this be? *MIND IS BLOWN*

That was the entire point of the contest!
i bet she's a diva with a potion popping problem
It's a finished game but it's half of the intended story... part I of II, sorta? It's a full arc but was meant to lead into something more.

Max McGee
with sorrow down past the fence
I have Q about this "old" game. The game status says completed. The last blog post seems to indicate "very not completed". Since I wasn't around to follow the development of this last year, which is actually true?

Edit: Wait, Craze and LouisCyphre made game with no scripts??? how, how can this be? *MIND IS BLOWN*
In the shift out of VX Lite, we'll gain the ability to very tightly control enemy encounters. Look forward to it!
Turns out I didn't like this one quite as much, but I think that's mostly because of the short development cycle. The combat system itself (with the complex, percentage based abilities especially) was unique and lended itself to some fascinating strategies, though the game as a whole felt a little too raw. (Maps, writing, and most of the other elements just didn't feel as polished as the gameplay.) I generally don't like dungeon crawlers that throw waves of enemies at you, but I still really enjoyed some of the battles in this game.

The first few times any given set of enemies would appear, the combat was just amazing. (All of them could kill you pretty easy, and working through strategies with the really unconventional system in general was great.) The repetition element of having to grind through those same enemies after the first few times was less awesome, but not a huge problem since you let the player run whenever they wanted. It's a little less interesting without the individually unique battles of Wine&Roses, but some of the tight resource management reminds me a little of Visions and Voices. It also doesn't feel as polished as Ill Will which had a stronger story/gameplay balance, but again I'm sure that's just the time limit.

Because it's so short, plus the backtracking in the dungeons, I think a lower encounter rate might help, even if it might cut an hour or even two from the playtime. This was the kind of game where I only enjoyed parts rather than the whole thing, but there are a lot of cool things about the combat system especially.
i bet she's a diva with a potion popping problem
This was done for a contest where we weren't allowed to use scripts, so no.

(Thanks though!)
Just started playing some. I could be guessing wrong, but did you guys work off the combat system Craze used for Wine and Roses?(Maybe just a few of the same base-scripts, since the features seem to be different) Something about it feels similar, though maybe I'm just thinking that because Craze worked on it. (Which is really great--Wine and Roses has some of my favorite gameplay ever, and if I end up liking this I'll try to get a review up at some point.)
READ any good games lately?
There is an error when you talking to katsu, the game was closed
i bet she's a diva with a potion popping problem
It's a complete game. There's an second part we want to do, but it'd be like the second book in a duology. The first book is still a finished work.

Sorry you didn't like anything, and thought the final boss (please hide tag that) was just "this guy." Hopefully you enjoyed some of the other contest entries!
Alright, let's get on with this...

Mapping. The mapping was definitively not the strong point of this game. Don't take me wrong, it was by no means horrible, but it was a bit bare and convoluted. The area that I liked the most was the swamp. It was open enough to fool me into exploring the surroundings without making me feel like I was trapped in a rat maze. Other areas weren't this fortunate though. Like the cherry forest, that was basically going back and forth the perimeter of the map a few times, through the same long, stretchy path. Not very fun...

The story... OMG. Well, it was good. But for me, most of the dialogue went in one ear and out the other. Not only because it was plagued with Japanese terms that I'm just not familiar with, but because it was mostly long-winded, flowery stuff. *Deep breath* Ok. you're developing your characters, I get that. But, for example, if I see a treasure chest, I want to take it and GTFO. I don't want a tiny cutscene shoved in there, specially if it's just pseudo-funny anime-ish banter; I also don't want things being repeated all the time. The game never tells you why exactly was Shiryu (Jirou) exiled, but it reminds you of his exile in every major cutscene... I don't mean to rag on the story. I just think that more succinct and opportune cutscenes would have improved its execution.

Battles... Normal battles were genuinely difficult, if not a little cheap. It was common for one single battle to take away 1/2 or at least 1/3 of my entire party's HP, but this was easily offset by going out and inside a dungeon. I would have preferred more balanced battles so they were still a challenge but that I didn't feel like I had to resort to cheap tactics myself to keep up with them. Also the rewards were minimal, so for the time they took to beat just to get to sell a few scraps, they weren't quite worth it. I pretty much stopped engaging in normal battles after the first castle (pagoda, whatever) and I'm not sure if that's something you want players to do. Because, well, it's just counterproductive. And they'll still have to deal with the random encounters, which is annoying.

Music and sound were there, I guess. For the most part it was just quiet, Japanese music if I recall correctly. But at times things got louder than usual. This was most noticeable during boss battles. In one hand it was a clever hint that I was making progress in battle, but in the other, the sudden change of the music was kind of jarring instead of building up the tension. Specially since boss battles tend to take long to beat and you'll listen to the music fade in and out a couple times, which ruins the immersion.

One last thing. After I defeated this guy, *Spoiler*, the screen went blank, there was some text and then that was it. That was it!?? Really? So, now I'm thinking that maybe I got the bad ending or something. Did I do something wrong? Was I supposed to collect the Dragon shards? Do I get to turn into a dragon myself? - Oh, wait. The game is not complete yet... Bummer. =/

Edit: I never said I didn't like it. You can like something and still criticize it. I thought you of all people would know that. xD
i bet she's a diva with a potion popping problem
There are at least two items you have collected so far that nullify swamp damage (on top of nice stats), and you can buy more from the shop.

Levels only raise HP and MP. You need equipment to raise the other stats.

The fleeing option works almost always, especially if you have a fast character in your party like Etsuo; remember that if you need to make a beeline to the exit. =)
I played until i arrived at that swamp which is quietly frustrating. As health is gone upon stepping into the swamp and enemies show up every second...

Also no matter what level up i get the stats of the characters remained the same?

So i stopped playing the game at the swamp walking through a maze i can live with that but losing health while doing so and confornting hords of enemies at the same time hmmm guess i'm not that skilled.

My point is that part of game is a bit diffucult i think.

Stop it you :P With all your Pokémon Conquest. I will play laturrr (when I get my computer back).
Actually that seems to have solved it, once i enlarge the screen everything seems to run fine, thanks. :)
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