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Valcarta is a unique piece that brings the look and feel of SNES RPGs to the PC. The Valcarta series, and Valcarta Iitself aims to deliver an overly unique feel to the player through complex storytelling. Our main mechanism for this is the "split-path". Valcarta doesn't contain dialogue splitting or speech choices like most games of this age. It does however contain two entirely different stories; two entirely different ways to view the world of Valcarta I and two different outcomes which will carry over to the next game, Valcarta II: Awakening.
Valcarta aims to provide the user with a unique experience that isn't found in today's game market.
Valcarta captures and expresses itself through old style RPGs, giving an epic feel through 2D sprites.

Rise of the Demon is the first chapter of a 'storyline' game series that spans 5 chapters titled: Valcarta. The Valcarta series will be built on a premise of heavy storytelling in a split path fashion. There will be a minimum of 2 paths in every game in which the player can play and experience the events that will unfold. Each path will provide the character with different pieces of the puzzle to put together to allow the user to experience a full view of the events unraveling within the world. Rise of the Demon, the first Valcarta title series, follows Valak, a young man that has no family to speak of and a blurry past. He has spent most of his 'youth' in the central province known as Drachell working as the 'protector' of a small town. At the beginning of the game, Valak must make a choice that will change not just his fate but also the fate of Drachell and Valcarta.

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  • Completed
  • 1 of 5 episodes complete
  • Commercial
  • BlackswordGames
  • RPG Maker VX
  • RPG
  • 02/22/2013 03:23 PM
  • 05/09/2019 11:07 AM
  • 01/15/2012
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Pages: 1
Seems interesting enough, A question though these split paths, are they going to be drastically different? or are they going to be like some "choice" games where you get the lighter or the darker "shade" of the story?
author=zigman42
Seems interesting enough, A question though these split paths, are they going to be drastically different? or are they going to be like some "choice" games where you get the lighter or the darker "shade" of the story?

Thanks for the comment, I'd be more then happy to answer!

Basically:
These paths would be drastically different for sure. When choosing a side, you basically lay out the ground work for the telling of 'the' story based on 100% events through those eyes.
For example, siding with the Empire (Light) will give you different information, different character to play with, different skills and abilities to learn, an entirely different party composition with a different feel then if you picked the Brotherhood (Dark)

The story is told entirely different. You would really need to play both sides to fully understand the entire ordeal in which is taking place. That being said, each story is tightly wrapped together, the events which occur whilst playing one side, will also occur whilst playing to opposite side.
Example: In Janton, while searching for the Gigas Crystal the Brotherhood will hit the switch to open the door first (regardless) meaning that if you are playing on the side with the Empire, you will not need to hit these switches, as the door is already open. Going through the door will result in either meeting up with the opposition or the opposition meeting up with you.

I hope this makes it a bit more clear

Thanks!
Talon - Blacksword Games, Supreme Overlord
Thanks for the reply, So this is going to be a Light/Dark game eh? i've always REALLY liked these kinds of games but very few RPG'S have ever incorporated it well or at all. Some "choice" games offer more ambigiuous decisions but i've always preferred to knowing i've i'm Just the biggest D-bag in the entire omniverse or if i stop and help old women cross the street while fighting off a dragon to get a little girls teddy bear back. Definitely looking forward to the completed version of this game!
EDIT
...well this is awkward i am just now realizing this is a commercial game... not gonna be able to play it now.
Well. This is a commercial game, but the demo is free... So you can try it. :)

Okay, I tried the game, and I don't want to sound offensive, but... I clearly can't see why on earth would you (or anybody) charge money for this game.... I must be honest:

The mapping is generally bad. Maps look boring, too big, and uninteresting. You should practice, and improve a lot before you submit a commercial game. And you tagged the game as Action RPG. Where the hell is the action? In random encounters?
Also, I have seen this in-game menu, in like, five, or six games at least.
So sum it up:
* No custom art (or VERY little)
* No custom programming (or very little)
* Bad mapping (some are even copy pasted....)
* Medicore story
* Annoying sound when displaying messages

You need to improve this game a LOT. Otherwise, I doubt that you will make any money out of it...
author=Scalytank
You need to improve this game a LOT. Otherwise, I doubt that you will make any money out of it...
That, right there is why I doubt I'll be able to make a commercial game..at least not yet. My sprites are custom (though I used template for 'em), however that's about it. But, enough about me, lol, I kind of agree with what Scaly said. Check out some other commercial games on sites like Aldorlea or Amaranthia, and compare them to yours; how do they differ?

I can see this running as a non-commercial project, but commercial? Not so much. :c
I like that you added the concept of split path but this game need a lot of improving if you want it to be a commercial games
I have to agree to above's comments. When you are using a engine as rpg maker to make a commercial game it has to stand out among freeware games, if not why would people buy a game that is one among hundreds of similar ones that are free to play?

This is fine when it is none commercial. Like a hobby project to learn how to use the
software properly.

As commercial you need to walk some extra miles...
> Custom, custom and more custom! I may sound like a douche here but I believe people want to see new things. These tilesets and characters has been seen too many times in other games.
At least frankensprite them. Same with tilesets, you can create new looking ones using the ones provided if you don't got the artist skills to create complete new ones.
>Learn to map properly.
The maps are way too big and open and to be blunt, boring.
Play around with the engine! look at references! Maybe even take the opportunity
to learn some parallex mapping?

When it comes to maps take some time to look at "The Starstealing prince"
This is a freeware game that is so good that it could be commercial.
Go to amaranth games and download a demo of "Aveyond the lord of twiligt."

They maybe are not 100% custom in the graphic department but they frankensprite, mix tilesets, and proper plan and map their game + an engaging story to follow.

So play more games and take notes!
I don't say you should not go commercial but go the extra mile!
Good luck!
So I'm 5 minutes into the game and I chose the dark path. I get into the next random battle and I found out I'm now level 38.

I'm guessing thats a bug xD
author=coolopotomus
So I'm 5 minutes into the game and I chose the dark path. I get into the next random battle and I found out I'm now level 38.

I'm guessing thats a bug xD

a nice bug ^_- lol
I had a comment here, but I have since removed it because I heard this dev retaliates on reviewers on steam. Just skip this game.
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