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Meet Ellette, an adorable troublemaker of a fairy who has managed to build herself a comfortable life with money that isn't hers. She and her feline familiar owe money to someone who is coming to town soon and she needs to get a job done in order to pay him. The job today is to break into a wizards house, what could go wrong? Well you're about to find out exactly what can go wrong.

Follow Ellette as she tricks heroes, sneaks through heavily guarded castles, fights dragons, and gets caught up in adventures she wants absolutely no part of. Experience an intriguing story-line that will take our cute little thief across countries and even to other worlds. Unravel the history of this world, other races, and even the gods themselves, as you search for answers, and more importantly, gold.

A battle system devoid of mana points. Skills instead have cooldowns and limited uses per battle.
Battles are voiced with files from the 'Tales of' games.
A quest journal that keeps track of all those side-quests so you don't have to.
High quality parallaxed maps, complete with gorgeous weather graphics.

Current status of the game: In production.
The demo for this game includes the first town and two dungeons, along with some other gameplay areas/elements. I'd say you can get about an hour and a half of gameplay out of what is currently available.

Latest Blog

Answering some questions.

I decided to answer some extensive questions in a blog rather than a comment on the game page.

First off, This is absolutely my first game ever. The only project I had before this was to make a silly little thing where I learned how to use the systems in rpg maker. This means that I still have a lot to learn and a lot of issues to tweak in my game. I feel like every time I play-test my game I find a grammar/spelling error or some wacky glitch I never noticed before.

Secondly, if you played the game and enjoyed it please leave a comment so I know people are enjoying it.(or you can leave a comment saying you didn't enjoy it, there's always room to make the game better.) And I'm glad to hear from those of you who did say you played it.

I'll finish this off by addressing some issues!

-Battle voices:I figured there might be some people who'd rather not have voices, I'll look into ways to disable it for future versions.

-Slow battles:I'm not sure at this point but I think as players level up and gain more AGI the bar will charge faster and there are large stat boosts in between levels which means far more AGI as you progress. Also when there are four people in the party it should go pretty quickly.

-Cooldown info and ammo information: Unfortunately I have no skills in scripting so I cannot add those features, I'm using someone elses scripts and those functions aren't part of what I can do with them.

-No guard:I will be adding special guard functions as skills. Skills like guarding the entire party, setting up a magic barrier, setting up a counter stance instead of a blocking stance, and other such things. Also the built-in guard feature did not work with the AT charge system and that's what made me decide to work on guard skills instead of a guard command.

-Warmup skill:The warmup skill adds a custom status effect that reduces the amount of turns a player needs to wait for a skill to be usable again by 50% as long as that status is on the player character. For instance during a boss fight if you cast warmup on Ellette she can continuously cast fireball or heal every turn without waiting.

-Wait skill instead of command:I tried to add it as a command but I couldn't seem to make it work with my script combinations and after getting frustrated I simply turned it into a skill. I might ask some more experienced script users for help on turning it into a command instead.

-Expensive recovery items:Since mana points do not exist and characters are instantly healed after battles that means recovery items are not needed as often. In order to make the game more challenging I have made healing items harder to get, more expensive, and you are limited to holding only ten of each healing item at a time.

-Linear progression:The first story arc in the fairy village is indeed very linear. My plan for the current area/story I'm working on is to make it open to exploration and player choice. I want to let the player do the quests for this next area in the order they want to and even give them three possible endings for that segment of the story.

-Unused music:If music in is my game folder then it WILL be used at some point in the game.(and if I eventually decide against it I will remove it from the folder to save on game size)For instance 'innocent mind' is not used in the demo but will be used in a boss battle in the next area you visit.

-Large download size:I have battle voices for each character and even some enemies. I have overlay images for almost every map in the game. And some maps even have multiple frames since I needed to animated a river or a lake. This means a rather large download size. The first way i'm going to keep the file size from getting out of hand is to not introduce a large amount of party members, this will keep the size from the voices down. I will also try some methods of reducing the current size of my games audio files. When this game is completed it will be very large there is no doubt about that, but I will be attempting to keep the file size under control as I progress.
  • Production
  • DemonLamma
  • RPG Maker VX Ace
  • RPG
  • 03/05/2013 11:11 PM
  • 10/27/2017 02:17 AM
  • N/A
  • 89002
  • 51
  • 1523



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I'm a dog pirate
This could be interesting. Maps look solid.
Looks great and mapping looks great as well. Downloaded and Subbed.
Just found another game that I want to keep in touch. Great! Good job DemonLamma.
You should switch your download link, this one looks broken (actually it says disabled).
Guess the dropbox download limit is smaller than I thought. I'll find a new place to host the download.
I know of a place! (hint: it's rpgmaker.net) (unless your game is bigger than 450mb o_O? )

Welcome, Programming IDE: The Game! ;)
I thought I read that it was a 200 mb size limit. I'm uploading to file factory now anyway.
"Game downloads below 20 MB are accepted so long as it follows the Terms of Service. Games greater than that are up to RMN staff discretion (most are accepted). Games greated than 450MB cannot be accepted."
Well then, that sounds better than using filefront. I should really pay more attention when I read things.
I should probably do a better job of advertising things.
I´m in the second savepoint (the ruins in the forest) and for moment i really like this game. The mapping is just excellent and the initial history is very interesting.
So I have the button sequence script that you used for the lockpicking.. But How do I use it?
So I have the button sequence script that you used for the lockpicking.. But How do I use it?

In the script there are chain commands with numbers, you can edit or make new ones.

When you want to use one of them in game you activate it through a script call
"chain_commands(#)" replacing number with whatever number you have for the chain command.

if you succeed that mini-game it will flip the switch that is the same number as your mini-game. in other words you beat mini-game #5 it will flip switch #5.
Are those your tilesets? If not where can I get them? (:
Are those your tilesets? If not where can I get them? (:

I'm not using any specific tile-sets, instead I blend a ton of separate graphics into my parallax maps. The base tiles I use the most are Celiannas. Then a lot of the graphics are from an absurdly large resource pack called 'pandoras box' which is almost 6GB. The rest are just randomly saved from resource sites all over the web.
A graphics file for the rpg maker someone made is 6gb?! That is stuff I got to have!!!
That is stuff I got to have!!!
I second this, haha I'm a resources hoarder~
That is stuff I got to have!!!
I second this, haha I'm a resources hoarder~

Resources for the WIN!!!!
Where did you get the tiles for the mountain side in that one picture and in battles at the beginning?
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