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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
  • 82844
  • 51
  • 1507



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Most of my screen is barely showing at the top and left. The screen is way too large.

I did use a script to increase the size of the window but I haven't seen anyone have an issue with the size before.

Only thing I can think of that might help is trying this in both normal window size and fullscreen.(but you have probably already tried that)
Well, I've managed to complete the demo and...I LOVED IT :D
I played it, I loved it! Keep making an awesome game! You've got support.
I am in love with this game o_o Plus I really liked Ellette and Nick's voice in battle :D
I'm seriously in love with this game.
I am pretty interested in hooking up sometime. Screw me.
Very nice work, DemonLamma. I actually liked the voiceovers in battle.

I also enjoyed the way you had to mix abilities together for maximum efficiency, and the maps are simply gorgeous.

By the way, I'd reconsider the game title soon, if I were you. Also, downsize by removing unused files on each release, and try to convert your music files to .OGG - adding loop points would help the immersion a lot, as well.
By the way, I'd reconsider the game title soon, if I were you. Also, downsize by removing unused files on each release, and try to convert your music files to .OGG - adding loop points would help the immersion a lot, as well.

Yeah, I learned how to loop ogg's on audacity for a side-project and when I update this game I'll be trying to reduce the filesize a lot. Some of the songs definitely need looped.

And I have been wanting to change the title for a while. I'm hoping as I flesh out the plot I can come up with an apropriate title.
My mind is full of fuck.
LIKE LIKE the title screen and music you put on /vg/
Loved the demo!
-Gorgeous environments!
-Like the way each monster growls when hit - slime is cute.
-Jazzy music. However, the music in the forest has a really long fadeout. I'd consider slapping that in audacity and slimming it down.
-Demon fang is satisfying to use, whack whack whack.
-Cooldown system is unique. Notation on cooldowns would be useful, but its easy enough imo to just count the turns it takes for a skill to recharge. I dunno, I like finding the most efficient way to fight in tbs, like working out the least amount of attacks necessary to defeat a monster etc. It's part of the game, as far as I'm concerned.
-I thought the fights were a good length. It's clear you're supposed to avoid the golems. Although, I think there was some extra treasure behind a group of them? So they're like an optional tricky enemy.
-I liked the battle voices, gave some extra character to the... characters. Only thing I found annoying is that, when Nick's turn comes up he says the same thing as when you wait a turn with him. It can lead to him saying the same thing twice in the same turn.
-Save screen is really neat. Nice touch!
-Love the save ghost!
-Made me laugh out loud a few times! All in all, great writing, but needs proofreading for typos.
Can't wait for more! Also, introduce that lewd witch, soon :D
How did you get the graphics for the maps? Like the trees and such? Did you get the graphics from a package or did you design them yourself? I don't like the tiles and sprites they have originally. Yours look great. Major Props!
Will you be releasing a longer demo in the near future?

EDIT: I just finished the demo and I had a blast. I wouldn't have known this was your first game if you hadn't mentioned it.
Liberté, égalité, fraternité
So is this still being worked on? I haven't finished the available demo yet but I am enjoying it and I'd like to see it finished, but it's been about a year and a half since you last commented. If the game as it currently stands is all we're going to get I think I'll throw up a review for it, more people should give this one a go.
Great demo with an appropriate end point. Lots of fun dialogue makes the game very interesting. Maps look very, very good, with loads of hidden goodies. Main character has a rather overpowered skill at the start of the game, which is fine, since all skills have limited number of casts per battle, and the boss was still pretty challenging. I think it's because all the characters generally have low DPS, unless you buy more spells (I'd say the vendor spells are literally must-buys). Really, though, the dialogue is quite fun in this game.

There is a stealth section that was pretty bad. No idea how you avoid getting detected, it looked like the only way thru was to skirt around them since you can't avoid being detected. How does a fairy hovering above the ground make noise anyway? Maybe the wings flapping.

It may be a demo, but the ending is at a fitting place and you all should try it, especially since the developer is nowhere to be found for several years.
just from reading the description it already seems very promissing, i will wait for a more polished version before i try it out, since i dont have a lot of time, but i will definetly watch this to see it grow.
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