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It is a dark time for Tiriya. The DeLancy family, the once prosperous rulers of the land, have fallen to the forces of Valburn, the powerful neighbouring kingdom to the north. Their Lawkeepers run amok, culling the strong allies of the DeLancy's, and establishing complete control over their lands. Religious zealots, sworn to the Vrahl, condemn non-believers and sinners to death. Valburn's word is law. Vrahl doppelgangers, powerful Gods masquerading as monsters, roam the wilderness. In return for the faith of the populous, they provide their mystical powers and knowledge to further advance an industrial revolution across Tiriya. Times are changing. Valburn have control.

A small resistance group led by the believed-dead prince of Rosedell, Drake DeLancy, begin preparations for a coup d'etat. Their aim is to hijack the flagship of Valburn - the Dreadnought, where the High Courts and their King reside, and place Lawrence DeLancy back upon the throne. Yet, as their plans come to a beginning, whispers of an ancient magical force - the Blood Shard - come into play. What follows are countless betrayals, faces from the past, and a dark, shadowy figure who appears to have knowledge of everything that has occurred, from the war to the upcoming coup d'etat. Is he working with Valburn? Is he working with the Vrahl? And more importantly, what does he want with the Blood Shard?

-

Blood Shard has gone under monumental change since its initial demo release, with the story and gameplay almost completely changed. The aim is to provide a character-driven plot filled to the brim with political and personal intrigue, whilst forwarding the gameplay with tough encounters and puzzling dungeons. It's been shortened considerably since its first write-up, and I intend to release it in three parts. The first chapter, 'The Resistance', will be finished in the coming months, when university work is finished and I am a free man. The rest, eh, well be done when it's done.

Thanks for showing interest!

Latest Blog

Armour Upgrading Options

For those of you who have played the demo and now have a little better insight into the game and how it works, I pose to you all a question - how many options should I have when it comes to upgrading armour?

If you didn't know, I'm implementing a system whereby the character's only have one weapon and armour each throughout the game, yet are able to upgrade those things with items at any given time (provided they have the correct materials).

Now, I already have some basic ideas - obviously upgrading armour will help with HP, Defence, MDef, AGI - but should I leave it there? I might touch on some other parameters, like Counter Evasion, Magical Reflection - stuff like that.

The reason I ask is because I already have a full list of elemental and state resisting accessories - so with that in mind, would it be a little pointless to add options to increase ele/state resistances too? It feels like it.
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  • Quigon
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  • 04/03/2013 12:36 PM
  • 09/04/2023 10:55 AM
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Sadly the download link broke (again?)
Haven't for a long time unfortunately. Still something I'd like to come back to though, so I wouldn't write it off completely just yet.
Are you still working on this? :-)))
Thanks for sorting the download link, your mapping looks impressive and it feels to me you have the hang of making a good game... downloading right now!
author=synbi
I was hoping to try your game, but the download link is broken atm.


My dropbox link is currently down - sorting out an alternate download in a bit.
I was hoping to try your game, but the download link is broken atm.
Thanks very much for playing through it mate! Your points have been added to the big 'THINGS TO CONSIDER AND PROBABLY CHANGE' list that I've got going~

The Vrahl's actually one of the easier fights in the demo to be honest - check out Ronove's review if you wanna see. So unfortunately in future iterations it'll probably get as hard as the good ol' Interceptor, haha.

ALSO THANK YOU SO MUCH EVERYBODY FOR ALL THE VIEWS~ It's over 10000 now and that makes me very happy.
I played the demo for RSW and here are my thoughts.


The mapping is excellent. I do sometimes have trouble telling where I can walk and where I can't. At some times it didn't make much sense, but maybe that's a quirk of parallax mapping.

Outside the hideout, I tried to talk to a bunny and the game crashed with an undefined method error for add_units.

I found the plot a bit hard to follow with a lot of information being given to the player so early. I have always had a hard time with political intrigue stories though, but that is more about my preferences in a story than the game itself.

The boss battles were more difficult than I would expect for so early in the game. I felt like Riffolk was largely useless in the battle against the helicopter. I also felt like I didn't have many useful skills when fighting the Vrahl. The only damaging spell, Bolt, was resisted. I ended up killing it with normal attacks. I did kill it on the first try though, so it wasn't too difficult.

I like the instant use items and probably wouldn't have survived without them.

I don't recall much in the way of typos or punctuation errors, but I do believe 'artifice' was spelled 'artefice' in the scene where Miranda had the king captured.

Do characters gain experience? I didn't see any place where this occurred. I am guessing there is a customized system for increasing in power.

Musical selections were good.

My play time at the end of the demo was 1:04:15 just before the final boss fight and scene.

Overall, it was a fun play and I am looking forward to more.

This project is incredible good. You have done good job Jurassic_Mark! Suscribed!
author=nhubi
author=Jurassic_Mark
Nope, not harsh at all.

I guess the issue is that I know how all the battles can be fought really easily - not meaning that in a 'WELL IT'S MY GAME SO I WON'T CHANGE IT' way, not at all, it just seems like I'll need to change up some of the nuances a little, because almost every battle in the game is totally possible without dying. I think it might be a case of reducing some HP here or there, or changing up the stats a little, I dunno.

Maybe some sort of guide would help?
Hey sorry I didn't respond to this I was dealing with RL. I see you've put up a demo guide which is a great idea. In regard to balance, it's your call of course, but I am happy you are not a 'WELL IT'S MY GAME SO I WON'T CHANGE IT' type. They are annoying.

I can see others have had problems with the difficulty but some others seem to think they way that you do and have intuitively hit on the best way to defeat what is being thrown at them. Perhaps there just needs to be a few pointer for those of us that don't look at battles the same way you do. Though I must think similarly in other areas since the way to cross the river was immediately clear to me, whilst I read someone else having problems with that.

Anyway thank you for the response, it's always a case of hit-or-miss in these situations and I'm always hoping I get one like yours.

Oh and the water animates for me too.


Yeah, I'm probably gonna steer clear of in-game tutorials still - for me they break the immersion quite a lot. I will however write up a manual for the next release, and make some of the vocab a little clearer in-game. There will be a lot of change to it anyway when the first part is released, mainly because a few of the scripts I was wanting to use for this game either weren't finished yet in time for a demo release, or I just didn't have the time to set them all up before RSW.

I don't want to alienate people though, so I hope you stop by for future releases and put in your two cent. The battles will almost completely be staying the same, but there'll be a few tweaks in there that'll make theme easier to understand.

And yeah I don't get what's going on with the water, that's a weird one.
nhubi
Liberté, égalité, fraternité
11099
author=Jurassic_Mark
Nope, not harsh at all.

I guess the issue is that I know how all the battles can be fought really easily - not meaning that in a 'WELL IT'S MY GAME SO I WON'T CHANGE IT' way, not at all, it just seems like I'll need to change up some of the nuances a little, because almost every battle in the game is totally possible without dying. I think it might be a case of reducing some HP here or there, or changing up the stats a little, I dunno.

Maybe some sort of guide would help?


Hey sorry I didn't respond to this I was dealing with RL. I see you've put up a demo guide which is a great idea. In regard to balance, it's your call of course, but I am happy you are not a 'WELL IT'S MY GAME SO I WON'T CHANGE IT' type. They are annoying.

I can see others have had problems with the difficulty but some others seem to think they way that you do and have intuitively hit on the best way to defeat what is being thrown at them. Perhaps there just needs to be a few pointer for those of us that don't look at battles the same way you do. Though I must think similarly in other areas since the way to cross the river was immediately clear to me, whilst I read someone else having problems with that.

Anyway thank you for the response, it's always a case of hit-or-miss in these situations and I'm always hoping I get one like yours.

Oh and the water animates for me too.
author=Goatrider
Ok so I've spent abit of time with the demo. I really enjoyed it, the story is actually Interesting and worth caring about, it looks amazing and I love the challenge of the battles.

I had a really hard time with the helicopter boss thing, i think I died about 10 times before beating it. While I like the challenge, I think that boss is a little too hard to soon... Just my opinion.
A quest log would be very helpful as I found myself lost for what I was supposed to do for awhile.
When I swing my sword after killing one of the fauns, it's balloon icon still appears even though there's nothing there.
Is the water supposed to be animated? It wasn't for me....

Just a little feedback but overall it's a really solid enjoyable and challenging game and I can't wait for more of it. Keep up the good work!


Thank you for playing! Yeah the Interceptor is definitely the toughest fight in the demo, but if you have a clicky up in the top bar you'll see a Demo Guide, with a handy little section on dealing with him :)

That's the second time someone's mentioned the water not being animated, and I have no idea why because it is when I play it. Gonna need to look into that. And depending on which version you downloaded, the most recent version should have fixed the faun ! problem.

Glad you appreciated the challenge though!
Ok so I've spent abit of time with the demo. I really enjoyed it, the story is actually Interesting and worth caring about, it looks amazing and I love the challenge of the battles.

I had a really hard time with the helicopter boss thing, i think I died about 10 times before beating it. While I like the challenge, I think that boss is a little too hard to soon... Just my opinion.
A quest log would be very helpful as I found myself lost for what I was supposed to do for awhile.
When I swing my sword after killing one of the fauns, it's balloon icon still appears even though there's nothing there.
Is the water supposed to be animated? It wasn't for me....

Just a little feedback but overall it's a really solid enjoyable and challenging game and I can't wait for more of it. Keep up the good work!
Nope, not harsh at all.

I guess the issue is that I know how all the battles can be fought really easily - not meaning that in a 'WELL IT'S MY GAME SO I WON'T CHANGE IT' way, not at all, it just seems like I'll need to change up some of the nuances a little, because almost every battle in the game is totally possible without dying. I think it might be a case of reducing some HP here or there, or changing up the stats a little, I dunno.

Maybe some sort of guide would help?
nhubi
Liberté, égalité, fraternité
11099
Well I'm done with the demo. Whilst it was interesting, given the fact you haven't put the levelling back in, and the only thing I could see that helped in that department was a bracelet that added 40 HP but I could only afford one (even after the quests, I needed to buy healing items), it actually made it stop being fun. Especially since Saffron pretty much died by about round 3 of any fight I was in.

I think I fought the butterfly about 6 times before I lucked on the way to transform it into the Vhral and then Saffron was dead again and I was asleep and getting wiped out because magical damage is all it throws and that doesn't wake you up, and 2 turns later you're dead without ever walking up. I lost count of the number of times I fought that thing, but when I finally did beat it by pure luck I have to say, there wasn't a sense of accomplishment, more a 'oh good now I can go do something else.'

Sorry I don't mean that to sound harsh, but I play games for fun and yes, some challenge, but I have enough frustration in the real world, I don't need it in a form of entertainment. So I wish you luck, it's a beautiful looking and sounding game and the story has real potential and depth, but if it is going to continue in the same vein as the demo I think I'll give it a miss and save my neighbours from having to hear me throw expletives at my computer.

author=nhubi
Hey, started playing, you weren't kidding about the battles being tough. Even with buffs it's still a slog.

Any way just wanted to point out a small error, in your status screen you've spelt parameters as paramaters.


I'd say the bosses are probably the sloggiest ones that I'll need to go over, but I've found that the right combo can take out the regular mobs pretty quickly. I'm gonna be taking a look at the balancing prior to part one's release anyway.

And thanks for pointing that out, corrected it now~
nhubi
Liberté, égalité, fraternité
11099
Hey, started playing, you weren't kidding about the battles being tough. Even with buffs it's still a slog.

Any way just wanted to point out a small error, in your status screen you've spelt parameters as paramaters.

Oh and came across a game crasher - if you try to interact with the bunnies in the clearing with the grave you get the following error
Script 'game interpreter' line 1411 nomethoderror occurred
undefined method 'add units' for #<game_interpreter:0xa18ffb0>


Sorry edited to add, only one of the bunnies, the other one is fine.
There are another few bugs that have come up - nothing game breaking, but I'll be uploading another version tomorrow.
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