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Demo Version 0.4 is now available for download!
To download the game, click here

Violent Whispers is my first Rpg Project, and
from here on I will leave it to my presentation, I hope you will like it!



You will take on the role of a young Asperian Knight named Vincent Feracordis, who will venture on a journey to discover a secret that will change his life forever. At the age of ten, Vincent discovered a 'gift' (or a curse) involving the ability to hear distant whispers, and hallucinate events that are not a part of his own life. Growing up has made him accustomed to this defect in his vital system, and he has learned to live a normal life despite the echoing voices infecting his mind. But something is rising on the horizon, and chaotic and fearsome events are about to take shape, when King Zephyr of Asper suddenly decides to search for a long-forgotten artifact from an ancient era.

Questioning King Zephyr's intentions, and with a deep worry of the king's recent obsession with the artifact, Vincent is being tasked to look for the second piece of the artifact in a sealed forest far across the ocean. For all his life, Vincent has questioned the very reason why he's the only one with the unusual vital defect, but he has yet to find an answer, until now...

Violent Whispers is a game about finding your true self, overcoming difficulties when your whole world is crumbling, and rising from the ashes even when the world is against you. The value of friendship, love and trust, and the ultimate courage of turning your back against everything you ever known for a greater good.


Features in Beta 0.4

  • 2 playable Main characters. (out of 6 total Characters).

  • Standard side-view and turn-based battle system, with skill progression.

  • Choices that will change the outcome of events.

  • A quest log that will follow your progression, so that you always know what to do next. (Main quests, Sidequests and the newly added 'Events').

  • Achievement book that will keep track on specific tasks on your journey (a 100% completion achievement is available in the demo.)

  • Encyclopedia of Aspicio, a book that will keep track on Enemies slain, states, Items gained, etc. (a 100% completion of this book is available in the demo.)

  • Out-of-combat skills that are needed to solve puzzles and reach hidden areas.

  • Items that are neededed for the skill and weapon upgrade systems. A long with a sneak peak of the skill and weapon system itself.

  • Interesting battles that will require players to use skills and items to their fullest.

  • A fully functioning traveling system, that will unlock by interacting with oracles around the world.

  • More to come...



Change log from version 0.3

  • Changed title screen

  • New music

  • Updated Status screens

  • Implemented travel system

  • New Items

  • Item Indication

  • Other maps have been polished

  • Updated quest system

  • Sneak peak on the new weapon and skill systems (a long with sneak peaks on some of the Tier 2 skills)

  • First choise quest available

  • System Options added

  • Save points have been removed and been replaced with the possibility to Save everywhere


Please browse the different pages for more information about the game.

Latest Blog

What do you think about this idea of mine?

Hey all!

So yesterday I came up with an idea that I thought was pretty cool at the time. That's why I would like to post it here and see what you have to say about it.

One of the main characters in my game is very close to the nature and the astro aspect of my world (She's closest to what we would call a scientist). Since she's very geeky in this area I thought it would be cool to add this small idea to her 'dreamy side' that she often engulfs in during the game's progress.
So the idea that struck me was to use 'terra' or the world that we live in as a reference to a planet that she has read about in a book about the legends of Aspicio (The world the character lives in).

Including it as a place that she dreams about going to, and something that she once in a while talks about. Since the world is functioning very differently in my game, I wanted to use our own world as a fantasy world in her eyes.
A world where you need water to make things grow, where your vital system doesn't determine who you are and several other things that will build upon her wish to live in such a 'dream world'.

As I said, this world should resemble our own world (Terra) but It's not that particular world she's talking about. In her eyes It's a magical world, a place that she would dream to visit. A world so different, and fascinating to her that It's something she can't comprehend. But for the player she will talk about a world that's very similar to Earth, and in the players eyes It's the world of Aspicio that's full of magic and is very different from our world.

With this I wanted to have a connection with our reality in the game, and have that character showing her impressions and thoughts about a world that we as humans know exists, but is as alien for her as another planet full of life would be for us.
If I can build upon this concept in a good way, I thought that it could end up pretty nice. I'm not sure if I have played a game with this being included in some way. More than that I think it could be a neat thing to have her 'dream world' relate to our world because the player will feel that, and think about earth. Something they can draw a resemblance to, and relate to.

I also think that it can be a cool resemblance to us human's will to explore and learn more about the cosmos above us, but from another world's perspective.
I'm not sure if this could break the immersion of my game, but I thought the idea sounded pretty sweet when it came to me.

This idea merely came to me since I have always been fascinated about space, and the planets. And since my game is touching a bit on a psychological aspect I thought it would be cool to add something that would touch upon all the questions that we humans ask (At least It's something I think about from time to time, and have thought about several times), things like how did everything came to be?, how come that everything works the way they do? How come that we as humans which are full of meat, bone and cells can function the way we do... etc, etc

I'm aware that I might have been a bit confusing in my post, and maybe havn't adressed the idea in the best way. But since It's still just a early concept, I hope you can understand somewhat what I want to show.


Any thoughts about this?
  • Production
  • 0 of 3 episodes complete
  • Dark_Metamorphosis
  • RPG Maker VX Ace
  • Adventure RPG
  • 05/09/2013 03:46 PM
  • 12/18/2017 05:12 AM
  • N/A
  • 73135
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Posts

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I just tried out the new demo for a bit, but I think I ran into a pretty major bug right from the start. For some reason Wiola (named ???) is in my party in the start of the game. I doubt this is intended since there was no sign nor mention of her in the intro cutscene. Also, her healing spell is incredibly overpowered, costing very little to cast and healing for a huge amount of HP.
I just want to know if it's supposed to be like this, or if not I'll wait until you upload a fixed version.
author=Milennin
I just tried out the new demo for a bit, but I think I ran into a pretty major bug right from the start. For some reason Wiola (named ???) is in my party in the start of the game. I doubt this is intended since there was no sign nor mention of her in the intro cutscene. Also, her healing spell is incredibly overpowered, costing very little to cast and healing for a huge amount of HP.
I just want to know if it's supposed to be like this, or if not I'll wait until you upload a fixed version.


Whoops! That's definetely not how It's supposed to be! Must have forgot to remove her from the initial party, darn it! Will make sure to upload a fixed version right now. Thanks for telling me!
Ok uploaded a fixed version, sorry about that :)
-The new title screen looks pretty nice.
-Hm, the intro in the forest is completely different now.
-You're probably already aware of this, but the character biography reads the exact same text as it does at the top of the character status screen.
-Saving anywhere is a nice improvement.
-More as a general suggestion I'd like to see the Shift key function as a ON/OFF toggle for run, rather than the hold-to-run function it holds now. I don't know if it would be complicated to change. It's not a big deal, but my finger tends to get tired after holding Shift for too long.
-Now thinking about the diving scene (to get the crystal from the river), maybe it would be more fitting to have him only stick his arm in the water. Going diving during night time in an unknown location and with clothes on doesn't seem like a logical thing to do, especially since he doesn't know what he's seeing in the water is actually useful to him in any way.
-I chose no at the part of the branches, like you asked me to. I do think this could be presented a little better. In its current design, Vincent goes from appearing pretty knowledgeable about these branches to becoming so hesitant to not even trying them out, even though there hasn't been a hint at anything else in the forest that might possibly work as another alternative.
You kind have to think about what he's got to lose by trying out the branches. 2 of his soldiers are injured in a dark, unknown place, inhabited by monsters, no one to guard them and waiting for Vincent to return to them. What I get from the dialogue when selecting no in the choice is that crushing the branches has a chance of failing, which isn't really that big of a deal.
I'd think a better way to present the choice would be to make Vincent's knowledge about herbs pretty limited. He could think the branches he found could be used for a healing salve, but on the other hand also look very similar to a very poisonous type of branches, which would result in the death of the soldiers. This way you get a more balanced taking the risk VS playing it safe choice.
-There's a lot less Potions now? I've already activated some teleporters, and have only found 1 Potion so far, which isn't enough to keep me alive with, and forcing me to flee from battles now. I think you forgot to take in account the removal of the full heal that the previous save spots provided (which are now a neat waypoint system, but without the heal).
-Just found a 2nd potion right after I typed that, lol.
-"You are at a - crossroad" lol.xD
-After using the Bomb on the wall the cutscene froze when Vincent's path was blocked by a monster sprite (set Through ON during the character movement in that cutscene to prevent that from happening).
-Hm, whole new part that wasn't there in the previous version.
-The "Damn, where did he go?" doesn't make sense from Vincent's perspective, as the man could be right around that corner for all he knows. From a player's perspective it does make sense, because the player can see the other side of the walls, but it's strange to write dialogue around the player's perspective like that.
-There's a few grammatical errors in the old man's dialogue that shouldn't be there (even when taking in account his accent). Also, he spoke in third person a few time, while other times he spoke in first person (inconsistency).
-In the cave of Uncharted Grounds, there's an arrow above the pot I need to interact with, which breaks the consistency of using that animated glimmer for pointing out important tiles (small thing, I know, but hey, details).=P
-Also, having that pot with the mega obvious flashy arrow above it giving me the key I need to unlock the door 10 steps south of it feels a bit unnecessary.
-The dog lets me access a music playlist?o__O
-Gargoyles inflict Silence, even though that has no effect on Vincent whatsoever.

It's getting kinda late now, I'll continue playing tomorrow. I've mostly focused on things I felt like criticising or suggesting on, but don't worry, I'll go into the positives in my conclusion after I finish the complete demo playthrough (saving the best for the final part =P)
Thanks a lot for your input! This will help me out tons (Like always)

Most of the issues are things that I'm aware off, and will of course be changed for the final release. But there are also some things that I have totally missed, and you are giving me some very nice suggestions. I'll comment on some of them:

-Hm, the intro in the forest is completely different now.
- Yes, there have been a slight change in the overall starting point of the plot, and the intro is remade. I did this to break the 'I'm talking to myself' a bit, and 'let's search the forest without a specific reason to do so'. Vincent is now aware of his unusal condition as well, since it fits a lot better with my overall plot.

-More as a general suggestion I'd like to see the Shift key function as a ON/OFF
- If you go to the SYSTEM tab in the menu screen you can toggle the dash to be ON all the time (without having to hold Shift). I tried to hint about it in the start, but I'm a bit unsure if this will come across to the player. You can also change other system functions in there.

-Now thinking about the diving scene
- That makes a lot of sense to be honest, will make sure to keep that in mind.

-I chose no at the part of the branches, like you asked me to.
- Also a very good point, will make sure to add a logical reason why Vincent is hesitating.

-There's a lot less Potions now?
- Hmm, that's weird. I'm pretty sure that you will get around 15-20 potions before the encounter with the first boss (including achievement rewards). You can also farm some from the Slith creatures since they drop them frequently (If you run out of them). In the full demo, the oracles will be able to heal up your party if you have the correct item though, so hopefully it will get rid of that issue.

-After using the Bomb on the wall the cutscene froze when Vincent's path was blocked by a monster sprite
-Will make sure to fix that right away, thanks a lot!

-Hm, whole new part that wasn't there in the previous version.
- Yep, Hunk and his hideout is a completely new area.

-The "Damn, where did he go?" doesn't make sense from Vincent's perspective, as the man could be right around that corner for all he knows.
- Also a good point!

-The dog lets me access a music playlist?o__O
- That's another fault from my part, It's the wrong graphic! It should be a music box, not a dog haha! I will also take a look at the cutscene with Hunk.

-Gargoyles inflict Silence, even though that has no effect on Vincent whatsoever.
- Hmm, that's weird. It should block his abilities completely (even though they have low chance of inflicting it, since they use it so often). Will have to take a look at that though.

Thanks a lot for playing, and I'm looking forward to hear about the rest! What did you think about the new travel system by the way, is it useful or just a waste of a feature? xD

I'll make sure to post about FADE tommorow (I have played it already, but havn't had the time to write yet) :)

As always, thanks!

Shift Key
Aha, that's good to know. Admittedly I hadn't looked much at the system settings (but I did play some with the window colour sliders).

Potions
The lack of Potions was only a bit of a problem for me in the very first part, during the part where I had to wander around in the forest and doing the teleporter stuff. I did get 2 more potions from drops after I wrote that part in my post, but it was just enough to get by. After getting to the Uncharted Grounds I got those 5 potions from the chest + another 3 from an achievement, so it was fine from then on. It was just the very first part where I was kinda too reliant on monster drops only.
I saw you've added a chest with 5 Potions with the new game version, so that should resolve that.

Silence
Oh, it had probably just disappeared right on the turn I was using an ability. I'm playing some more right now, and it blocks my abilities while being Silenced (I've checked the icon at the face this time). So ignore my point from yesterday on that.

Teleporting
I've had a look at the fast travel system, and while it looks pretty presentation-wise, I can't think of much of a reason to use it (after having finished the demo). I'd keep it in if you implement a lot of backtracking in your story, or somehow motivate the player to visit old areas again. Otherwise it feels like an unnecessary feature that doesn't need to be there.

Time to continue playing then:
-At the password section, if it's possible at all, maybe allow Coffin and COFFIN as correct inputs as well.
-After selecting to put the skull on the gravestone, getting another yes/no choice feels unnecessary.
-You're probably already aware of this, but Zetya is talking to the old version of Vincent when he suffered from amnesia (not relevant in the new demo).
-In the cutscene after Zetya, I'd probably go with making the torches, flames and orbs appear per row (left + right), instead of per piece. It would give a similar effect, but speed up the scene a little.
-When I use the Knowledge Statue item from reaching 20/20 on Fury of Thunder skill it does nothing except making an item sound.
-Forgot to mention this yesterday, but I'd like to see a few examinable objects in Hunk's house. Maybe the book could tell the player something more about the character?

-I don't feel the scene of Vincent's return to Hunk's home is done very well. Let me explain why. One of the soldiers (forgot his name) just left without anything. Why? Where to? He's wounded, in an unknown place, away from everyone he knows. What is he going to do? Hasn't Hunk told him that Vincent said he would come back to them? Why didn't he leave anything for Vincent that could possibly hint at where he planned to go or planned to do after leaving.

Then there's the death of Luke. I feel this scene was way too much so early into the game for a character that's barely seen any screentime, and I'm not sure what you tried to do with it. Vincent showing so much care for a character that has only had a few lines of text and served the role as generic soldier following his commander. As player it's hard to care for this character at all, and so the scene is just taking up time without doing anything.
It's fine to have Luke die in that part of the game, but I'd cut down on the length of that scene by a lot, (remove the burial scene) and see if you can fit the dialogue in less text boxes.

-Minor nitpick: a better chopping sound effect would be nice when cutting down the logs blocking the path in the forest.
-Minor map error: am able to walk 1 tile onto the water by walking over the bottom part of a lamp.
-After using the Hand of Chaos to reveal the ladder to the secret area you use the more modern lamp tiles on that map (they don't fit in with the rest of the area).
-In that same secret area it also lets me walk over the bush tiles.
-The cutscene of meeting Wiola outside repeats if I walk over the event tiles again (only repeated itself once, it doesn't seem to do it again now).
-The dialogue in the textbox where Hank calls Vincent Mr. Abomination feels kinda off. Kinda extreme to call him those things. But considering he calls his own soldier idiots, it might just fit him, lol.
-Minor suggestion: instead of making the soldiers run through the hero sprites after the battle, maybe have them push Vincent away to create an escape path.
-Yup, the scene with Wiola after the battle is still awesome.
-Maybe make the rain stop during the night of the house burning down.
-Flashing arrows above the shining spots on the world map are unnecessary.
-It would be nice to be fully healed after Wiola's house burned down (after all the characters did get some rest).
-Silent Lullaby doesn't seem like a skill that would fit Vincent as a character. I'd really change the name of this skill.
-The Oracle in the Town of Duke is on a seperate map... why?
-The map before entering Town of Duke feels unnecessary.
-I didn't expect the demo to end in the same place.
-ArenaNet should be credited for the skill icons, rather than the guy who ripped them.

Alright, so conclusions - brace yourself, this is going to be a long read.
I don't know if I like the change to the story. I know the reason why you changed Vincent from someone suffering from amnesia to its current version, but I preferred the original. I think it also has to do with the "defect" he suffers from not being explained very well in the new version, and there's still parts of dialogue left from the original that don't really fit well with the new Vincent, and that makes the current story seem confusing and inconsistent at times.
I think for the huge change you decided to go with, it would most likely be better to completely re-write most (if not all) of the dialogue you've got instead of only editing out the most obvious parts that belonged to the original.
The current Vincent appears as too soft of a guy to be a knight/commander/general tasked with such an important mission. I can understand kindness, but in a world where the strong rule over the weak (which is what the medieval times were like), a character like Vincent just wouldn't stand much of a chance. He's so concerned about his soldiers' health and well-being to the point where I couldn't see him leading them into any battle out of fear of getting them hurt. The problem for me isn't the writing of the character (I do like Vincent's personality), but that it doesn't come off as believable in his current position.
Going back to the defect he suffers from. I'll admit I did skim some of the dialogue that I had read in the first demo, and I was a bit distracted when I played the first half yesterday, so it is possible I may have missed some things. Having that said, I get the feeling this defect of him isn't pushed enough to the foreground to get the player really aware of it. I think the concept does have potential, and that you could do much more with it than you currently have.

There's one other thing I noticed about the characters - although it's hard to say having only seen a small part of the game, and a few number of characters up to this point. But your character seem to tend to be either very kind and caring, or to be stuck-ups and total jackasses (lol). I'd like to see some characters that lean more towards a neutral position. You said that you have several more areas finished in your unreleased build, so I'm assuming you've got this covered already, but it's just something I wanted to point out.

Other than the change to story, I noticed you've also put some more detail in the shiny things, like achievements, a more detailed combat system and stuff. I'd just like to give my opinion on some of this (and I have to add that this is very strongly merely my opinion, so take it how you will), but 1 thing that bothers me about games in general is when there's achievements for simply playing through the game. Like the achievement you have for defeating Zetya. It's something any and every player will do just by playing the main story, so I don't really understand why it's counted as an achievement. I believe achievements are best used as a side activity, for people who like to work down checklists which in turn motivates them to explore more of your game (hunting down optional bosses, finding secret areas etc.)

Onto the good things. I think the game is fun to play. The maps are pretty nice to look at, and in general not too large. There's plenty of loots to be found. The music in every area and cutscene is good and fitting (but I do slightly prefer the battle theme you used in the first demo). The scene with Wiola in the house still makes me laugh. That's really the best part. Not only because it's funny, but because it shows a lot of both character's personalities and how they interact with each other in a setting that allows them to be themselves (free from worries and responsibilities during that scene, not having other people around etc.)

I know I've been very critical, and probably sound more like it than I really mean to, but they're all things I felt I had to write about and give you something to think about (I think it's important to think about design decisions you make, even if you keep it at just that). But in the end they're all just my opinions, not facts, so use them however you will.

As a final thought I'll just say that while the new demo does feel more polished graphics- and mechanics-wise, but the story and Vincent as character clearly suffers from the huge change you decided to go with after the original demo. I'm looking forward to seeing more, but I kind of fear the change to the story and the main character are going to hinder and slow down development too much.
Thanks for the long and informative post!

It saddens me a bit that you preffered the original line-up a bit more, since I believe that I have done a better job with the new demo. Not just the change of Vincent's condition but also to present the rest of the lore and the plot that I have planned so far. I'll add some comments on your inputs.

I've had a look at the fast travel system, and while it looks pretty presentation-wise, I can't think of much of a reason to use it (after having finished the demo).

They are pretty much useless in the demo (It's just to showcase the feature really) since you can only travel between two places. There will be backtracking for several reasons, new quests opening up, open up areas that you couldn't reach before etc.

-You're probably already aware of this, but Zetya is talking to the old version of Vincent when he suffered from amnesia (not relevant in the new demo).

This baffled me a bit, since I have changed the dialogue there to fit the current setting. Instead of punching Vincent with harsh words about not having any memories, or a past he instead talks about Vincent's unusual condition. 'Have it ever occured to you why you are the only one with that defect in your vital system?' '..and so you will seek answers to your unusual condition, I'm afraid that your search will bring you nothing but misery and sadness'. He tries to bring Vincent down with words that tells him that he's useless, and that his soul doesn't have any meaning. (The reason for this will be explained later on in Town Of Duke). So I do have changed the setting there.

Then there's the death of Luke.

This is something that I have thought about a lot myself (One of the reason why I wanted you to select no at the choise). I have thought about maybe adding a short flashback of Vincent's and Luke's relationship while Vincent talks about how Luke was the only person he could rely on, and that he was always there for him (To make it have a greater impact). I do think that it might be a bit too early though, so I will see about that.

-I didn't expect the demo to end in the same place.

I'm sorry about that, but since I'm supposed to release the game in chapters I thought it would be weird to add more content to the demo, and then release less content for Chapter 1 because of it. My plan is to make a complete demo, that will allow people to use their old save files to continue with chapter 1, while still working on the content beyond the demo.

The reason why the 'defect' is not explained that well at first, is because Vincent is having a hard time trusting people (especially when it comes to reveal his secret). His entire life and 'destiny' is suffering from this defect, and it has a huge impact on what people thinks of him (for several reasons).

I'm not sure, but maybe it could be a bit confusing to you because you have played the game before the change of the plot? I'll see if I can skim through all the cut scenes etc to add more believable scenarios though.

Well the thing about the world is that It's not really in medieval times (The ancient world Serena existed before the First Crisis and it inhabitated the first civilization to walk the surface of the world. Also the thing about the world being a place where the strong rule over the weak, is not really true either. I'm not saying that you are incorrect with this statement (cause it appears like that when playing the demo). But the truth is, that it hasn't been any differences among the people that would resolve into violence in the past. That's why Vincent is concerned about his king's recent actions, and when Wiola asks 'I have never seen Asperian soldiers attacking people like that before, is that something that your king would do to get more information about the artifact?' he replies 'No that's something my king would never do'.

There are things that will be explained over time, and even the fact that Vincent's not really set out to be a soldier (something that I intended to show early on), has a lot to do with his past and his condition. Something that will be explained pretty early on as well.

There will of course be different and neutral personalities later on. And of course, Vincent is not just kind and caring. For one he has a deep hate for Serena and Seranivictus. You forgot to mention 'Oddbolls' as well (refering to Hunk lol).

I will keep all your suggestions in mind, and I'm really glad to get criticism!

I'm happy that you like the first scene with Wiola and Vincent (It's my favourite scene so far as well), I hope that I will be able to add more of those as the games progresses.

I'm very happy for your input, and I'll think about ways to implement better solutions for the new plot change, even early on in the game.

Thanks!
´Zetya
Yeah, this was one of the things I skimmed over a bit, because to me it seemed very similar to the original. I kinda took the words of his unusual condition as the previous memory loss, and like you said the problem probably lies in the fact that I've played the original demo, but also that the defect isn't really presented to the player all that much up to that point. I remember there being a few lines about it right before the start of the 1st chapter, but that doesn't explain much.

I think the reason why I liked the original version better was because it was immediately clear what was happening. Vincent appeared in a mysterious forest without any memories whatsoever, and for however cliché it was, it was a solid and very easy-to-get-into introduction in my opinion. The new version with his unusual condition it is hinted at as being something important right from the start, but not explained or shown clear enough to make enough sense.

Demo end
Alright, I see what you mean. I didn't mean it as a disappointment, I just thought I'd be able to explore the town this time. But holding it back for release is a good thing - plan on doing the same at some point with my game as well.

author=Dark_Metamorphosis
The reason why the 'defect' is not explained that well at first, is because Vincent is having a hard time trusting people (especially when it comes to reveal his secret). His entire life and 'destiny' is suffering from this defect, and it has a huge impact on what people thinks of him (for several reasons).

It makes sense when reading it here, but I felt it wasn't shown enough ingame to make it appear as important as the game is hinting at it to be. Like it is mentioned without detail in a few lines right before the start of the chapter, but I think it would be much more effective if the player got to experience the 'defect' condition in action, during gameplay, not just from reading a line of dialogue. Because then the player gets to see what it does. When seeing what it does to him it'll be much easier for the player to understand the nature of the 'defect', which in turn will make it easier to relate to Vincent, because you know what is happening to him (which was one of the strong points of his version with amnesia).

About Hunk, I thought he was pretty kind and caring, but in his own unique way.
@Milennin

Zetya
Well, the defect is presented (while not really that clear). The defect is still presented as Vincent having strange visions (like the one when he meets the angelic individual), and hearing voices inside his head (like the one warning him at the start of the game). I'll make sure to take this into consideration though, and maybe add another vision that will explain the defect a bit more. I have also decided to make it more clear about some backstory to Vincent (Like It's the first time that he's leaving the region of Asper, and making sure that the guards are confused as to why Zephyr assign Vincent to this mission etc).

Demo end

Ye, the goal I have at the moment is to add a completely polished demo that players can start off with, while still working on the content beyond the demo. Then make sure that they can use the old save file for the rest of the content.

About Hunk, I thought he was pretty kind and caring, but in his own unique way.

Hehe, true that.
shayoko
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515
had played this today and gave my thoughts which isnt much on another thread for this.
its really short but what is there is really good.
it seems the project as of this moment is not abandoned and we will get a update at some point in the hopefully near future!
so look forward to that! : D
Is this still alive? It looks pretty good.
Very good demo. 1 large dungeon, game ends in front of the first town. Main character's issues wasnt really explained that well, just vaguely referenced, like we dont really experience what his issue is. Battles are pretty nice, and there's lots of potions around since there's no inns or anything. Though if you run from an enemy that has trapped u, you cannot escape them. I also wasted a MP UP on the main character who only uses TP, maybe you shouldn't give me that when there's only the one party member. First boss was tough, but lucky for me you gave me one of teh most powerful skills in the game at the start, a stun attack with 100% success rate. So you can just stun lock any enemy and bosses and have an easy time. There's also alot of features which the demo wasn't able to get to, mostly due to the first town not being available yet. Also, there's a problem where I equipped the second party member during the second boss battle, but afterwards the stuff I equipped on her all disappeared and she only had her default equipment. If your script is gonna screw me here then dont have the option to equip in battle, lol. Anyway, its a pretty good demo, but is clearly not polished.
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