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Introduction

This is a reboot of Eremidia: Dungeon!, which has been redirected after years of development.

The storyline has drastically changed and the gameplay has been improved, yet I keep some aspects true to its former counterparts.

After months of reworks, the game has reached its first milestone and the alpha version has been available to be tested.

Synopsis

The story revolves around the Scout who's been hired by the Queen of the soon-to-be-ended Kingdom. The mission is quite simple: search and rescue the missing King when he's embarking the expedition towards a mysterious island in the sky. The Scout then embarks the journey into the island with an Airship full of skillful crews and a Farsight Amulet in hand.
Long story short, the Scout finds himself/herself stranded in an euclidean chambers
in the middle of void which connects the inner part of the island and the outer world, called Void Rift. The Scout is not alone; he/she's in there along with the crewmates of former and latter Airships, yet the King was alleged lost in the Rift.

Along with the Guardian Duo--Richter and Theo, who were also part of the Airship crewmates--the Scout has to find the King and save him at all costs. Little they know the Rift has surprises for those brave and foolish enough to explore the seemingly endless masses of land in the middle of void, and even lesser they realize that the island hides such a threat to the Kingdom; it is called Herald of the World's End for reasons...

So, why with the Kingdom?

In this project, Eremidia Kingdom is simply called "Kingdom" intentionally; while it's still having connections with its former project, An Empty Tome is an independent story which is currently handled by me (richter_h). The whole story is all based on my insight and proposed concepts without direct intervention from the dispersed RPGMakerID community. Most of the contents are left intact; some are altered from their original concepts.

Eremidia itself has been neglected for more than a year, and I have no intention to continue it after this project. That's why the story hints the Kingdom will be ended when the story is concluded.

Features

  • The story is now streamlined into rather linear, simplified story.
    Control one of the Scouts with distinctive abilities. Yep, unlike the previous build, now the Scouts are taking part in battle.
    Navigate through the Void Rift and find the connected places harbored around the emptiness, including the not-so-great Great Library
    Randomized loot across the maps. Sometimes you might find common items, sometimes you might find artifacts inside a chest.
    Event-based encounter. No random encounters, and for those who knows how to run, most of battles can be avoided by simply run away from the mishaps!
    Grid Battle System; Fight various enemies along your way in the Rift in chess-like battlefield. In this case, everyone is a queen. Party placements can be set in Formation menu.
    Per-action EXP gain; no need to finish the battle to get them EXPs. Characters who deliver the killing blow gains more EXPs!
    Various 'recruitable' characters with unique abilities, including those who were NPCs like the chatty town guard Richter, Iris the sly Astral Witch, and even the cunning Theodoric armed with ropes and dagger. They'll be recorded into Companions Book once their recruitment conditions are met.
    Separated level up system. Characters won't level up after battles; they have to be manually level up via designated Level Up menu. Their skills are also can be upgraded. The upgrades cost EXP points.
    Scout's choices will affect many things. Your deeds also will be measured with hidden Karma parameter which determines many things--from rewards given by quest givers, access to hidden places, to recruitment conditions for the recruitable characters along the story. Side stories and even main story will be affected by the Scout's choices
    Scout's battle performance also will affect things like rewards, access to hidden areas, up to some perks that accessible only by reaching some degree of skills.
    Collect artifacts across the connected planes in the Rift, which will be recorded in Tome of Artifacts. Those artifacts are beneficial in nature, but some artifacts have their drawbacks to the characters.
    Record every enemies encountered across the Rift into Eremidiae Bestiarium. Recorded enemies will tell the Scout everything about fought enemies.
    Gacha, the notorious feature of many Japanese mobile games is also present in An Empty Tome. Some artifacts may be appeared by gambling with the RNG.
    Planned: A growing headquarter. Sanctuary will be filled with many characters as the story goes on.
    Planned: Multilanguage support

Latest Blog

Chessmaster's Challenge v1.6.2



Yet another new patch for Chessmaster's Challenge v1.6 is available to download. What's new? Well, there are some to mention, for example:

- Transit Point chest now deposits 50/100/150 golds, depending on which path player is currently on;
- Healing effects now can get through protection and/or magic immune spells;
- Enemies may drop gems more often;
- Several tweaks on enemies as well as playable characters; and
- Some new enemies awaiting in Easy and Medium paths, namely Watchers, Birdmen and Sketelons.

Check the CHANGELOG for more info.

If you already have previous version of Chessmaster's Challenge (namely, v1.6 prior to this update), you can just grab the patch and place it in the existing game folder in your harddrive. Also, since the first build of v1.6, your old savefiles can work with the latest build.

Download the patch here:
https://rpgmaker.net/games/5252/downloads/10903/
  • Production
  • richter_h
  • RPG Maker VX
  • Adventure RPG
  • 06/20/2013 04:14 AM
  • 09/22/2019 12:29 PM
  • N/A
  • 197091
  • 82
  • 302

Posts

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What difficulty level you'd choose? I suggest the Beginner level for a first-timer to immerse with the system without being hassled by the enemies and such.

If you decide to start over, when the Librarian asks you to choose books, choose the third option. That will open an option to arrange party of your own, and choose 4 of 8 characters at the beginning. If you can remember some of them (or press SHIFT when choosing books to peek out the character that can be summoned from designated book), I would recommend Marvel, Ryuna, Ningrum and Nella.

In Dungeon, when you spot a FOE wisp (that wandering fireball which engages a battle when in contact), run at the opposite direction if you feel you aren't ready. There are many ways to reach the next level, tho, so don't force yourself to engage one if you think you can't beat it. :P
shayoko
We do not condone harassing other members by PM.
515
forgot there was difficulty's :3 but probably normal?

either way hoping someone uploads a full playthru showing there skills : D
no one has yet
//
i think im gonna pass on this,its a good game but not my cup of tea
ill share it on google
hopefully even 1 more person takes interest in it :3

still look forward to a play thru tho
Okay, then. Please wait for the next version.
Maybe it takes a while to be released, but if you love this game, you'll love the next version more :D

Cheers~
Okay, I finished up act 1. You've got a good thing going here. The battle system is really fun, and it reminds me of games like Mana Khemia, Radiant Historia, and Ar Tonelico 2 what with the turns, the timing, and the grid. Things could stand to be a little more challenging I think.

Though that might just be me, as I never slipped on any of the timed hit prompts at all. Still it felt like most enemies weren't hitting hard enough. You get enough resources back during and after battle to warrant a slight boost in enemy challenge, in my opinion.

Party Overview


This was my party at the end of the dungeon. I really like Marvel actually. He doesn't have any fancy sword skills, but stack on Focus, Charge, and Metabolic Boost, and he did truckloads of damage with just his normal attack. It was great. Though the other swordsman types probably can do more than him. I dunno, I thought his skillset was charming.

Ryuna, I just really like as a character, but her skillset was also actually useful. Breath of Fire(I see what you did there), and Nella's Magic Missle were enough to take out most groups of enemies before they even got to move. Plus Shift Stance, Metabolic Boost, and then Normal Melee Attack/Dance of The Dragon was a pretty fearsome combo.

Nina I kept around mostly as the token mage. I liked her skillset more than Iuna's anyway. Telekinesis did tons of damage at higher skill levels PLUS splash damage. It was hilarious. The shock over time passive effect she has for her lightning spells is also wildly useful. Helped me out during the last battle.

And finally Nella. I thought she was going to be a typical squishy healer at first, but I was surprised how useful her normal attack is. And Magic Missile is a really good offensive spell. She can basically go in any party formation and she won't be out of place, or without something to do. She's a really well designed healer, I think.


And that's all. I really like the hero collection aspect of the game and the various skillsets they have. The fact that equipment is so interchangeable and they all have such neat effects to help you round out your character builds just makes it even better. Everything compliments each other really well, and by the end, I was only disappointed that there wasn't more content to play.

I'll be eagerly awaiting Acts II and III.
author=Skie Fortress
Okay, I finished up act 1. You've got a good thing going here. The battle system is really fun, and it reminds me of games like Mana Khemia, Radiant Historia, and Ar Tonelico 2 what with the turns, the timing, and the grid. Things could stand to be a little more challenging I think.

Though that might just be me, as I never slipped on any of the timed hit prompts at all. Still it felt like most enemies weren't hitting hard enough. You get enough resources back during and after battle to warrant a slight boost in enemy challenge, in my opinion.

Party Overview


This was my party at the end of the dungeon. I really like Marvel actually. He doesn't have any fancy sword skills, but stack on Focus, Charge, and Metabolic Boost, and he did truckloads of damage with just his normal attack. It was great. Though the other swordsman types probably can do more than him. I dunno, I thought his skillset was charming.

Ryuna, I just really like as a character, but her skillset was also actually useful. Breath of Fire(I see what you did there), and Nella's Magic Missle were enough to take out most groups of enemies before they even got to move. Plus Shift Stance, Metabolic Boost, and then Normal Melee Attack/Dance of The Dragon was a pretty fearsome combo.

Nina I kept around mostly as the token mage. I liked her skillset more than Iuna's anyway. Telekinesis did tons of damage at higher skill levels PLUS splash damage. It was hilarious. The shock over time passive effect she has for her lightning spells is also wildly useful. Helped me out during the last battle.

And finally Nella. I thought she was going to be a typical squishy healer at first, but I was surprised how useful her normal attack is. And Magic Missile is a really good offensive spell. She can basically go in any party formation and she won't be out of place, or without something to do. She's a really well designed healer, I think.


And that's all. I really like the hero collection aspect of the game and the various skillsets they have. The fact that equipment is so interchangeable and they all have such neat effects to help you round out your character builds just makes it even better. Everything compliments each other really well, and by the end, I was only disappointed that there wasn't more content to play.

I'll be eagerly awaiting Acts II and III.

Well, I took references from those games for the battle system, as pointed by my friend back in the days I developed the core system. As for this Act, the enemies aren't that hard because this Act is an introduction; the in-depth strategy could be put in later Act, with more enemies and challenges as well.

I set the Timed-Hit to be slower than the previous version, yet it's still below 0.5s. thanks to the testers who suggested the duration of timing window. It's far easier and even the new player who don't play the v1.1 and below could trigger it easily.

Well, I got another player who prefers Marvel here. Not much player prefers him but I see you could make use of him in the best fashion available.
Ryuna is versatile character, and I see you made her into true versatile type of fighter and spellcaster. Also, there is a funfact behind that BoF spell name, too, as once described by her author. :P And also about Nina, you should put attention to her other perk that boosts her regeneration and spell damage. The more she casts spells, the more damage the spells will be dealt.
The revampment of Nella seems better if I take a look at players' opinion. She is all-round supportive with good attack damage, which is nice in most conditions.

As I've gained support from the RPGMakerID members, I'll build the Act 2 and Act 3 next week. It's good to have a working, living community and make the development cycle rolls over time.

Thanks for your feedback.
Cheers~
I wanna show off my endgame party too d:

I'm a solid pro-harem party maker. I refuse to let a man into my party. Cept maybe for dual daggered assasins with white hair...
okokok.. sooooo.....

Moveset aside, Luna's a fun character with her narcissism. Now then looking at her moveset, she's ridiculous. In the same turn, she can debuff defense to a 2x2 area, and then throw out ice. Positioned in one of the two middle front spots in a formation allows her skills to have coverage of the whole field(meaning she can hit anyone on the other side). Not only that, but let's take a look at her skillset.
Frostbite: 1x1 magic damage, 2 turn stun
Frostblast: 3x3 magic damage, chance to stun(I've never seen it not stun)
Unicorn horn: 3x1 magic damage, 1 turn stun
Howling of the moon: 1x1 magic damage, 1 turn stun.
notice any trends? stuns stuns stuns <3 duration of one stun is finished? time for the next one.

Now for Ningrum ^_^ She, and Ryuna played a very important part in my party. All my money, all my efforts, sacrificing any expensive equipment on any other characters, I paid all I could to make sure she had as much damage from equipment as possible. She has a double attack every couple turns, and when each arrow does roughly 100-150 damage each, 2 arrows per basic attack is something to be satisfied with.

Ryuna as well deserved the special treatment as a dps. Now this wasn't because like Ningrum, who had double attacks every couple turns. This was because she had double attacks EVERY turn. Although Ningrum's passives let her do more damage per shot, Ryuna had no shortage of damage coming from her uppercuts. Putting all her points into Dance of the Dragon(I liked what you did with her chest drop and hip drill buster :3) and shift stance, Ryuna becomes one hell of a damage dealer, not only within her basic attack range but also her massive aoe damage is something to watch. Not to mention her weak but aoe heal.

We've finally made it to our last character, Nina. She wasn't as much of a help as the other 3 in my harem against the act I boss, but she did do her share of damage. Regardless, she was absolutely wonderful at bringing me to the boss. As long as she didn't have to move or turn on vamp, she could doublecast telekinesis as well as her chainlightning. Both of which are relatively strong. There's not much better for clearing wisps than a combo of aoe skills all in one turn.

In conclusion, i brought luna to make it so no one will ever get attacked, ryuna because she's awesome and she's a good damage dealer, Ningrum because she's a strong damage dealer as well, and lastly Nina because she's probably the strongest for aoe damage if not Thuriri(I was doing 120s to groups of mobs at lvl 3. I was bad at the timed hits for her potions so i decided to never touch her again. Maybe she's stronger) All of them have wide aoe coverage as well as ranged attack reach so those are bonuses ^_^ and that concludes the report on my harem.
You sure had a good strategy when playing the game, phatkookiez.
You're not alone, though. Some players are tend to take girls instead of guys (and in fact some of them deal more damage than the guys)

Well, you played Iuna (note the I instead of L, her name is spelled as ee-yoo-na), Ryuna and Ningrum and Nina as I played them despite of the fact that they're really squishy even in high levels... but not for Ryuna. She's bulky and strong even she's designed as a caster.

As you've mentioned Thuriri, she's one of special characters who shall be treated differently as her normal attack is entirely timed. If you can't make her to pull the full combo, use her Chance or Healing Wave. She's one of the best supportive characters.
Note that Chance buff will prevent ally from dying. You might be surprised when a Chance-d ally is still alive even his/her HP is already 0.

And who's white-head, dual-daggered assassin anyway? As far as I remember, the only character who wields dual daggers in this version is Andy, and he has brunette hair, not white.

--
Glad to hear your opinion about them and have a good time playing E:D!

Cheers~
OldPat
OrudoPatto, kisama!
5017
This game looks really good, especially for an Alpha version.
Good job!^^
author=OldPat
This game looks really good, especially for an Alpha version.
Good job!^^


Cheers~ :D
Yeah, it's good to be back with some stuff to be shown
OldPat
OrudoPatto, kisama!
5017
I've played the latest demo a bit! I gotta say, the whole thing has a very good presentation. I liked the intro scene and I liked the fact that everything was extremely polished.

There's clearly a lot of love, a lot of soul put into Eremidia.
The artwork, faces, are all custom and very well drawn. There's lots of lore to discover. The combat system is deep and the characters I saw, for now, had their own characteristics and behaviours.

I liked what I saw. There are a few cons, though. The game is a bit confusing, especially in the beginning. The combat system is confusing, and you start with lots of skills and plenty of options you need to study. The lore is confusing, and the characters and reason behind what you do are too. Mostly because a lot of stuff get thrown at you right at the beginning. It breaks the immersion a bit.

I mean... it was difficult for me to establish a connection with the world, the characters, and the mechanics because a lot of stuff is thrown at the player at the very beginning and you have to understand all of it.

That aside though, after you get past that (and most people that are into jRPGs/RPGs will probably don't mind those cons), there's no deny that the game is really, really well made, fun and deep.

I look forward to the rest of the demo, as soon as I can get back to it. And of course, I look forward to the full game.

For now I would say that it is highly recommended. I think it's a demo that deserves to be played.

I hope it will gain much more recognition some day.

You keep on doing a good work, Hana!
This looks EXTREMELY promising.
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