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"IF LOVE CAN CREATE THE MOST BEAUTIFUL THINGS,
THEN THE SAME COULD BE SAID FOR IT'S OPPOSITE.
PERHAPS EVEN, IT COULD MAKE SOMETHING MORE SO."
-THE GREAT MIDLAND HISTORIAN CLAIDEN

A action/adventure game revolving around Mina, and her friends, as she tries to escape her mysterious captivity.

It features a semi-turn based action system where basically you get to knock into things to break or defeat them.

Features-

A Story! (Something near it at least)
Magic!
Potions!
Monsters!
Traps!
Douche-Boyfriends!
Weird Extradimensional Beings!
Glitches!

For any problems, bugs, or comments- send me a message!

I hope you enjoy it!

Latest Blog

Progress on Version 1.3

So, as of the typing of this, I have completely redesigned/redrew the game's maps- one that is more puzzle biased as opposed to using the battle system. I've also downsized the amount of boss encounters in favor of more unique types of enemies- as personally it wasn't as polished as I'd like it. This also should solve some of the main game play kinks you guys might not be such fans of. As much as I love difficulty levels being really high, I tried to steer more towards easy peasy land this time. So balance, maybe achieved!?

This means that once eventing and prelim bug testing is done, I shall roll it out.

Also, some minor story changes/endings will be included as well as battle fixes I've been talking about. Now, you have more tools at your disposal to do things with in the game, like single spell shots not dependent on your inventory which are recharged.

Just letting you guys know so that you know it's totally happening, regardless of some of the other projects I plan to release soon popping up!
  • Completed
  • CARRIONBLUE
  • RPG Tsukuru 2003
  • Adventure
  • 07/01/2013 08:49 PM
  • 10/09/2020 05:30 AM
  • 07/03/2013
  • 155033
  • 85
  • 8143

Posts

You didn't tell me if there is any benefit from putting items into the box. Or is that a secret?

I'll check out the new version when I have time.
Edit: Actually the version you uploaded now is some kind of debug version not the real game, so I'll wait until you put the real version back.
kentona
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
21237
So has this game made all the waves on the internets yet? RPS, etc...
author=kentona
So has this game made all the waves on the internets yet? RPS, etc...

i dunno, i think there was a article about it on indiegames
but they call me carrionblue instead of moga so i really need to change my username
somehow i think

@ryareisender
SORRY! ; ; There is a proper updated version being uploaded now and has been set to not so debuggy mode, plus some of the fixes.
Also, the chest just allows you to keep a reserve item pack in the chest until you pick it up again overriding all your current items. It's possible to delete items, so you should make a save before you use it- and read the messages it gives you before use! :)

So I guess I will later find such a chest again and can take items out? Okay then I should try to clear that board with my items stored so I have more for later, that will be really hard. :-)

Thanks for fixing the download, finally can try it.

Regarding spreading the game, I think as you are still active and fixing bugs I personally will wait until it seems fairly balanced before telling others about it.
Heyho, I'm back. I played again to the same spot I was at. This time I wrote everything down I noticed

Here are some suggestions:
1. How about setting Mina's HP to the max number of hearts, then you can see it on the save screen.
2. There are warnings that there are spikes stuck in the killing position, but there are actually no such spikes.
3. If you have 11 or more lives it shows 99 lives instead. If you lose a life you're back at 10.
4. On the first tribute when you back it, the skull of the demon remains. On the second tribute it doesn't.
5. The first boss doesn't move after it walked one step. I think it's intended to move further, but I'm not sure on that one.
6. The walls are still missing, it's right where you moved that really hard monster out of the way. There you climb the tower and you can walk left/right on the tower tiles (the suns will also fly there). If you're going to fix that you will probably want to remove one or two suns, though, since if they don't fly away through the missing walls it will get pretty crowded there.
7. On the second level, there are two paths to the south that lead to the same place, but you can't get back, to the very south-eastern place, is that intended? Also there are two doors but only one key, however if you open one of the two doors the other door will be gone too.
8. Did you really make combat easier? Because that enemy that caused me trouble is still as hard - I mean the one right after the maid shop. If you go north you will be in a larger room and top-right there is a strong enemy in the way that doesn't move. You can usually defeat that but it will hit you 3 times that means if can take 0-9 hearts. Often I have to restart because it took too much damage because of bad luck.
9. Generally the further I play the more immobile monsters are there, I feel it would be more fun if some of them had certain movement patterns so there is some strategy to get past them (just like the small bulls).

Hope it helps!
Finished the game now, didn't really get the ending, but I won't post about that here to not spoiler anyone.

Some more things I found:
10. At the last section of the tower when climbing it the overlay is strange, the tile is above Mina although it should probably be below.
11. Fire is still pretty useless or I'm using it wrong.
12. Before the boss on the next board there are two chests, one is empty already right away and the other one doesn't show the message that you got a potion.
13. At the inn if you talk with Doro a second time the whole dialogue will be shown again.
14. Generally the stages after the tower seem to be a lot shorter. The tower level is probably 50% of the game.
15. Especially the last few levels seem pretty easy compared to everything before. I didn't even need to use any potions anymore except for boss battles and I never had to retry. You really have a high variety of monsters, but you only make use of those bulls and the others just stand around and do nothing anyway.
16. At the school there is an "end" sign with a door but you can't actually walk through it, is that intended?
17. The school floors - if you enter the leftmost door you will actually end up in the right room - might be intended though. I'm fine if things don't make physically sense in this game.
18. The overlay on the school stairs is also wrong, one of the column tiles is above Mina rather than below.

That's all.
I REALLY love the graphic style of this project. Instant subscribe and downloading.

Thanks you two and especially to RyaReisender for the thorough documentation of possible bugs and bugs!! :)

I'll check out both of your lists when I get some time this weekend, and make some changes. I'll probably go ahead and make the spells insta-kill since you can't tell the exact damage dealt on the fly anyways- plus enemies respawn most of the time anyways.
All I get when I try to run this is a black screen that I can't alt-tab or ctrl-alt-delete my way out of. Super-annoying, but I guess it's a rpgmaker problem. If possible, maybe have the game default to running in a window instead of fullscreen?

Anyways, the game itself looks intriguing. Hope to be able to play it :)
cleared it

i thought this game was very charming and enjoyable on an artistic level. on a gameplay level however, it was quite frustrating and i found many of your choices in design to be questionable. with how battles and stage hazards are right now, progression is almost entirely random which is a huge problem. there are also a lot of bugs atm, along with tiling issues, both of which are some of the easiest ways to disrupt gameplay and break immersion. i have to wonder if you've tried playing through this game yourself because some of the things that you are subjecting your players to is downright silly

that said there must have been something about this game that kept me playing from beginning to end (despite having sent it to my recycling bin on two separate occasions...)

all in all i think your games are cool (i beat ISoG too). they have a distinct visual style which is probably your greatest strength. if you just polish up on your gameplay a bit more you'd have the potential to achieve something much greater

just my two cents! i hope nothing came off too harsh here

-tatsu
author=ErekT
All I get when I try to run this is a black screen that I can't alt-tab or ctrl-alt-delete my way out of. Super-annoying, but I guess it's a rpgmaker problem. If possible, maybe have the game default to running in a window instead of fullscreen?

Anyways, the game itself looks intriguing. Hope to be able to play it :)


I'll see what I can do, if there is something I can cook up that should at least try that. Sorry it doesn't work at the moment! :)



author=tatsunical
cleared it

i thought this game was very charming and enjoyable on an artistic level. on a gameplay level however, it was quite frustrating and i found many of your choices in design to be questionable. with how battles and stage hazards are right now, progression is almost entirely random which is a huge problem. there are also a lot of bugs atm, along with tiling issues, both of which are some of the easiest ways to disrupt gameplay and break immersion. i have to wonder if you've tried playing through this game yourself because some of the things that you are subjecting your players to is downright silly

that said there must have been something about this game that kept me playing from beginning to end (despite having sent it to my recycling bin on two separate occasions...)

all in all i think your games are cool (i beat ISoG too). they have a distinct visual style which is probably your greatest strength. if you just polish up on your gameplay a bit more you'd have the potential to achieve something much greater

just my two cents! i hope nothing came off too harsh here

-tatsu


Thank you for clearing the game! And I really appreciate you coming back and telling me about how you liked it and what you thought of it!

And no harm taken, I am aware there are some pretty large problems with the tomfoolery of the battle system, and I'm seeing if I can balance it out better for some aspects.
Can I ask you where the tiling issues was so I can look at them for the next update?

@everyoneelse
If there is something you'd like to see in the next version, then now is the time! After this version, if there are no super-game breaking bugs that come up- it'll be finished and I'm moving to my next few projects. (Which won't be knock into stuff rpgs, as much as I like that idea.)

just off the top of my head

1. right before you encounter the area with multiple enemies guarding a 1UP (one of them was a sword) there was a passable brick wall tile if you entered it from the side

2. seems like this one was already mentioned, but one of the columns in the school stairway had an overlay issue

3. another overlay issue at another stairway. this one was much longer, pretty sure it was leading up to the end of the stage. i think it was an overlay issue with the rails

as a suggestion, it would be pretty cool to have a temporary speed boost spell
@tatsunical
Are there really that many bugs? I mean the ones you mentioned are already reported by me earlier, but other than those I didn't really find there to be that many (on an RMN standard).
That it all depends on randomness is true, moga already fixed the biggest issues in version 1.2, though. Be happy you haven't seen version 1.0 (or did you?). Gotta continue 100 times at least in hope to be lucky enough to beat stronger monsters standing in the way.
The game still depends a bit on skill, however. After I finished a board once, all my following playthroughs went a lot smoother. I mean c'mon "I'm scared of girls" was a lot more luck dependent unless you used the save/retry "trick". =p

@moga
Well, I told you most of the things I'd like to see via PM already. I'm actually sad that you already want to move on to the next project without having perfected this one, but let's see how version 1.3 will be like.
For me the thing I would like to see the most is that all monsters could be avoided somehow by learning their movement patterns and there are hardly any monsters (if any at all) that always stand in the way or that can easily be walked around. Make the game fully depend on player skill rather than luck, especially on the ability to understand monster movement and find ways to avoid getting attacking by one. If you manage that and let the game end up with really tricky rooms where you need a while to figure out how to move through it alive, then the game would be perfect.

What tatsunical said about additional spells is true as well, there would be quite many spells that could add to the strategy of such a game like speed boost, time stop, invincibility and scare spells.

I'm not sure if it'll be for this game, but I really see that your games could generally go into such a direction. You have the ability to think up a really good basic plot idea and you want to make scary and mysterious games out of that which works quite well already. You can also draw really well and have an awesome and unique style. Now you just need to somehow manage to turn the randomness in your games into strategy and you will make quite awesome games.
the bugs are definitely there

i remember my game crashing twice within the first 10 minutes due to some kind of eventing error

and then after beating the very first monster the load screen would pop up after every fight until i died. perhaps this had to do with how game over conditions were handled?

also using a potion didn't always update my HP visually until i reopened the menu

we're working with rm2k3 so i understand that there are a lot of limitations to deal with, especially for an action/adventure game. you might want to consider switching engines in the future to something more suitable. also for future games i would like to see a bigger emphasis on puzzles, and having the player solve his/her way through a problem in a methodical manner, rather than what you have right now which is basically the player being at the game's mercy until the game (or luck) decides that the player can proceed

author=tatsunical
the bugs are definitely there

i remember my game crashing twice within the first 10 minutes due to some kind of eventing error

and then after beating the very first monster the load screen would pop up after every fight until i died. perhaps this had to do with how game over conditions were handled?

also using a potion didn't always update my HP visually until i reopened the menu

we're working with rm2k3 so i understand that there are a lot of limitations to deal with, especially for an action/adventure game. you might want to consider switching engines in the future to something more suitable. also for future games i would like to see a bigger emphasis on puzzles, and having the player solve his/her way through a problem in a methodical manner, rather than what you have right now which is basically the player being at the game's mercy until the game (or luck) decides that the player can proceed


What I am wondering is if some of your errors come from something else, especially the game crashing.
I understand it depends on the operating environment as much as programming it properly, but I never had a crash- even though I tried a lot of things to purposely get it to crash.
Some of these problems are, just like you mentioned, only really ever solved by moving the entire game to another engine/recoding it- which I don't intend to do for this game at least. So, I can only assume that you fell into a loop of badness due to the way the rpg maker thing read it that time. It's not the most stable thing ever.
That being said, I am probably going to end up scrapping a lot of these levels, keeping the story events and redoing the game to be more room to room puzzling.
It's going to take some days to redesign it however, since I am going to try to modify some of the game engine to be more gameplay friendly/arcadey and cut down on the amount of ways a unfortunate player might run into a crash event.
I'm also adding in a few new ideas for the game, but I'm going to go ahead and keep the versions I have up in case people prefer the more adventure type map-play-style.
I personally never crashed or encountered a potion not updating my status screen bug (and I played the game three times).
The only problem with the menu is that you can open it while dieing and then it's in menu mode when you respawn but you don't actually see the menu.

I played the game on vista in fullscreen with keyboard.