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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
  • 01/10/2024 03:06 PM
  • 07/03/2013
  • 181681
  • 85
  • 8625

Posts

agreed with tatsu.

One problem I have with is that the spikes overstay their welcome very quick. There's no variety of environment hazards or obstacles. At some point the spikes just feel like filler. Not to mention the spikes timing makes me feel like I'm taking advantage of the fact that I know how event detection in 2k3 works. The timing is so specific and isn't really based on the visuals because most of the time I see the spikes coming up just as I'm halfway through the tile.

There are times when you have to maybe run away from an enemy while also dodging spikes but that's about it. There could have been push block puzzles, more complex switch puzzles, really even if the puzzles were stolen from legend of zelda/lufia 2 it would work. I notice the key and doors thing gets phased out rather quickly. Which is a shame because it's a good way to direct the player to previous areas s/he couldn't go before.

RNG combat just doesn't work I'm sorry. I get that you have run from enemies most of the time. But there's always that mandatory enemy that I run into and even with the most possible hearts and attack power I will die half the time. Roguelikes generally have RNG decided battles yeah but there are so many elements like stats and inventory that you can manage and generally you probably have 100% chance at killing the basic of enemies. In my experience from games like Shiren, you end up having to cleverly use items to gain the upperhand or utilize upgrade mechanics to deal with enemies that can beat you 1on1. To sum it up, Safety doesn't really give you enough "cards" to change the outcome nor are they interesting. You either have enough attack or hearts, or a spare potion, that's about it.

But this isn't quite a roguelike. It's not a real time/turn based game it's really just a real time game with tile based movement. Very unreliable movement at that. Roguelikes also have randomized dungeon areas. However I do love the idea of an RPG with a story using roguelike movement. It's just that you should really just make it straight up turn based to make it less buggy/annoying. Enemies should only move when you move, and it becomes more about positioning or thinking ahead. I don't think 2k3's tile based movement is reliable but it could be if everything is processed in turns. On the other hand, real time would definitely require a different engine at this point.

I don't really like the inventory/storage setup. I understand making a custom inventory with one row of items is hard enough in RM but it's not practical if a pack rat decides s/he's just going to drop all of his items in one place instead of keeping important items and saving future important items. The problem is that there aren't really future important items and so you're better off using up the items for the sake of space and their use in the long run. Mainly the problem has to do with the item variety themselves. The storage dumping I understand is just a quick way to not have to deal with eventing in individual item depositing/withdrawing, but it made me think about the need for it in the first place.

I think some of the things I'm suggesting require fundamentally changing the game from the ground up. Which is too much the ask especially from a project made in 2 months. But since you seem keen on redesign or even perhaps a sequel, these are just on my thoughts on that. I think this is a good looking game and it has a nice story. I even wanted to like this game but the gameplay is stuck in one place, and it's hard for me to ignore.
I only partially agree to this.

I agree that this game needs a lot more strategy and not just spikes spikes spikes (and bulls).

I also agree that the storage is quite pointless and really doesn't justify its existence (especially since the ending is so easy, the part right after the first storage chest is the hardest, that's where you need potions, not later on). At its current implementation, it's better removed.

What I don't agree to is making the game fully turn based. I liked the first half of the game due to it being a lot reaction based. I didn't know how RM2k3 works, but I learned that collision always is with the tile you move to and not the tile you are currently on pretty fast anyway. You are right that spikes get boring, but if I imagine all types of different movement patterns for monsters like with the bulls and then slowly combining them with other monsters and spikes, then I can imagine it to be quite an enjoyable real time challenge. Works for me.
author=Darken
agreed with tatsu.

One problem I have with is that the spikes overstay their welcome very quick. There's no variety of environment hazards or obstacles. At some point the spikes just feel like filler. Not to mention the spikes timing makes me feel like I'm taking advantage of the fact that I know how event detection in 2k3 works. The timing is so specific and isn't really based on the visuals because most of the time I see the spikes coming up just as I'm halfway through the tile.

There are times when you have to maybe run away from an enemy while also dodging spikes but that's about it. There could have been push block puzzles, more complex switch puzzles, really even if the puzzles were stolen from legend of zelda/lufia 2 it would work. I notice the key and doors thing gets phased out rather quickly. Which is a shame because it's a good way to direct the player to previous areas s/he couldn't go before.

RNG combat just doesn't work I'm sorry. I get that you have run from enemies most of the time. But there's always that mandatory enemy that I run into and even with the most possible hearts and attack power I will die half the time. Roguelikes generally have RNG decided battles yeah but there are so many elements like stats and inventory that you can manage and generally you probably have 100% chance at killing the basic of enemies. In my experience from games like Shiren, you end up having to cleverly use items to gain the upperhand or utilize upgrade mechanics to deal with enemies that can beat you 1on1. To sum it up, Safety doesn't really give you enough "cards" to change the outcome nor are they interesting. You either have enough attack or hearts, or a spare potion, that's about it.

But this isn't quite a roguelike. It's not a real time/turn based game it's really just a real time game with tile based movement. Very unreliable movement at that. Roguelikes also have randomized dungeon areas. However I do love the idea of an RPG with a story using roguelike movement. It's just that you should really just make it straight up turn based to make it less buggy/annoying. Enemies should only move when you move, and it becomes more about positioning or thinking ahead. I don't think 2k3's tile based movement is reliable but it could be if everything is processed in turns. On the other hand, real time would definitely require a different engine at this point.

I don't really like the inventory/storage setup. I understand making a custom inventory with one row of items is hard enough in RM but it's not practical if a pack rat decides s/he's just going to drop all of his items in one place instead of keeping important items and saving future important items. The problem is that there aren't really future important items and so you're better off using up the items for the sake of space and their use in the long run. Mainly the problem has to do with the item variety themselves. The storage dumping I understand is just a quick way to not have to deal with eventing in individual item depositing/withdrawing, but it made me think about the need for it in the first place.

I think some of the things I'm suggesting require fundamentally changing the game from the ground up. Which is too much the ask especially from a project made in 2 months. But since you seem keen on redesign or even perhaps a sequel, these are just on my thoughts on that. I think this is a good looking game and it has a nice story. I even wanted to like this game but the gameplay is stuck in one place, and it's hard for me to ignore.
author=RyaReisender
I only partially agree to this.

I agree that this game needs a lot more strategy and not just spikes spikes spikes (and bulls).

I also agree that the storage is quite pointless and really doesn't justify its existence (especially since the ending is so easy, the part right after the first storage chest is the hardest, that's where you need potions, not later on). At its current implementation, it's better removed.

What I don't agree to is making the game fully turn based. I liked the first half of the game due to it being a lot reaction based. I didn't know how RM2k3 works, but I learned that collision always is with the tile you move to and not the tile you are currently on pretty fast anyway. You are right that spikes get boring, but if I imagine all types of different movement patterns for monsters like with the bulls and then slowly combining them with other monsters and spikes, then I can imagine it to be quite an enjoyable real time challenge. Works for me.


Thanks for at least trying the game out though Darken, even though the gameplay sort of bugged up everything it seemed.
I guess the summary to this is that it needs more traps, more items, more strategic gameplay, more puzzles, more monster movement and more stuff.
I had some problems making turned movement but I will see what I can come up with on that end.
I super appreciate your feedback on this, and that goes for everyone!
I'll see what I can do to make it a better experience.
can enybody help: every time that i close the game and open it agun it delite all my saves so i need to play it from the start evry single time that i close it ):
author=kin15225
can enybody help: every time that i close the game and open it agun it delite all my saves so i need to play it from the start evry single time that i close it ):

I am not sure why that happens, but what I would recommend doing as a quick fix is to- right after you save- do not close the game but minimize it with alt+enter
(It is either that or alt+tab) then copy your save to a different folder.
I would also check where your copy of the program is, because under windows if you leave it in a protected folder- it will do some really weird things.
Maybe you have no write access on the folder, this could cause it at least. Try running it in admin mode?
author=CARRIONBLUE
author=kin15225
can enybody help: every time that i close the game and open it agun it delite all my saves so i need to play it from the start evry single time that i close it ):
I am not sure why that happens, but what I would recommend doing as a quick fix is to- right after you save- do not close the game but minimize it with alt+enter
(It is either that or alt+tab) then copy your save to a different folder.
I would also check where your copy of the program is, because under windows if you leave it in a protected folder- it will do some really weird things.

thanks i will try it
So I really like the artistic direction of this and I want to like the gameplay since it has some nice ideas, but I'm just not feeling it. Still, I do wanna finish the story. How long is this game approximately?
author=Nyuu
So I really like the artistic direction of this and I want to like the gameplay since it has some nice ideas, but I'm just not feeling it. Still, I do wanna finish the story. How long is this game approximately?

Thank you for playing and I am sorry you aren't feeling the gameplay at the moment-
It's not too long I would imagine, but there are parts that can be stupid difficult.
My recommendation would be to wait to finish this until I put together the patch I am currently working on, as it has extra story bits as well as being more mindful of players.
author=CARRIONBLUE
author=kin15225
can enybody help: every time that i close the game and open it agun it delite all my saves so i need to play it from the start evry single time that i close it ):
I am not sure why that happens, but what I would recommend doing as a quick fix is to- right after you save- do not close the game but minimize it with alt+enter
(It is either that or alt+tab) then copy your save to a different folder.
I would also check where your copy of the program is, because under windows if you leave it in a protected folder- it will do some really weird things.

where can i find my saves?
author=CARRIONBLUE
Thank you for playing and I am sorry you aren't feeling the gameplay at the moment-
It's not too long I would imagine, but there are parts that can be stupid difficult.
My recommendation would be to wait to finish this until I put together the patch I am currently working on, as it has extra story bits as well as being more mindful of players.
Alright, sounds good. Will I have to start from scratch then? I think I'm at board 4.
Also, since my earlier complaint was uselessly vague - it's the luck-based combat that bothers me. From an artistic point of view, I actually kinda like that I can never be 100% certain I'll win, but gameplay-wise, it sucks. But maybe rather than giving the player more control over the fight, giving him more ways to avoid fights could be interesting.
@kin15225
The saves are put into the same folder as the game (the folder where the executable is). If no saves are created, then try what I suggested above.



Also seems like everyone agrees that the randomness should be reduced. ;-)
@everybody

yep, I am toning down the randomness in the combat- it's neat to make a expirament in random subconscious battle systems- buuuuut it sucks if you get a bad roll constantly, so I did away with a lot of it.

Basically now there is sort of a rank system, if you have a enemy that outranks you-
it won't kill you but will definitely hurt. Enemies under your rank might just do a 1 damage, and enemies at your rank will do 1 damage plus a unlucky combat roll. Or at least that is the plan- I also added in a spell system that doesn't use items that you can use once and recharge at a mystic fountain. I think those changes so far are the biggest to the battle system I made.

I'm pretty much knee deep in redesigning/putting together the boards, so it'll take a bit before I can upload that and the changes mentioned.
yessssss this palette

you and me are obv. connoisseurs of the same things and sight unseen this is some stylish shit right here
Hey, any news about the development progress?
I am working on it still, the redesign of the levels and enemies takes a while and I have a lot less time with reality coming after my neck lol

but it's totally happening
I just remembered this game. Haven't heard from you in a while.
I'm either lost or it's a game bug.

I'm at the very beginning of the game, and I found that thing (I think it's an enemy) with one eye that stares around. When I touch it, some numbers appear, maybe damage? But I never lose hearts or lives, there are just some numbers, and then a load screen. I suppose it means I died, but... if so, I'm stuck.
author=calunio
I'm either lost or it's a game bug.

I'm at the very beginning of the game, and I found that thing (I think it's an enemy) with one eye that stares around. When I touch it, some numbers appear, maybe damage? But I never lose hearts or lives, there are just some numbers, and then a load screen. I suppose it means I died, but... if so, I'm stuck.


A one hit kill I guess? (,.,) ?
Those monoliths are supposed to be set for not doing that- I'll take a look at what is happening...
Thanks for telling me about it!
Am I not supposed to kill them, then? Because there's one blocking my path, I can't see where else to go.