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:Story:

Aeons ago, before planets and worlds came to be in the fabric of time,
Goddess Gaea the creator of Life and Rebirth, created six mystical elements
which made the foundation of a world. Nature, Fire, Water, Earth, Light,
and Shadow, these elements coalesced to form planets full of life and energy.

The world you live in is known as Lakria, a planet blooming with lush life
and full of wonderful mysteries and legends. Many inhabitants of the world
often give praise and thanks to Gaea for bestowing them such a life to live.

Until one day, the energy of the Lakria appears to be waning and the planet slowly begins to start dying. Everyone is in shock and is wondering what might be causing the planet's pain, they began to look up at the sky to Gaea for a miracle, hoping
she will once again visit the planet and bless it with rebirth.

:Spiritual Energy:
In the game, energy and spiritualism are heavily referenced throughout.
Spiritual energy pertains to the very essence that makes living things..
well, living. It is also the makeup of thoughts, emotions, and one's being.

There is positive Spiritual Energy, which is basically positive emotions
like kindness, optimism, purity, etc, which can really make one's aura
visible and shine. Negative Energy on the other hand is the exact
opposite, evil, greed, lust, doubt, and envy.

Spiritual Energy is also a source of which Magic is drawn from,
this allows one to use Magic depending on how great/type their energy is.

It is noted that in the world of Lakria, there are extremely powerful entities of spiritual energy that are capable of manifesting into physical material depending on what they seem to represent.


:ORIGINAL SOUNDTRACK:


Stream the whole album here on Spotify!

https://open.spotify.com/album/4GwERXJBpkg827jeH5kIH6
-------------------------------------------------------------
Download or pay what you want for the full original soundtrack
here on Bandcamp as well!

https://mctricky.bandcamp.com/album/lakria-legends-original-soundtrack

(FULL WALKTHROUGH AVAILABLE HERE!)
https://www.dropbox.com/sh/es2jxtj06fp1dcr/AABPLcUKwLZDcpCYI721CaPia?dl=0





Latest Blog

New Project announced! Shadow Seeker

Unrelated to Lakria Legends, but here is the new game I am currently working on!
It is called Shadow Seeker, a Action/Horror game that is going to be great, so many new elements and ideas to implement. If you're interested, stay updated with the game page, I'll be uploading a lot to it frequently :) thank you!

Shadow Seeker
https://rpgmaker.net/games/11284/

Posts

Hey, I've just played up through to the first big encounter, and I'm liking the way your game looks so far. I noticed that when talking to NPCs there seems to be a little bit of a delay before the dialog box opens. Is this intentional or is it something on my end? No big deal, it just stuck out to me.

Also, in the cave with the torch where you can jump down, it glitched and the character was stuck facing left the whole time and I couldn't interact with chests and stuff. This is most likely because I was holding down shift while pressing the action key, which you explicitly told me not to do, though! :-D

I'm looking forward to playing more.
author=Rod_Wadd
Hey, I've just played up through to the first big encounter, and I'm liking the way your game looks so far. I noticed that when talking to NPCs there seems to be a little bit of a delay before the dialog box opens. Is this intentional or is it something on my end? No big deal, it just stuck out to me.

Also, in the cave with the torch where you can jump down, it glitched and the character was stuck facing left the whole time and I couldn't interact with chests and stuff. This is most likely because I was holding down shift while pressing the action key, which you explicitly told me not to do, though! :-D

I'm looking forward to playing more.
Awesome glad to hear some response! :) Hm well I did set a standard wait time of 0.6 secs before a dialogue box appears, but it should be fairly quick, though it isn't instantaneous.

And yeah the running system has a bug like that that I'm trying to fix, I'd like for it to be less buggy lol, the events that are touch sensitive are sometimes negated when running, weird. Though it isn't a problem with collision events. Thanks for the feedback, and I'm glad you enjoyed what I have offered! :)
edchuy
You the practice of self-promotion
1624
Subscribed and added to playlist!
author=edchuy
Subscribed and added to playlist!
Thank you! :) I hope you enjoy what I have out so far!
edchuy
You the practice of self-promotion
1624
I don't know when I'll actually get to play ... but when I do, expect some feedback.
author=edchuy
I don't know when I'll actually get to play ... but when I do, expect some feedback.
Not a problem, that sounds good actually! Thanks either way :)
I'm Really looking forward to this full game. Looks amazing and cant wait to play it. Please keep up the good work ok? :) Thanks for putting your all into this.
author=ryumizaki
I'm Really looking forward to this full game. Looks amazing and cant wait to play it. Please keep up the good work ok? :) Thanks for putting your all into this.
Ah thank you, that means a lot actually! Yes this has been very time consuming, especially with my mapping but I believe hard work in any form always pays off! Thanks a lot for your comments, I'll be working even harder on this now! :D
I downloaded like 10 games from this site last week to test them out and I wanted to play this game but I guess I have to wait till it becomes more stable, here is a screenshot of the "bugs" I have found so far.

http://image-upload.de/image/Obrypb/d5b6887421.jpg

The upper left screen I took is pretty much the glitch that Rod_Wadd already described:

author=Rod_Wadd
Also, in the cave with the torch where you can jump down, it glitched and the character was stuck facing left the whole time and I couldn't interact with chests and stuff. This is most likely because I was holding down shift while pressing the action key, which you explicitly told me not to do, though! :-D


I could walk all over the map without collision...
The other 3 screens are mapping mistakes^^
author=lolibus
I downloaded like 10 games from this site last week to test them out and I wanted to play this game but I guess I have to wait till it becomes more stable, here is a screenshot of the "bugs" I have found so far.

http://image-upload.de/image/Obrypb/d5b6887421.jpg

The upper left screen I took is pretty much the glitch that Rod_Wadd already described:

author=Rod_Wadd
Also, in the cave with the torch where you can jump down, it glitched and the character was stuck facing left the whole time and I couldn't interact with chests and stuff. This is most likely because I was holding down shift while pressing the action key, which you explicitly told me not to do, though! :-D


I could walk all over the map without collision...
The other 3 screens are mapping mistakes^^
Oh sorry to hear about these little glitches getting in your way, the bottom two in the picture you've posted have already been corrected, but I did not know about the top right one, awesome either way, now I can knock those out. The demo does still house a few bugs here and there, but a great majority of them have already been corrected. Thanks for the finds too, hope you can still experience the game well without running into these things!
On a side note, once again thanks to PepsiOtaku's awesome work of coding and plugins, I managed to fix the previous buggy running system. It all checks out fine now and doesn't negate any touch based events at all! :D
So I'm having trouble progressing through the forest dungeon, apparently I need bombs to blow up some walls/rocks, but I don't have any left. I completed the sidequest where you find the four soldiers, and the red soldier that gave me the bombs originally is now gone. I've run around all over looking for more, still can't find them. Am I missing something?
author=Eliminator
So I'm having trouble progressing through the forest dungeon, apparently I need bombs to blow up some walls/rocks, but I don't have any left. I completed the sidequest where you find the four soldiers, and the red soldier that gave me the bombs originally is now gone. I've run around all over looking for more, still can't find them. Am I missing something?
There is a room in the Arman Ruins where you need to cut the vines down to enter through it, inside that room there are loads of those vines among the walls. There is a hidden door in that room and it leads to a chest with a package of bombs! :)
Thanks, I made it through. I just finished the demo actually. Thoughts...

Loved the game, even if it started slow and took a while to actually get going. The story's cliche but I guess it's charming. You did a fantastic job with creating the world, especially aesthetically. I also liked how there is no world map and everything's connected through area maps...it made the world feel bigger and more alive.

The big dungeon was fun, and a great example of how dungeons should be made. Not an annoying labyrinth, but a series of rooms with several puzzles and things you need to activate or obtain in order to progress, similar to a Zelda dungeon. Can't wait to see the other dungeons.

I don't mind the use of mp3s and actually prefer it over midis.

One big complaint, the holding shift to run is sort of annoying. I know you state not to hold shift when performing an action, but sometimes this is hard to do since I'm always running. I've bugged the game several times on accident and had to backtrack to fix the problem. Unless you have something in store for later where the player has to alternate between running/walking, I don't think this is necessary. Maybe make it auto-run, with shift causing you to walk instead...or make a menu option that alternates between the two.

Another nitpick is the frequency of random battles, and how easy/boring they all are, but you did say somewhere you're fixing that a little bit. Still a bit strange to see enemies sometimes on the screens (the crabs) while others are random. The boss fights were okay, but the big boss was actually pretty fun.

All in all, I enjoyed what I played, especially in my RPG starved self. This is an amateur RPG done right, so keep up the good work and I'll be waiting for the full game!
author=Eliminator
Thanks, I made it through. I just finished the demo actually. Thoughts...

Loved the game, even if it started slow and took a while to actually get going. The story's cliche but I guess it's charming. You did a fantastic job with creating the world, especially aesthetically. I also liked how there is no world map and everything's connected through area maps...it made the world feel bigger and more alive.

The big dungeon was fun, and a great example of how dungeons should be made. Not an annoying labyrinth, but a series of rooms with several puzzles and things you need to activate or obtain in order to progress, similar to a Zelda dungeon. Can't wait to see the other dungeons.

I don't mind the use of mp3s and actually prefer it over midis.

One big complaint, the holding shift to run is sort of annoying. I know you state not to hold shift when performing an action, but sometimes this is hard to do since I'm always running. I've bugged the game several times on accident and had to backtrack to fix the problem. Unless you have something in store for later where the player has to alternate between running/walking, I don't think this is necessary. Maybe make it auto-run, with shift causing you to walk instead...or make a menu option that alternates between the two.

Another nitpick is the frequency of random battles, and how easy/boring they all are, but you did say somewhere you're fixing that a little bit. Still a bit strange to see enemies sometimes on the screens (the crabs) while others are random. The boss fights were okay, but the big boss was actually pretty fun.

All in all, I enjoyed what I played, especially in my RPG starved self. This is an amateur RPG done right, so keep up the good work and I'll be waiting for the full game!
Awesome, glad to see you made it through! I'm with you on the no world maps, they can be awesome, but I really wanted to show an expanded world.

Oh and the buggy run system has been fixed actually, you can now have the shift key pressed while performing actions and it also won't negate touch or collision based events.

I have also lowered the frequency of the random encounters and also threw in a new item "Monster Repellent" to further lower the frequency of encounters for a certain duration. I'm glad you enjoyed the demo and what it had to offer, just want to point out that a lot has been updated, and corrected. All the new changes and updates will be shown in the full game! :)
This game would be great except there are too many random fights and no escape- you need to have an escape choice if you have this many battles- I started to lose interest in this game for that reason. also sometimes in battles when they are finished the name of the enemy still appears on the screen making it hard to read the rewards. have gotten to the part where I need to get Nature's Essence but am stuck with a door I cannot open (in the cave where I get the opening to outside to the crystal) and a crystal that needs a key - will look forward to the changes in a new game
author=wybella
This game would be great except there are too many random fights and no escape- you need to have an escape choice if you have this many battles- I started to lose interest in this game for that reason. also sometimes in battles when they are finished the name of the enemy still appears on the screen making it hard to read the rewards. have gotten to the part where I need to get Nature's Essence but am stuck with a door I cannot open (in the cave where I get the opening to outside to the crystal) and a crystal that needs a key - will look forward to the changes in a new game
I understand about the random encounters and I have already lowered the frequency of battles in the progressing project, there is actually an escape option which should be right under the Defend Action. It's part of the character's utilites in battle, about the screen staying displayed while showing exp gains, etc, that's a bug within the main engine itself and I'll have to look into that. About the crystal key, there is a room with 3 tree stumps (right before the mini-boss Gazer), those three trees are actually enemies that need to be killed in order to reveal a key, in the demo they have no indication that they're enemies, but this has also been fixed in the main game. I'm sorry about that, and hopefully this helped clear some things up :)
In case many people may have missed this and I'm sorry for this by the way lol the three stumps in this room are actually enemies that need to be defeated in order to earn a key.
pianotm
The TM is for Totally Magical.
32347
Why did you lower the encounter rate? It was fine. If I had a complaint about anything, it was that I wished there were just a couple more chests with restorative items.
author=pianotm
Why did you lower the encounter rate? It was fine. If I had a complaint about anything, it was that I wished there were just a couple more chests with restorative items.
I decided to knock up the encounter steps to 35 instead of 28-30, small number but a good difference. I believe if a game is to use random encounters, I would try my best to not make them so annoying lol, some people like to explore and there are types of backtracking involved, some people love to battle, and others like to avoid minor battles and head into the bigger ones.

I think I hit a balance with the encounter rate and the Monster Repellent item, it seems like a good pace! Ah you gotta love restorative items, they can always save you at the worst times, there are some in chests, and some drop off of particular enemies, but have you completed various quests and shopped at the item stores? There is quite a lot available through many different methods.