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The world is in danger! The Demon Lord stirs in his ancient prison and his minions run wild across the land. The only way to stop this great evil is with the legendary Seven Seals, but they have been scattered across the land and lost to the passage of time.

Four unlikely heroes will arise and confront the Demon Lord in the name of good. A guard captain, a bandit, an apprentice mage, and a village healer will lead the forces of light in a great battle with the ultimate evil.

FEATURING:
Seven chapters of exciting gameplay
22 unique classes
Customizable parties with thousands of possible combinations
Optional dungeons and challenges for even the most hardened player
A rich story with surprising twists and turns

Please see the Walkthrough/FAQ page for common bugs and solutions.

Current Estimated Playtime: 8-10 hours. (4-5 for each chapter)

Latest Blog

An Update

Hello everyone!

I'm sorry for the long silence on The Seven Seals. I was really trucking along until May, when my two-and-a-half year relationship went on the rocks and then fell apart. I don't intend for this update to be a sob story, but, as you can imagine, this was hard. As a result, work on this game fell off of my radar completely; I know longer had the mental energy to devote to it. A lot of my free time was instead given to putting everything back together.

Due to this, there hasn't been any progress on The Seven Seals since my last update post. The game remains where it was then, with about a third of Chapter 3 completed. This game is still something I care deeply about and want to complete, but I can't make it a priority anymore. However, that doesn't mean I'm canceling it; that just means that progress will happen at a slower pace from here on out.

Again, my apologies for the silence. If you've stuck with the game in spite of that, then thank you! I'm grateful for everyone who has given TSS a try, offered up feedback, or even just left a comment on an image or a blog.

Here's to the future!

Posts

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Aaaand subscribed. Good luck completing this bro.
Scourge
So I can type anything here?
1403
Thank you both! I hope you enjoy the game when it's released.
Scourge
So I can type anything here?
1403
I'd like to issue a quick apology. I have no idea what happened. Maybe VX Ace screwed me over or maybe I made a mistake and forgot to hit save.

WheelmanZero reached out to me recently about how the encounter rate on the world map felt a little high and I thought 'oh, that's weird, I know I lowered it already.' Tonight I finally had time to sit down and poke around with the game and that's when I learned that the encounter rate was, for whatever reason, unchanged from the version that I had sent to beta-testers. This includes such gems as the encounter rate in Tollson Mines being set at 20 fucking steps instead of the 40 it was meant to be at.

Version 0.16 is uploading right now.

If you've downloaded the game before this and said to yourself 'gee, the encounter rate is really high and this isn't fun,' then you were totally right. I encourage folks to redownload 0.16. It should still be compatible with your saves. Again, I am so sorry for a stupid error and I hope those of you who played and dismissed the game due to an astronomically high encounter rate will give The Seven Seals another chance.

Those of you who downloaded the game and enjoyed it and maybe even subscribed, thank you!
Medium demo RPG. Lots of items hidden in the environment, except the closets in the final dongeon. Since main character is about as talkative as Crono and the other 3 party members are defined only by their classes, there's no character interaction or dialogue. Thats fine, the game's main feature is party customization, and there are LOTS of classes (15 I think). This is good, it lets me use the strategy that I grew up with and always used in final fantasies (which is a huge inspiration of this game as it seems.)

There are spoilers below.

My party is cleric/red/skirmisher and I picked this party with legionwood in mind. I knew how powerful dual wield was in legionwood so there was no way I wouldnt take it. And the drawbacks in that game are in here too, the dual wielder is basically made of paper weight. Sounds balanced. Not really into fancy spells anyway I just mash Z all day and watch this guy dish out 300 dmg per hit. Unfortunately it's blatantly clear that this is a crutch strategy that starts getting unreliable and luck-dependent by the final dungeon where he can no longer oneshot enemies. Got a couple of game overs when I got lazy and tried to run but failed. Speaking of which, the sudden difficulty spike in the final dungeon was crazy, made worse by the poison water thats all over the place.

On the other hand, the cleric was slower than Shuckle, he always goes last, which you know is a terrible trait for a healer. Nothing in life comes easy I suppose, but red was almost a superior version of the cleric, wish I knew this earlier. Luckily the cleric has group heal, which is essential for any party. Red has osmose, though it is very unreliable. Makes sense I guess, other wise we would get even more OP going on in here. Well played, dev.

Anyway plot is on the silly side. I think its a parody of a final fantasy plot, but imagine the ridiculousness when i go in front of a bandit camp and couldnt get in because i need a member card. I thought we were here to fight them but nope, they are fairly peaceful bandits and I have to get a card peacefully to get into the camp. Thanks for the walkthru by the way, might have given up there. (I think you should have the king mention that you should interview the bandit in hte dungeon or something)

Dungeons are fairly simple but lengthy, a few dead ends with chests and sometimes a lever. Thats about it.

I admit that my run was probably on the lucky side. Aside from the escape failure game overs, I didn't have much trouble until the final dongeon. In fact the dual wielder with his low HP didnt get killed that often (about as often as everyone else.) Even then I just go back to town if anyone dies. I think I never used any items. (Well I tried using warp whistle, but it was set to be used by 'only user' which I know from experience is bugged out. Game didnt let me use it because the second party member was dead at the time.) I got lazy too and escaped from bad enemy formations (1 over mind and 3 misfits? no way dude)

Overall very nice game, similar to final fantasy in some ways and favors gameplay/strategy over story. Y'all should try it. So many party combinations.





Scourge
So I can type anything here?
1403
author=bicfarmer
My party is cleric/red/skirmisher and I picked this party with legionwood in mind. I knew how powerful dual wield was in legionwood so there was no way I wouldnt take it. And the drawbacks in that game are in here too, the dual wielder is basically made of paper weight. Sounds balanced. Not really into fancy spells anyway I just mash Z all day and watch this guy dish out 300 dmg per hit. Unfortunately it's blatantly clear that this is a crutch strategy that starts getting unreliable and luck-dependent by the final dungeon where he can no longer oneshot enemies. Got a couple of game overs when I got lazy and tried to run but failed. Speaking of which, the sudden difficulty spike in the final dungeon was crazy, made worse by the poison water thats all over the place.

On the other hand, the cleric was slower than Shuckle, he always goes last, which you know is a terrible trait for a healer. Nothing in life comes easy I suppose, but red was almost a superior version of the cleric, wish I knew this earlier. Luckily the cleric has group heal, which is essential for any party. Red has osmose, though it is very unreliable. Makes sense I guess, other wise we would get even more OP going on in here. Well played, dev.

Anyway plot is on the silly side. I think its a parody of a final fantasy plot, but imagine the ridiculousness when i go in front of a bandit camp and couldnt get in because i need a member card. I thought we were here to fight them but nope, they are fairly peaceful bandits and I have to get a card peacefully to get into the camp. Thanks for the walkthru by the way, might have given up there. (I think you should have the king mention that you should interview the bandit in hte dungeon or something)

Dungeons are fairly simple but lengthy, a few dead ends with chests and sometimes a lever. Thats about it.

I admit that my run was probably on the lucky side. Aside from the escape failure game overs, I didn't have much trouble until the final dongeon. In fact the dual wielder with his low HP didnt get killed that often (about as often as everyone else.) Even then I just go back to town if anyone dies. I think I never used any items. (Well I tried using warp whistle, but it was set to be used by 'only user' which I know from experience is bugged out. Game didnt let me use it because the second party member was dead at the time.) I got lazy too and escaped from bad enemy formations (1 over mind and 3 misfits? no way dude)

Overall very nice game, similar to final fantasy in some ways and favors gameplay/strategy over story. Y'all should try it. So many party combinations.


Thank you for your thoughts on the game! I'm glad you enjoyed it despite some minor frustrations. The latest update, 0.16, makes where to go and what to do a little more clear. I agree that the final dungeon represents a pretty large difficulty spike, which is why the walkthrough explicitly mentions taking multiple trips to avoid getting frustrated. However, I think I need to insert a hint in game as well; reading the walkthrough shouldn't be a requirement.

My reasoning behind a slow, but durable, cleric is that a lot of games have speedy, but flimsy, ones who can heal everyone really fast but go down to a few unlucky attacks. It's always irked me when the healer, who's supposed to keep everyone alive, is the first one knocked out in battle. You're not the first person to note that the Cleric's speed is on the low side and it's something I'll look at increasing in the future. It might interest you to know that the Red Mage will never learn a group healing spell; only Clerics and Paladins do.

Dungeons are going to be fairly simple early on. Later chapters will introduce some more wrinkles.

The error with the warp whistle (which I noticed also affected the warp wing) is now fixed. Thank you for pointing that out!
The game is fun and challenging, it reminds me alot about Hero's Realm specially for the intro of chapter 1. I think this can be a successor to Hero's Realm.
More like very very similar to Hero's Realm. There's just enough different to be it's own game, but barely. Hopefully the further you go the less it borrows. I'd like to see it gain it's own identity.

I don't want to be mean or negative but while there are some differences, there's so many similarities that it feels like I'm playing a budget version of HR. If I wanted to play my fave RM game again, I'd just go play that.

Since it's still in demo stage it still has time to become it's own thing and I really hope it does! It's not bad by any stretch of the imagination - the balancing is done well enough for a game with so many class choices, and the maps are nice, but it's currently lacking it's own identity something fierce. >.<;
Scourge
So I can type anything here?
1403
author=Liberty
More like very very similar to Hero's Realm. There's just enough different to be it's own game, but barely. Hopefully the further you go the less it borrows. I'd like to see it gain it's own identity.

I don't want to be mean or negative but while there are some differences, there's so many similarities that it feels like I'm playing a budget version of HR. If I wanted to play my fave RM game again, I'd just go play that.

Since it's still in demo stage it still has time to become it's own thing and I really hope it does! It's not bad by any stretch of the imagination - the balancing is done well enough for a game with so many class choices, and the maps are nice, but it's currently lacking it's own identity something fierce. >.<;


I think the critique you’re offering is far from mean or negative; it’s accurate. I’d be lying if I said I didn’t find myself working on this game and thinking “gee this feels a lot like HR.” In my opinion, the second chapter and beyond feel different than what’s currently available and that should help the game find a more unique voice. I’m glad you thought the balance and mapping were solid! Could you tell me a little more about the balance being “well enough?” We’re there certain abilities or classes that felt unbalanced one way or another? I’d appreciate any other feedback! Thanks for trying the game.
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