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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 FAQ page for common bugs and solutions.

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

The Seven Seals is currently only available in two places: RMN and itch.io. The latest version will always be available first on RMN.

Latest Blog

Happy New Year

New year, new download, new music, new plot beats, new dialog, new balancing, new abilities. You cannot finish Chapter 3 yet, but you can get about 1/3 of the way through it.

Will I ever finish this game? IDK. I've had remarkable success with my fiction writing over the course of the last few years, to the point where I'm looking at quitting my day job. Will it keep up? Who knows. But Seven Seals is on the back burner now. Actually, more apt to say it's off the burner but I'm keeping the lid closed and letting the leftover heat do its thing.

Is it playable? Good question. I think so, but I also have the day off work tomorrow and I'm intoxicated and I just wanted to get something out there.

New Projected Release Date: 2030.

Shut up. Whatever. Play it (but only if you want to).

Happy New Year

Posts

Pages: 1
the latest build has some bugs, when you pick monk for pierre the screen turns into the monk immage permanently, but worse is the priest girl, if you try to change her class it triggers a game ending bug because a bitmap is missing or something.
So, seeing that Chapter 3 is done and all... when are we actually getting it, exactly? The download link is still version 0.22.
As of last night, I am waiting for Chapter 3.

Within the framework you have set yourself I think you have done a decent job. You have managed to use the RTP tiles to create effective and often attractive maps, though I think you are a tad over keen on dark maps. A couple of towns in Chapter 2 were quite difficult to navigate and work out what the various buildings were because of that. I also think that there was an over reliance on poison floor tiles.

The dialogues for Chapter 2 mark a step up from Chapter 1. That might be because you found it easier to write interesting dialogue for Errol (a lively and flawed character) than for Marcia (a more 'perfect' character). I would have liked to have seen at least an occasional remark from the other characters, as well as the odd bit of dialogue that is not specifically moving the plot forward e.g. when a chest is opened or yet another bit of low grade armour is found. Not essential, but it does help to keep things engaging.

I found that my save file from Chapter 1, version 0.16, was not compatible with this version, so had to replay that section, and noticed that Starlight herbs were a bit more plentiful in the new version. Thank you! I do, however, think that you are still being a bit tight-fisted with the allocation of White Herbs. If a character goes down, there is no choice (other than reloading a save file and redoing the whole thing exactly as before which is not a 'fun' experience) but to use a Warp Whistle to get out, as 3 characters will not survive the fights walking out, and then a Warp Wing to get back to town for the same reason. Both those items are quite expensive, particularly at the beginning when money is low. On top of that there is a substantial cost of reviving them. That is a huge penalty on top of the need to start the dungeon again, albeit with the exp and items from the first attempt. Another way of mitigating this would be to give Healus at lower than level 9.

There is, as you know, a significant difficulty spike for the final dungeons in both chapters. Might you perhaps consider having slightly easier enemies in the first couple of rooms of final dungeons to smooth things out a bit and give the player a chance to level up to the required level without having to do the walking back and forth outside to grind to a higher level?

Speaking of walking and battles, there does seem to be the usual problem of random fights in RPG Maker where you can get the "3 steps and a fight" situation rather often. There is, in fact, a very simple fix for this which, if you are interested, I can explain in a pm. Up to you.

Yes, the game is pretty similar to Hero's Realm, but given what you set out to do, that is inevitable. It seems to me that you are beginning to give us your own voice, so I would expect the similarities to reduce in future chapters. If you are thinking of going back to do further polishing, I'd like to suggest that you look at Marcia's dialogues and character. A bit one-dimensional atm. My next suggestion could well involve too much work, so you might want to ignore it, but maybe if the party occasionally had some response/reaction to what NPCs said that would help give the particular party more of an identity. At the moment everyone is just cannon fodder. Or perhaps after plot developments e.g. after the king in Winterthrone has been very disparaging about Errol, someone could say that they had thought they had signed up to join a prestigious party, not some riff-raff.

One small bug - or maybe it's just that you haven't implemented it yet. I had 5 Small Medals from Chapter 1 and one more from Chapter 2, which I handed in in Susinki(?). The NPC acknowledged that I given 6, but I didn't get the boomerang - not that I wanted it particularly, as none of my characters would be able to equip it (I think).

Overall, I think that for a demo this is good, which is why I'm waiting for Chapter 3 and not just deleting the game as something I've finished.
I hope you come back to this someday i highly enjoyed what is there
Scourge
I used to make games. I still do, but I used to too.
1605
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.
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. >.<;
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.
Scourge
I used to make games. I still do, but I used to too.
1605
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!
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
I used to make games. I still do, but I used to too.
1605
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!
Scourge
I used to make games. I still do, but I used to too.
1605
Thank you both! I hope you enjoy the game when it's released.
Aaaand subscribed. Good luck completing this bro.
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