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For Liberty's 2014 2-Day DO SOMETHING Challenge, Craze designed a community game and asked for RMN users to submit characters. A deluge of interest was generated and thirty characters were born!

The vile Wyrm Wizard has decimated the country of Aremen, and evil seems to be on the brink of consuming the land. Thirty souls rise and unite to push back the darkness, and to break the oppressor's power with their unique talents. It's up to you to gather the the thirty heroes together and traverse the broken land. Find the evil Wyrm Wizard and put an end to his reign of terror!

Features Include:

  • Thirty warriors to find!
  • Switch out characters on the fly, anywhere, anytime, even in battle.
  • Reward medals are given for clever item management. These rewards unlock unique items and gear.
  • A unique level system with a dynamic level cap that grows as you progress and lift the curses that plague the land.


Please see the Character page for information on the massive cast!

If you'd like to contribute, please see the following forum links:
General Development
Characters (no longer taking new submissions)
Locations (mappers needed)
Dungeons (mappers needed)

VX Ace RTP Required for the game.

Latest Blog

I am quitting Wyrm Warriors

I no longer enjoy working on Wyrm Warriors. In fact, I haven't since an incident nearly a year ago between me and one of the contributors. Aside from adding a quest system, laying out towns and making several dungeon maps, not a whole lot has been done since the initial release.

I have decided to quit the project. I'm leaving the current build up for anyone who cares to grab it. There are a few contributed locations with maps missing, but I will add those in tonight.

I'm someone who prides herself on finishing what she starts, so deciding to drop this isn't something I take lightly. For a long time, I told myself that I'd power through it, but every second I spend on it is time I wish I was working on something else. I took breaks and tried to come back to the game, but every time it was the same: the same lack of enjoyment and void of enthusiasm.

I told myself "you HAVE to do this, make a big status declaring your intent and get the next installment out, no matter how un-fun it is." But after a couple of days, I already found myself wanting to do anything else but continuing. Making games is my hobby, but it's not a job, and I just can't put my time, energy, and love into something I no longer enjoy making.

I sincerely apologize to you all, especially to those who have made maps and characters. I will refrain from running community projects in the future to prevent this sort of catastrophe from happening again.

What does this mean for the future of Wyrm Warriors? Is the game dead? That's up to you. As I took over the project when Craze was done with it, someone can step up and take the lead if they wish. Or, it can be completely run by the community. Or it can end here and be forgotten. I leave it entirely in your hands, but I must take my leave.

Again, I am very sorry. -_-

Tags

Posts

author=LockeZ
That was part of the original writeups that people submitted. We have all that info already - too much of it, in fact, to realistically use everything we already have in the game.


Well, looks like I'm a bit uniformed, or maybe misinformed...or maybe a combo. Dunno. My bad anyways.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That was part of the original writeups that people submitted. We have all that info already - too much of it, in fact, to realistically use everything we already have in the game.
author=unity
Also, only three out of the thirty characters are actually mine, the rest were created by the community, so its difficult to make the narrative filled with dialog that explores the characters' personalities.


Would it be a bad idea to create a new topic and ask the creators of character-and in the case a creator is absent, someone else- to flesh out a character and perhaps give them a semblance of a backstory, a personality, or at least an archetype for the character to fill?
Great demo for what's shaping up to be a very well done game.
unity
You're magical to me.
12540
author=LaMasquerade
Hey unity,

Just got done playing the demo and I figured I'd give some feedback.


Thank you very much for playing, and for your feedback ^_^ It's always great to hear from people who have given the game a shot.

author=Marrend
author=LaMasquerade
First, I found a small but annoying error. I'm not sure if this applies to all cliffs, but there was one point in the first dungeon where I was standing behind a cliff tile, and the enemy on top of the cliff made me enter a battle with them. To clarify: I was not on the cliff, I was in the pathway below the cliff and behind it, the enemy was on top of the cliff but standing next to me as far as horizontal distance.
It's one thing if there's a wall-tile between the player and an event, but if it's a cliff edge, yeah, players can totally activate an event that's "above" or "below" them. I sorta used this fact to my advantage in one of my games, however, I don't believe we can prevent this kind of thing from happening. At least, I'm not seeing this game want to attempt to utilize height-maps. I'm not in charge, though, so...


Yeah, that is a problem. What if I used the region restriction script and placed a region on the edge of the cliffs so monsters won't walk there? That might be worth a shot.

author=LaMasquerade
There is also a point after you defeat the bandit optional boss where he says: "I give up! I yeild!" It should say "yield," probably just a typo.


Nice catch! Yep, it's just a typo. I appreciate you finding it and I'll fix it right away ^_^

Anyway, the bulk of my review:

author=LaMasquerade
The gameplay elements are done well, I enjoy the idea of having a lot to explore when you first enter the game, and the Suikoden-style recruiting is fun, and I trust will improve as you add more characters and develop the game further. I will say, the introduction was way too short and didn't give me any flavor for what the character's are like. I also feel like because we, the players, get introduced to three characters all at once, it's overwhelming and it feels like there is no "main protagonist."


Thanks! As for the main protagonist, there isn't one. This is meant to be a true ensemble game. Also, only three out of the thirty characters are actually mine, the rest were created by the community, so its difficult to make the narrative filled with dialog that explores the characters' personalities.

That's not to say that we can't do better. To any characters creators out there who would like to add scenes and such that explore your character's personality, please contact me and we'll add them in, as long as they fit with the overall story. I'd planned them to be revealed in scenes where the party finds NPCs that have a shared past with the player, like how Natalie in Liberty and Rosie are friends. We could definitely use more of that, though.

author=LaMasquerade
The plot is okay for a 50 minute demo. The evil Wyrm Wizard's curse device is a bit overused in NPC dialog. It feels like I'm running into it everywhere I go. It isn't necessarily a bad thing, but you should add more depth to it. ie: Rather than just reiterating how the wizard's curse is evil, give specific ways that it affects the individual lives of the NPCs. The thing about it affecting the harvest was good. Maybe personalize it more for the other references to the curse, to give it more direct meaning.


That's good advice. I'll try to incorporate more personal touches in NPC dialog to keep things from being stale.

author=LaMasquerade
I also felt like the optional dungeon drops a little too much loot. Yes, you have a lot of characters to equip for, but I was gaining pretty decent equipment in almost every battle.


I may have gone overboard. I'll check the drop rates and consider tweaking them.

author=LaMasquerade
I did enjoy being able to find all the new items, but it might have been a bit overkill. (Do enemies respawn? I never checked the optional dungeon again after beating the first dungeon. I'd say make them respawn upon exit, but make the drop rates lower. This way it rewards players who are more diligent instead of rewarding everyone a lot just for fighting a few optional battles.)


The black cloaked enemies respawn. The red cloaks don't, but are rarer in the optional dungeons (in Curse Dungeons, all enemies are red cloaks).

author=LaMasquerade
Other than that, I thought I'd give you my stats at the end of the demo. I'm pretty sure I found every one of the tomes, and every item. I was given 6 of the special point thingies at the end of the boss (I believe I collected everything I could have, and didn't use a single item). All my characters were level 5 (they all were anyway, even before the boss, barring one who was level 4 and leveled up from the boss).

Last comment: while I like the idea of rewarding players for being conservative with items, I feel like this leads to the developers having to make the game a little bit too easy... I personally breezed through the optional dungeon at level 1, and found that the demo wasn't very challenging at all. This isn't necessarily a bad thing. Some games focus on storyline and character development; but this game didn't seem to do that much, so I would advise adding more elements to keep players' interest levels up.


I wanted to ease the player into the difficulty, so this first area is a breeze. I'm working to make the next one a considerable bit more difficult, where things will be hard if you don't explore, collect allies, and get some good gear. Hopefully I can strike a good balance and make the game both challenging and not completely frustrating.

author=LaMasquerade
Nice game, keep up the good work,
LaMasq


Thanks again! Your feedback was very helpful ^_^
Marrend
Guardian of the Description Thread
21781
author=LaMasquerade
First, I found a small but annoying error. I'm not sure if this applies to all cliffs, but there was one point in the first dungeon where I was standing behind a cliff tile, and the enemy on top of the cliff made me enter a battle with them. To clarify: I was not on the cliff, I was in the pathway below the cliff and behind it, the enemy was on top of the cliff but standing next to me as far as horizontal distance.

It's one thing if there's a wall-tile between the player and an event, but if it's a cliff edge, yeah, players can totally activate an event that's "above" or "below" them. I sorta used this fact to my advantage in one of my games, however, I don't believe we can prevent this kind of thing from happening. At least, I'm not seeing this game want to attempt to utilize height-maps. I'm not in charge, though, so...
Hey unity,

Just got done playing the demo and I figured I'd give some feedback.

First, I found a small but annoying error. I'm not sure if this applies to all cliffs, but there was one point in the first dungeon where I was standing behind a cliff tile, and the enemy on top of the cliff made me enter a battle with them. To clarify: I was not on the cliff, I was in the pathway below the cliff and behind it, the enemy was on top of the cliff but standing next to me as far as horizontal distance.

There is also a point after you defeat the bandit optional boss where he says: "I give up! I yeild!" It should say "yield," probably just a typo.

Anyway, the bulk of my review:

The gameplay elements are done well, I enjoy the idea of having a lot to explore when you first enter the game, and the Suikoden-style recruiting is fun, and I trust will improve as you add more characters and develop the game further. I will say, the introduction was way too short and didn't give me any flavor for what the character's are like. I also feel like because we, the players, get introduced to three characters all at once, it's overwhelming and it feels like there is no "main protagonist."

The plot is okay for a 50 minute demo. The evil Wyrm Wizard's curse device is a bit overused in NPC dialog. It feels like I'm running into it everywhere I go. It isn't necessarily a bad thing, but you should add more depth to it. ie: Rather than just reiterating how the wizard's curse is evil, give specific ways that it affects the individual lives of the NPCs. The thing about it affecting the harvest was good. Maybe personalize it more for the other references to the curse, to give it more direct meaning.

I also felt like the optional dungeon drops a little too much loot. Yes, you have a lot of characters to equip for, but I was gaining pretty decent equipment in almost every battle. I did enjoy being able to find all the new items, but it might have been a bit overkill. (Do enemies respawn? I never checked the optional dungeon again after beating the first dungeon. I'd say make them respawn upon exit, but make the drop rates lower. This way it rewards players who are more diligent instead of rewarding everyone a lot just for fighting a few optional battles.)

Other than that, I thought I'd give you my stats at the end of the demo. I'm pretty sure I found every one of the tomes, and every item. I was given 6 of the special point thingies at the end of the boss (I believe I collected everything I could have, and didn't use a single item). All my characters were level 5 (they all were anyway, even before the boss, barring one who was level 4 and leveled up from the boss).

Last comment: while I like the idea of rewarding players for being conservative with items, I feel like this leads to the developers having to make the game a little bit too easy... I personally breezed through the optional dungeon at level 1, and found that the demo wasn't very challenging at all. This isn't necessarily a bad thing. Some games focus on storyline and character development; but this game didn't seem to do that much, so I would advise adding more elements to keep players' interest levels up.

Nice game, keep up the good work,
LaMasq
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
Cool! Maybe she knows some of them under different names, though...
Hitori: "Full Moon Jelly!"
Andri: Wait, isn't that a group shield spell?
Hitori: Is that what they call it around here? I just use the name Ferdinand taught me....

*Edit* I'm writing Hitori's dialogue! Yay!*
unity
You're magical to me.
12540
She'll have a few of her own, unique Magical Girl finisher spells. But that won't be all of her spells, either.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
author=LockeZ
Sure, feel free to suggest anything you want for her, I'm fine with it as long as it's not wildly contradictory to the original character bio. Keep in mind *most* spells will be drawn from a general pool of spells for each element, but not all.
Ok. I'd kinda hoped for unique, called attacks to further the"magical Girl Warrior"theme and the idea that she's not quite from around here...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Sure, feel free to suggest anything you want for her, I'm fine with it as long as it's not wildly contradictory to the original character bio. Keep in mind *most* spells will be drawn from a general pool of spells for each element, but not all.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
True, Unity, but mix it up some.

"Halt! I, the savior of the Seven Seas, shall stop you!"~Hitori
Locke, If you don't mind, I'd like to help with Hitori- spell names and the like. I'm thinking an oceanic theme might work the best- it combines the elements you've suggested.
Andri: Wait,you fought the Sorcerers of the Deep Blue, the Masters of the Seas?
Hitori: Yep, all nine. *Ticks them off on her fingers* Apploon, Pentakleez, Ritsalin, Tarfax, Embrigo, Sliveen, Kniffle, Tooph, Urgaia...
Andri: The great Urgaia . . . *Shakes head* Wow.




unity
You're magical to me.
12540
Point. And I made the enemies that way because it's a bit more fun when there are foes weak to the elements you have access to.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The biggest thing making Andri so good right now is that almost every battle in the demo has at least one enemy weak to one of the two elemental spells he can cast, and many of them have the entire enemy party weak to the same element.

If you would rather change Andri than the enemies, I'd replace one of his spells with a non-damaging spell. However, I'm not sure it's a problem as long as enemies in later zones have more elemental variety, since he won't be getting any more elements than the two he has.
unity
You're magical to me.
12540
Thanks for the great feedback! :D

author=NeverSilent
- The moment when the king appears in the opening scene looks weird because his character graphic is already visible before the light animation is shown.


Good catch. I'll fix that.

author=NeverSilent
- After the king disappears again, a textbox saying "Aremen Castle" appears in the upper left corner (probably due to the player being transferred back to the ruined version of the castle again)


Hmm, yeah. Not sure how to fix that. I think there's a script that allows you to use the map-name functions in other ways. That might work. I'll look into it.

author=NeverSilent
- Shouldn't the mass HP restoring item be named "Star Stealing Mints"?


No, it's "sealing." They're not all exact game titles, as some play with the words. (LockeZ came up with them ^_^)

author=NeverSilent
- Super small typo: The info text of the knight in the lower right room of Aremen castle downstairs should say "... your Warriors will have their levels raised...".


Thanks! I miss little things like that, so this is really helpful!

author=NeverSilent
The battle system is awesome, especially with all the passive abilities. Also, having multiple battle themes makes normal battles feel a lot less standardized. Most battles are a bit easy, but since it's the introductory part of the game, that's no real issue. The mandatory boss is not extremely difficult, but still challenging enough to feel like a real threat. I'd say the battle balancing is very fine.
However, Andri still seems pretty overpowered, considering his skills are highly effective on nearly all early enemies, cost little SP and deal good damage to the whole enemy party.


Thanks! I'll be scaling the difficulty as the game goes on to put more bite into it. As for Andri, I'll look at nerfing him a bit more. Maybe making his skills more costly?

author=NeverSilent
Also, I think it would be cool to rename the items that raise stats permanently, too.

Well, that's it so far. Keep up the good work!


That's a good idea! If anyone has any ideas for renaming those items, please let me know.

And thanks again for your feedback ^_^
NeverSilent
Got any Dexreth amulets?
6299
So, I just tested version 0.07 and thought I'd give some feedback and point a few things out:

The way the characters play into all situations (opening chests, comments before and after battles etc.) is handled just great. My favourite character so far is Kathleen. Sure, she's an over-romantic oddball, but she's just so nice and funny that it makes her very memorable. Rackward is a lot of fun, too.

- The moment when the king appears in the opening scene looks weird because his character graphic is already visible before the light animation is shown.
- After the king disappears again, a textbox saying "Aremen Castle" appears in the upper left corner (probably due to the player being transferred back to the ruined version of the castle again)
- Shouldn't the mass HP restoring item be named "Star Stealing Mints"?
- Super small typo: The info text of the knight in the lower right room of Aremen castle downstairs should say "... your Warriors will have their levels raised...".

The battle system is awesome, especially with all the passive abilities. Also, having multiple battle themes makes normal battles feel a lot less standardized. Most battles are a bit easy, but since it's the introductory part of the game, that's no real issue. The mandatory boss is not extremely difficult, but still challenging enough to feel like a real threat. I'd say the battle balancing is very fine.
However, Andri still seems pretty overpowered, considering his skills are highly effective on nearly all early enemies, cost little SP and deal good damage to the whole enemy party.

Also, I think it would be cool to rename the items that raise stats permanently, too.

Well, that's it so far. Keep up the good work!
unity
You're magical to me.
12540
That would be absolutely wonderful, Yuna! ^__^ Thanks very much!

The list of maps we need is here. Feel free to claim any that suit your fancy :D
I wouldn't mind making a few maps. =)
unity
You're magical to me.
12540
Hooray! We got featured in the Spotlight: Development portion of the main page! :D

Welcome, to everyone visiting! We may have finished the characters for the game, but we still have plenty of maps that need to be made and dungeons to be designed! Any help is very much appreciated ^_^
Sugoooooooooooooooooooooooi! *uuuu*