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Kathos is at risk from certain doom as the life of the world turns against themselves. Something dark is at hand and you must answer the king's call.

The intent of this demo is gather feedback on the game itself. Tales of Aether is a work-in-progress and will not be released for some time. There is currently only one person working on this project and it was made with RPG Maker VX Ace. The demo contains the first 2 hours of gameplay and has been bug tested and balanced for a challenge. The world of Kathos awaits you.

Game Features
- Variety of normal encounters
- Elite encounters
- Boss fights
- 2 playable characters
- 1 Interactive town with shops
- Explore the Mystic Forest and the Ahn Kathet Mansion
- Map system
- Warp Crystals
- Triggered event quest system
- 1 custom animation (Aegis Slam; designed by me)
- Galv's Explorer's HUD
- Yanfly Engine Ace - Ace Core Engine v1.09
- Yanfly Engine Ace - Ace Battle Engine v1.22
- 360 controller compatible

Not so good
- lacking in dialogue/story
- most (but not all) default media, tile sets, music etc...

Instructions to play
1. create a new folder called ToA and download the game to where you like
2. extract the .zip file to the ToA folder
3. run 'tales of aether' and it will ask you to extract again, do this in the same ToA folder
4. Navigate your ToA folder for 'tales of aether' folder and open it
5. run Game.exe (application)
enjoy!

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  • Production
  • aaron9780
  • RPG Maker VX Ace
  • RPG
  • 03/30/2014 08:35 AM
  • 04/19/2014 12:07 PM
  • 09/01/2015
  • 20156
  • 4
  • 132

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Pages: 1
Special thanks to Liberty for helping me with this website! ;)
This post has been hidden by the game developer. Click here to show the post anyway.
Having fought all the way to the old man with the black ball I thought i had reached a save spot or something. I had only 1 HP by then. But suddenly there was another fight with a fairy boss or something. I know now to buy lots of healing potions and make sure to save. It would be nice to have enemy drops at least occasionally because even with the return gem, it takes time to go all the way back to buy items. BTW where is the grandpa? I cant buy armor unless hes found and I think armor is going to help get all the way through to whatever lies beyond.

Then again...maybe I am just whining!
BTW where do I find Lia...am I supposed to have her before going in to the forest?
Linkis
Don't hate me cause I'm Cute :)
1025
Your right Roy, sounds like one great big fat whine to me also...... :)

Damn, now I have to download the game to find out what makes people whine so...
author=Roy
Having fought all the way to the old man with the black ball ...

-you are right the armor cannot be purchased yet! But that does not mean it can't be found.
-the old man IS the grandpa :P
-not sure if you are aware but you can warp back to the crystal from the forest entrance
-yes you will need a lot of potions at the beginning as its the only way to heal in battle at the moment
-Lia is achieved after the forest
-also if the normal monsters become a pest you can always escape!

thank you for your feedback I greatly appreciate it and keep 'em commin!
I have went through the forest and saved the girl now and bought the location note about X & Y -- But it's no help because X & Y is not marked on the Forest Map??
Can't locate the Thorn Faingher.
author=fharden
I have went through the forest and saved the girl now and bought the location note about X & Y -- But it's no help because X & Y is not marked on the Forest Map??
Can't locate the Thorn Faingher.
Talk to the people in the potion shop!

author=fharden
saved the girl
???
There are no girls that need saving yet! lol

author=fharden
Thorn Faingher
lmao
Finished the DEMO. Great work keep it going. The only thing I see wrong is the
Weapon prices. Great job.
author=Linkis
Your right Roy, sounds like one great big fat whine to me also...... :)

Damn, now I have to download the game to find out what makes people whine so...


Ha! Yes old buddy, get your bones over and play it!
BTW at roughly what level are you able to make it past that fairy behind the old man. I am LV 6.
author=Roy
BTW at roughly what level are you able to make it past that fairy behind the old man. I am LV 6.
that sounds about right, don't forget your potions!

author=fharden
Finished the DEMO. Great work keep it going. The only thing I see wrong is the
Weapon prices. Great job.
thank you very much! This is my very first project using any type of rpg maker. This demo took about a month to make but alot of that time was spent learning. I am taking a break from the project at the moment but once I get going again I should be able to make content quicker.
I do realize the story and dialogue are a bit weak but I am only one person and have been making it on the fly.

btw... the weapon prices are good I think because you are ment to finish the demo with the battle axe.. the expensive stuff is only there for people who fall in love with my game and farm like crazy to own the ubers ;)
No one in the potion shop really tells me anything except to sell or the one guy to tell me X and Y.
Never mind...I fed that damn dog....sorry. But since I now have your attention, what % of the game is left at this point roughly?
If you just fed the dog, then that's about where the quests start happening, I would say you are about half way :)
Hello aaron9780.

I will try to be constructive in my review here, since you wanted feedback on your demo.

The main problem I am finding so far is that there is nothing to draw the player in or catch our interest. Let's take it step by step.

The game has a VERY brief introduction, which was problematic in a few ways. It didn't catch my interest or make me ask questions about the world in which this game takes place; it didn't make me want to know more about the world or any characters. In fact, not a single character or line of dialog was included in the introduction. Because the game lacks a real description, I felt immediately disinterested. The purpose of an introduction is to make the player want to continue playing while giving a little background. I felt like you were just giving a grocery list of generic things that needed to be said for background info. You need to make the introduction much more interesting and dynamic!

After the introduction, we immediately get control of the main character without any introduction to the character. We, as players, don't know anything about the guy. Is he likable? Is he snarky? Does he have habits or annoying tendencies? How does he interact with people? None of these things are answered, and instead we immediately have control of him on the world map. Add this to the fact that he has the generic, default art (and even character description) and it felt lackluster and wrong to me. Think about any of the classic RPG genre games: you need to know more about the character, again, to draw the players in, before any control is given over to the user.

My main criticism after that is it felt like the game lacked direction. Am I supposed to go to the one town? I assumed I was, since it was a linear path on the world map with only a few limited places to go. But when I arrived in the town, there was no cutscene to give me information or even confirmation that I was going in the correct direction. In fact, the town could be skipped over on the world map itself, without ever entering the town simply by answering "No" and then walking over it. It felt really poorly thought out.

After wandering around a bit, I discovered the only place to go was the forest, so I entered and started wandering around. I will say, the warp crystal was a good idea, and I've often wanted things like that for convenience in other games. But other than that, the forest was essentially just fighting through extremely boring battles with the standard RPGMaker VX Ace battle system. I say extremely boring because it was literally "Press Attack, select enemy, hope they don't kill you/status you, repeat." I didn't even have any spells to cast or abilities to use (and I made it to level 3, by which point I should have SOMETHING other than "Attack").

Then as I was wandering up to the old man that I saw, I got wtfganked by an elite spider enemy that poisoned me on the first turn and was dealing 1/5 of my HP per attack. I was not able to kill him, even with the 3 Potions I was given via the chest. I then realized that I forgot to save at any point, because there was no reminder/no save points anywhere (I guess I was supposed to save on the world map...). I did not feel like restarting the demo due to having very little interest in the one character I had control of (can't honestly remember his name now...) and having even less interest in the world in which he lives.

I believe you can do a lot better than this given time, and I don't mean to sound too overly critical. Just remember, as you continue to develop the game, to make something to draw the interest of the player! Show us what the characters are like, tell us about the world! Add details that draw us in and make us want more! This is the crux of the issue with anything fictional. You have a pre-made community willing to play your game here at RPGMaker.net, but it needs to draw interest. There has to be something unique and attention-catching, whether it's the characters, the art, the story, the dialog, the music, or the interesting battle mechanics... But you need something in the game other than what is there right now.

Good luck on the game!
LaMasq
Hello LaMasquerade!
Thank you for taking the time to make a lengthy review! You are totally right about the intro, story, characters and dialogue. They are short, brief moments that were needed just to plug-in and make the game playable. Once again I am doing these on the fly and creating the game by myself. I do plan to add more explanation and reasoning behind the story.

The beginning of the game, most things are blocked off except the for town and forest as you know. You are given the option to explore the town before the game throws you into the forest. (I wanted to have this option) I also do realize dialogue was absent from this transition as stated above.

I do apologize battles were boring but you have to realize this is the demo containing the FIRST 2 hours of game play. At level 3 you are not going to have much choice other then attacking and potions. At level 5 you achieve Aegis Slam and shortly after, the first npc joins you. I plan to utilize 99 levels in the final game and did not want to give skills away too fast. The game currently uses Yanfly Engine Ace - Ace Battle Engine v1.22 (not default) as you claim.

Yes, you were to save on the world map. The 2 gold chests BEFORE the first spider will help your cause greatly. Taking on the spider at level 3, with 3 potions and default equipment is surely doom. As I stated in the description, I wanted to provide a challenge and it looks like I did that here.(and will continue to do so)

This is my very first project using any type of rpg maker. This demo took about a month to make but alot of that time was spent learning. I am taking a break from the project at the moment but once I get going again I should be able to make content quicker.

*edit: I have been pondering the first spider and you guys are right, he needs to be stationary like the second spider, i'll just swap them;)
*edit2 since you pointed out my weakness, going to edit my description; ty

Thank you again!
unity
You're magical to me.
12540
author=aaron9780
I do apologize battles were boring but you have to realize this is the demo containing the FIRST 2 hours of game play.


I hear you about not handing out abilities because you want to stretch them out through 99 levels, but if you think that means that the game should be boring and suffer for it, then you're going about it all wrong.

On the contrary, the game should be as exciting as you can make it at the start to grab the players' interest. Towards this end, I generally give each character at least one neat ability at the very start to making playing more fun (and to add more strategy to the battles). If you're worried about running out of skills, design more. There are thousands of options for different skills with VX Ace, so I don't see any reason why a player gets no option other than selecting "Attack" again and again.
This game is undergoing serious changes. The game is being redone completely in larger res (640x480). A bunch of new custom content has been imported along with improved visual effects on almost every map now. The aim is to limit the camera from panning and have maps created in sections the size of the resolution. This will create a Zelda 1 type feel to my maps. And this will also give more meaning behind finding maps and potentially getting lost. I am also doing this for other reasons.
As for now, many maps and whatnot are being completely redone.

a concept pic :
http://s26.postimg.org/tqwmy2555/newtoo.jpg
and yes the shadowy leaves sway back and forth :P
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