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Summary
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The world trembles at night, wildlife's becoming more and more aggressive and one by one, humans are turning insane.
These signs all point to one thing: the end of the world, at the hands of a God named Deimos.
With only 30 days left until the faithful day, it's your task as the new lord of a small town to gather resources and grow stronger to be able to face off against Deimos in due time - and hopefully survive.

Dungeon crawler at heart, you will delve into countless dungeons in search of valuable resources. Grow more powerful and clear out harder dungeons for even better loot.
At night, you'll be able to talk with your party members to obtain background information and increase their stats.

Will you be strong enough by the end of the 29th day...or will your world perish under Deimos' might?

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Features
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-20~ hours of gameplay on a first playthrough.
-NG+ mode that mixes up enemies and provides access to new loot.
-Fast paced ATB-Wait battle system.
-Stamina-based exploration. Explore the world and its dungeons during the day for as long as you have stamina.
-9 Unique dungeons to dive into, divided into 3 difficulties which mix up the layout and enemies.
-Upgrade your town with the resources you find. 6 aspects of the town can be improved.
-Bounty System: more than 20 bounty targets to find and kill.
-Monster Power. The ability to adjust the power of every enemy in the game upwards if one so feels like it. Greater rewards await you on higher monster power settings.
-Abyss System. Find abyssal stones which open gateways to random dungeons filled with random enemies and loot.
-4000+ pieces of loot with varying degrees of rarity and unique special effects, allowing for a deep and satisfying loot hunting experience.
-7 unique playable characters that fit into different party roles.

Latest Blog

Delays, Major Changes & the Future.

Hello, new blog post with some new juicy and maybe not so happy news.

So, for the last few months I haven't actually touched this project at all, in fact I didn't even open RPG Maker or log onto the site.
I see some of you have posted feedback and reviews and I'm very sorry that I didn't see them sooner. All feedback is still highly appreciated and I'll do what I can to improve the game using it.

Anyways, the reason I haven't worked on Deimos is because I lost interest, motivation perhaps. I thought I could better spend my time elsewhere, which I did. School was a priority as well for quite a long time and the way I imagined the schedule in my head was that I would work on Deimos almost full-time over summer break, get a lot of things done so that when school started back up again I could work 1-2 hours a day and still make it in time for the release date.

But this schedule went flying out of the way and now here we are....I decided to not continue college as I knew I wouldn't be happy by the time I was done with it. It just wasn't for me.
So outside of my job and a 1 year course in digital art which will be starting soon, I have a lot of time to actually work on the game again.

So, here are the big changes I have planned for the game.

1.
All cutscenes will be changed to VN-style. Most of you will know what this means but for those that don't I direct you to SMT4's cutscenes:



All art will be done by me, yes this means it takes a lot of time especially as I am still learning. I do promise it will look good though, I will make sure of it.

2.
The main character will no longer be silent. There will still be choices the player can make but there'll be less choices overall, all "meaningless" choices will be taken out. The MC will say more despite this. Choices that affect the outcome of a situation will still be player-chosen.

The main reason for this change is that the silent MC hindered me more often than not. Every time I wrote dialog I felt like I was working around the MC instead of with him, this of course because I'm not an actual good writer. This change is a big one but the dialog and overall story progression should feel better once all is said and done.

3.
Navigation through Kyndale will be done through a bird eye's view map. You click on icons to move there. Think Persona3/4 without the menu.
There's a reason for this: Engine limitations. The game becomes increasingly laggier as more events are made and because a lot of events take place in 1 map of the town, it would become pretty unbearable by day 20+. I remedied this somewhat by having copies of the same map and using them for different days but this could become quite messy and confusing overtime.
Working with a single image, a few icons and the cursor of the player is far more intuitive. I can also actually visually change the town depending on which upgrades the player has made so far since the entire thing will run on a single image which I can swap out easily.
The world map will remain the same, because a lot of events is exactly what I need it for.

4. (not so big really)
Weakness multiplier in battle reduced to 200% (down from 300%)
This change seems small but might be big overall. I thought a big weakness multiplier would be a huge incentive go for them whenever possible...and it was! But 3x the normal damage posed some problems.
Namely, that characters who could not hit the weaknesses of the enemies felt useless in terms of dealing damage. This was gonna become even worse when enemies would start resisting certain elements. By toning back the weakness multiplier it should open up the possibilities in battle a bit more, make the characters feel more balanced and make the player feel reasonably strong even when having a party that can't hit enemy weaknesses at all time.

I think that's all.
So the release date of the game will definitely be pushed back, I don't think I can get it done in 2015 (I'll try) but early 2016 maybe?
I'll release a new demo which will go to day 10 once I'm done with all the content up to that point. I wouldn't expect it any time soon, but I will post updates and screenshots of my progress as I make them.

Thanks for reading all of this!




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  • Daedron
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  • 04/23/2014 09:44 PM
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Posts

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Well, it's finally up.
This should have happened almost a year ago, but I guess it's better late than never.

I'll be sprucing this up a bit more over the coming days.
This looks great, and from Blood Haze creator :O
Insta-sub.
author=urano23
This looks great, and from Blood Haze creator :O
Insta-sub.

Thanks! Always glad to hear that people enjoyed Blood Haze, even though it was so rough around the edges.
When do you plan uploading a demo? Looks really interesting :D
author=serenitycrystal
When do you plan uploading a demo? Looks really interesting :D


I should have one out before Wednesdays next week. I just need some time to run through it again to make sure it's as close to perfect as I can possibly get.

There's some battle lag present at the moment and I'm not sure if I'll be able to get that fixed, but we'll see.
The demo will take about 2-3 hours to complete and runs up to Day 5 in-game.
Trying to find some new colours to use for the text but it's proving hard. Very sorry to anyone who comes in here while I have some bright, ugly colours up. ;_;
author=Daedron
Trying to find some new colours to use for the text but it's proving hard. Very sorry to anyone who comes in here while I have some bright, ugly colours up. ;_;


Purple is good I think
author=serenitycrystal
author=Daedron
Trying to find some new colours to use for the text but it's proving hard. Very sorry to anyone who comes in here while I have some bright, ugly colours up. ;_;
Purple is good I think


I'm liking the current scheme. I'll keep this for a while.
This really sounds intresting lads, since I like the idea of equip that grants techs or cast spells. Bounty system sounds like fun and adjusting monster power is a very smart addition! The Abyss System is a good way to keep the "explorer-spirit" and "loot-addiction" up (who dont get tired of running the same dungeon a hundred times?) and upgrading your town has something simulation-like. When you put it in the right story and style...

...seems like theres some potential here xD! Thumbs up...'scribed!...

One thing to you Deadron: Blood Haze has its edges but it was a cool game with a simple-but-fun battlesystem... PS: I liked the SMT influence in BH and it seems like youre adding some into this wich i really appreciate!!!
author=gazi
This really sounds intresting lads, since I like the idea of equip that grants techs or cast spells. Bounty system sounds like fun and adjusting monster power is a very smart addition! The Abyss System is a good way to keep the "explorer-spirit" and "loot-addiction" up (who dont get tired of running the same dungeon a hundred times?) and upgrading your town has something simulation-like. When you put it in the right story and style...

...seems like theres some potential here xD! Thumbs up...'scribed!...

One thing to you Deadron: Blood Haze has its edges but it was a cool game with a simple-but-fun battlesystem... PS: I liked the SMT influence in BH and it seems like youre adding some into this wich i really appreciate!!!


Thanks a lot, appreciate it!
There's some SMT skills in the game, but that's really about as far as the SMT influence goes...at least so far. Who knows what might happen later down the road. ;)
Aye! Hope you will surprise me with something fancy since the currently features are very clever!

Maybe you'll add something like the "Kongokai" in SMT2 (I think as a SMT fan you know what I'm speaking of xD) as postgame? I think this would fit with your story of having 30 days to accomplish the task that is given!

I can say that I dont played many games till the end (because of motivation problems xD) BUT when there was a postgame after the casual storyline, it makes me play at least through the plot (wich is just in your intrests or?).
I'm looking forward to get a demo lad!

If I have any more useful ideas/feedback I'll let you know ;)
author=gazi
Maybe you'll add something like the "Kongokai" in SMT2 (I think as a SMT fan you know what I'm speaking of xD) as postgame? I think this would fit with your story of having 30 days to accomplish the task that is given!

I haven't actually thought about anything like a post-game dungeon yet, though I did think of like a post-game mode where you stay on day 29 forever. Then I could use that to add extra dungeons for example.

I do have optional bosses planned however, so there's at least something. There's also the 50-floor dungeon that's not integral to progression.

author=gazi
I can say that I dont played many games till the end (because of motivation problems xD) BUT when there was a postgame after the casual storyline, it makes me play at least through the plot (wich is just in your intrests or?).
I'm looking forward to get a demo lad!

Yes, right now I only care about finishing the main storyline. Though the game is more gameplay-focused this time around. In fact, the main storyline stays relatively simple throughout, I've focused more on the actions of the characters and how they interact with one another.

The demo should be available tomorrow evening. ;)

author=gazi
If I have any more useful ideas/feedback I'll let you know ;)

That would be appreciated. I still have a long ways to go so anything and everything could still change at this point.
author=Daedron
I haven't actually thought about anything like a post-game dungeon yet, though I did think of like a post-game mode where you stay on day 29 forever. Then I could use that to add extra dungeons for example. I do have optional bosses planned however, so there's at least something. There's also the 50-floor dungeon that's not integral to progression.


Thats why I suggest it ;) but a postgame is, in my opinion, something that happens after the mainplot... it would make more sense to implement the 50-floor dungeon inside the mainplot (maybe accessable with a certain number of abyss stones or/and other items or triggers) and, in addition, a postgame feature like more playable characters, a higher grade of loot and/or a permanently random and secret dungeon. It could be combined with the 50-floor dungeon and abyss/bounty feature like you have to collect certain items or kill a npc/monster (or both?) in it (or progressing in upgrading your town?) to get access to those secret areas! I know it sounds like an assload of work but it seems at least worth thinking about. That would improve my motivation ;).

For more suggestions I'll need the demo xD

author=Daedron
Yes, right now I only care about finishing the main storyline. Though the game is more gameplay-focused this time around. In fact, the main storyline stays relatively simple throughout, I've focused more on the actions of the characters and how they interact with one another.


Thats fine for me. I dont need a deep story (that maybe confuses me or wich I simply dont like) when the mechanics inside of a game work fluid, make sense and are enjoyable BUT challengeing. As a developer you have to think around the corner I suggest ;)

author=Daedron
The demo should be available tomorrow evening. ;)


Cant wait to play it and give some feedback!
(if you ever need a beta or demo player in the future, I'd love to offer myself for this purpose xP)


Umm... you said youre gonna blogpost the town system... hope you'll do today so i can make myself a picture of it!
author=gazi
Thats why I suggest it ;) but a postgame is, in my opinion, something that happens after the mainplot... it would make more sense to implement the 50-floor dungeon inside the mainplot (maybe accessable with a certain number of abyss stones or/and other items or triggers) and, in addition, a postgame feature like more playable characters, a higher grade of loot and/or a permanently random and secret dungeon. It could be combined with the 50-floor dungeon and abyss/bounty feature like you have to collect certain items or kill a npc/monster (or both?) in it (or progressing in upgrading your town?) to get access to those secret areas! I know it sounds like an assload of work but it seems at least worth thinking about. That would improve my motivation ;).


The 50-floor dungeon can be visited during the mainplot and has a secret boss at the end. Clearing it during the main story is actually the biggest challenge.
I'll probably have at least 1 boss locked behind certain requirements as well, but not sure how I'll implement any of it yet.

author=gazi
Thats fine for me. I dont need a deep story (that maybe confuses me or wich I simply dont like) when the mechanics inside of a game work fluid, make sense and are enjoyable BUT challengeing. As a developer you have to think around the corner I suggest ;)


Yeah, exactly. Gameplay above anything.

I don't think the game is all that hard at the moment, but I don't really want it to be at the beginning. the difficulty should kick in after day 10 or so when all mechanics are unlocked and Abyss difficulty dungeons come into play. Then again since I'm the developer I know exactly what to do in any situation so I'm wondering if there are people who find it too hard.

author=gazi
Umm... you said youre gonna blogpost the town system... hope you'll do today so i can make myself a picture of it!


Yup, should be up in a few hours. It's not going to be too long as there's not all that much to explain to be honest.
I swear, every time I fix one thing, 2 new bugs pop up.
Demo is still on track though! All the fixes and additions in the last few days have definitely upped my enjoyment of playing the game, it has a really good "feel" to it right now. can't really explain it.
Thats a common misery of a developer I guess xD. I almost finished browsing through the blog... but I'll save my opinion until the demo release!

Keep it up lad ;)
I'm currently uploading the demo, so stay tuned!

At least, if the uploading actually works. It failed on the first try for some reason, I'm sure 180mb is not too big...

EDIT: and it's up. I'll be going to bed soon so hopefully there are no major issues with the download, though I'm sure there are not after all my testing.
Such a short demo only 5 days :(

But then again all demos tend to be this way.

Interesting game dough.
Sweet! I really enjoyed Blood Haze but I did not have a chance to finish it
before I lost my save file. I'll get around to starting over but I'll just play this first.
Okay, I just finished playing through the demo. You have a really great game so far! The battle system feels fun, and I like the simulation aspects of it - kind of reminds me of Rune Factory in a way. However, there are some adjustments I would suggest.

1. Add a bit more open space to the town maps. One issue I kept having was that I kept accidentally running down a certain not-so-obvious alley in the Military District and had to backtrack a bit. This isn't as much of a problem for the dungeons, as players expect those to be tricky to navigate, but the town portions should be easy to travel through. You might consider just having a generalized "town" menu for most day-to-day tasks, like in the Etrian Odyssey series, with the option to roam the area manually.

2. When a player goes up to a bounty, show the bounty's suggested level before they decide whether or not to fight it. Also, you might consider adding a Bounties option in the main menu for more convenient checking.

3. Show a separate counter for Magicka in the main menu, with a different icon from the money counter.

4. Let the player see how much loot they've collected so far in the items menu.

5. Add more purpose to the blacksmith. I didn't need to visit him even once in the demo, I just used whatever equipment I got from the dungeons.

6. Add more of a pause to choice screens. I kept accidentally skipping through choices too quickly.

And finally, more of a features I'd really, really, really love to see than ones I'd expect to see:

7. An unlockable Infinite mode.

8. Choice between male and female character.

You have done a really great game so far and your demo has certainly done a great job of showing off the traits of your game. It just needs some touching up here and there. I look forward to seeing where this project ends up!
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