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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!




  • Hiatus
  • Daedron
  • RPG Maker VX Ace
  • RPG
  • 04/23/2014 09:44 PM
  • 05/17/2019 06:29 PM
  • 07/30/2015
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Posts

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A new game!
I loved blood haze, I will try this too!
Thanks!!
Hey guys, sorry for my absence the past few months but I'm back now!

I haven't actually opened RPG Maker for quite some time now. In fact, I pretty much decided to stop doing RPG Maker projects at all as I was simply not feeling it.

But, I decided to continue and this game WILL be released. However this will most likely not be next year, it might not even be 2016. I honestly don't know when it'll be done anymore.

There are a few reasons for this and I'll make a blog post later. Thanks for your understanding. I'll go read the new review and your comments now :D

nhubi
Liberté, égalité, fraternité
11099
Hiatus? That's a shame. Though better than cancelled.
author=nhubi
Hiatus? That's a shame. Though better than cancelled.


It's been on hiatus for a while now, I just never actually "turned the switch" so to speak.
This game will be finished some day, though most likely on a completely different engine and perhaps in an entirely different form. Maybe even unrecognizable from what it is now, that wouldn't surprise me either.

For now, I am turning my attention to something else...:)
shayoko
We do not condone harassing other members by PM.
515
1.1 demo
random thoughts
blue=important
the intro was interesting. can it stay that way tho?

auto skipping text...one of the banes of games!

custom avatars nice

choices? :D do they matter?

you can pick your name :D

the intro is too long however...would like to save

great mapping

the gear boxs are interesting. gear is even ranked :O

while the pink boots were funny. it did not make sense as she doe not come in if you choose the other choice.

my sprite changed into some teal haired girl while in the 1st dungeon.i wasn't really paying attention to the exact moment but i assume it was after the top right room you get locked in

talking with leona feels...weird since she is looking away...(at the lords manor at night)

i don't like the limitations the games puts on you...a 30 days time limit.building one relationship a night,once every 3 days...
and that this has a battle system despite a time limit? it just doesnt work.

the characters have some really interesting backstories

the towns people are such scum >.>


General 2H 7M+
This was a hit and miss experience for me
what i liked was
the plot
despite being of a cliche world ending nature it somehow had its own appeal perhaps because of the gameplay features?
also the fine line between dark and too dark was done well.

Characters
sadly because of the way the game is done i could not learn about the characters in a more preferable way.that aside the stories i did get to read were very interesting making me feel attached with each character every time you speak to them.
its a shame that the method and limitations of learning hurt this for me.

gameplay
i do not care about battles but i guess they are well designed?again the limitations on learning all the skills is not something i enjoy.
i also am not a fan of time limit games especially when you have a battle system with experience levels and all that...
i do not like how it was executed as it put pressure on me thinking about what i want to see when i want it all without replaying the game.
you could salvage the time limit if you can continue playing after the final day (once you save the world) so you can finish upgrading see any conversations you missed ect. this would be a major savior to this kind of game rather then a new game +


Overall
i don't recommend demos. and my overall feelings for this are neutral.
Demos, the curse of many good RPG Maker games. But still an outstanding demo at that, and one I think people can learn from.

The idea of using your town as a hub and having a sort of day / night cycle worked well, although I felt portions of the game were very limiting. For example, I wished there had been more to do at night, and maybe only 2 days cool down for dungeon re-entries. And maybe rather than talking to one person per night, you can talk to everybody, but the choices you make in the dialogue effect whether or not they get stat upgrades, and how much.

Overall, this was a fantastic rpg, and here's to hoping it'll get finished someday.

author=shayoko
1.1 demo
Overall
i don't recommend demos. and my overall feelings for this are neutral.

Unfortunately, I have to agree with this (although perhaps for different reasons). Very seldom do I come across an excellent RPG Maker demo and get the see the game come to full completion. It pains me every time I play a game that is a demo, and then find out the game will never be finished (Necropolis, I'm looking at you!). So I generally steer away from demos for that reason.
I agree, it's a big problem when a demo gets released more than a year before the project's actually done. People will have forgotten all about it by then, and while the feedback is definitely appreciated, a team of testers can achieve the same result.
I also feel the same about game pages in general, unless the dev keeps in touch constantly, hype just fades away after a while and people get tired of waiting.

MV looks promising, and there's lots of things I still want to do in the coming years. This game will be done one day, that I promise.
Honestly, with a bit of polish and shine, and maybe some more nightly things to do, I can easily see this as a game I'd purchase commercially if it was ever on Steam. Not sure if others feel the same, but it offers something different than the traditional rpg's you see on the various portals.
5 day demo. Seems heavily influenced by persona games. that goes for difficulty as well. You really need to optimize everything and have a good strategy going right from the start. It's a tough game, but it's pretty fair and I like it so far. However there were a few bugs, which includes:

- Being able to fight and collect the bounty on the assassin twice
- Loosing to the deep sea boss, then the game let me retry the fight. After beating him on the second try, the loot results screen appears, but the game told me I was defeated and the loot results picture got stuck on the screen so I couldnt walk back to town (because i cant see where im going with that picture blocking my view)
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