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Important Note: This game is NOT in French.

Honestly, the "Short Description" explains the situation in the game pretty well: Join a handful of medieval types as they dungeon crawl through a spaceship, piecing together clues as to the reason behind this bizarre scenario.

Created in two weeks for the massive 2014 Indie Game Maker Contest.

Also, Tumblr in case you're into that sort of thing.

Kool Featurez
- My first real project with RPG Maker VX Ace, borrowing heavily from the generous amount of content provided in the recent Humble Weekly Bundle. Many thanks to everyone who made it possible!
- Usage of Yanfly Battle Scripts to change around the DBS, but nothing too fancy. Most notably, the 'Attack' command is removed, so no button-bashing your way through this one.
- No random encounters and a 100% Steal success rate.
- Earn SP by fighting enemies and use these points to learn new skills in the form of either Tech, costing TP, or Magic, costing MP.
- Lots of dungeon crawling to awesome techno music.

Characterz (I like the letter 'z' okay)

Lin
A high-ranking magician, or Magus, within the Kingdom of Alabastre with a shedload of blood on her hands. If anyone deserves to be stuck in this predicament, it's her.

Lin's black magic is powerful enough to consider her as the main damage dealer, but she's pretty slow and defensively frail.

Tyrell
A devoted priest serving in the House of Pasamena.

Has sworn the Vow of Pasa, meaning he cannot deal any sort of damage to enemies. Luckily, though, he's got a fairly useful array of support spells so he's not entirely useless!

Dirk
A mysterious traveller, formerly of the House of Oleyn (why 'formerly', we wonder?).

The fastest member of the group with a decent balance of offensive and support skills.

Alexis
One of the noble Order of the Falcons, currently stationed in Colinvale. Alexis' job as a 'Falcon' is to protect the vicinity and uphold justice, so what has she done to deserve this?

A valiant swordswoman, her attacks can be pretty brutal given the right combination. She's very susceptible to magic spells, however.

Latest Blog

I've made a HUGE mistake

SEVERAL MONTHS after the the latest version of this game, it was brought to my attention (shout-out to Calunio) that this game is, in fact, NOT RTP-Independent. Needless to say, I'm embarrassed as all hell.

Anyway, I went in the project fileand changed a single line in Game.ini from:

RTP=RTPVXAce


(or something along those lines) to:

RTP=


and as a result, the game should now function without RTP.


The latest download can be found here. If any issues persist, please let me know! Cheers.

Posts

Pages: first prev 123 next last
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
Okay, that's really odd because I am 99.99% sure I fixed THAT Turing, at least. It was in one of my beta tester's reports. Getting the sneaking suspicion that I have two builds of this game lying around, and may have uploaded the wrong one. Ugh

Can't say I've noticed the font issue, though. That's definitely a new one. Again, thanks for the heads up!
nhubi
Liberté, égalité, fraternité
11099
Hmm, that may be the answer. I haven't run across any more though so hopefully you caught the rest. In regard to the font thing, I had to wait until I levelled up to take a shot.

http://rpgmaker.net/media/content/users/458/locker/levislevel.jpg

sorry edit to add, found another Turing, when they are examining the blueprints on the wall in level 2.
Hey, just got done playing. I'm going to be honest--not too thrilled with it. Here are my thoughts:

-First off, the ending assumes that I played the game because the idea of medieval people in space interested me. I actually find that concept ridiculous and hoped this would be a joke game. The reason I tried this game was because of how active you were on the forums, and I was curious to see what your work looked like.
-The battle system, I think, was actually tuned pretty well for me. I like how you balanced the enemies to compensate for the dedicated healer. Each of the characters has a clear role in the party, and the game wasn't long enough for that to become tiring or for the player to need to max out their skill charts. Battles were difficult without being ridiculous; I think the battle with the knight and the succubusy chick was the strongest moment of the gameplay for me.
-The mapping did a good job of setting the scene; I liked the glass space deck the best.
-The music sounded more like a selection of tracks from your personal playlist than a soundtrack that captured the atmosphere of the ship. There were still some okay tracks--I especially liked that little minimalist piece that starts out basically silent and slowly builds--but it didn't function well as a soundtrack.
-It was very difficult to connect with the characters given the short length of the game. I found the black mage a little interesting, but she wasn't rounded out as a character; none were, really, but that wasn't the point of the game, anyway.
-Alright, let's talk about the ending. It was terrible. Really, legitimately terrible. There has never been a compelling piece of literature that just straight-up tells you its internal philosophy--well, maybe religious texts, but I don't particularly find them compelling, either. When you make a game, write a story, a play, a screenplay, or whatever, don't come to the table with a message. Your goal shouldn't be to deliver your message to the audience. This is because: 1)you're not a genius and 2)your audience isn't stupid.

I'm telling you this coming from the perspective of someone who started out his writing career doing similar things. I thought, "This is a nifty philosophy, I should write a story that shows this!" and among these stories, hand to God, was about how the journey is more important than the destination. It was the first story I ever wrote in college. I didn't do it as directly as you, but I look back at those stories now and I'm ashamed, mainly because in order to write a story like that, I had to assume that my audience consisted of mouth-breathing homunculi rather than actual people who have spent just as much time thinking and dreaming on this planet as me. When you're making something regarding a philosophy, you should look at a theme or idea that you want to explore that maybe you don't have a clear answer on.

I hope that wasn't too harsh, but it was how I felt, and storytelling is my background.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
author=nhubi
Hmm, that may be the answer. I haven't run across any more though so hopefully you caught the rest. In regard to the font thing, I had to wait until I levelled up to take a shot.

http://rpgmaker.net/media/content/users/458/locker/levislevel.jpg

sorry edit to add, found another Turing, when they are examining the blueprints on the wall in level 2.
Had a look at this, and I'm gonna be honest with you: strangely there seems to be a bug in the script somewhere causing the bracket, while the " was something funky in the script. Not quite sure why I didn't see this before :<



Thanks for playing the game Housekeeping - I'll definitely keep your thoughts in mind. I feel I should point out (and you're probably going to hate me for this), however:

(ENDING SPOILERS)
That your negative comments are mostly to do with the ending, which...pretty much proves my point, doesn't it? I mean, you let what, one minute of cutscene out of fourty-five minutes of game pretty much ruin it.

I'm not going to say I executed it very well (bit of a Gainax ending because of time constraints), but I'm of the belief that many people aren't going to listen to what you have to say until you spell it out to them in bright red letters. As the issue I mentioned in the game is something I feel strongly about, I didn't feel a need to be subtle. Not saying that others may be STUPID, but do they have a tendency to forget realities like this? Absolutely.

Don't worry though: I went in knowing that my ending would be polarising to say the least, and your thoughts as a storyteller are appreciated.


To be blunt, the ending only proves your point if the first 45 minutes of your game were enjoyable. You're setting up a catch-22, and I don't appreciate it at all. If people liked the ending, then you're right. If they don't like it, you're right. It's not binary like that.


In the context of a story, the ending is INCREDIBLY important. It's the last thing that the audience sees, so it carries an absurd amount of weight. So does the introduction. In the end, this was a game about delivering a message, not telling a story, so it was doomed from the start.

If we're talking life philosophies, I tend to agree with your basic conceit for the most part, but you're looking at only one side of the issue. If you're going to teach me a life lesson, you better have thought out the other aspects of it. If life's about the journey, then what's the point of the journey? Does moving forward aimlessly mean anything? How could a journey without an ending in mind be fueled in the first place? There are a lot of existential issues here, so simply giving an easy answer instead of really dissecting the issue or at least exploring these questions doesn't show that you've put much thought behind your game.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
author=Housekeeping
To be blunt, the ending only proves your point if the first 45 minutes of your game were enjoyable. You're setting up a catch-22, and I don't appreciate it at all. If people liked the ending, then you're right. If they don't like it, you're right. It's not binary like that.
And that's fair enough! Obviously I'm not going to say, "Well you SHOULD HAVE enjoyed it!" so if you didn't enjoy the first 45 minutes, that's my failure as a game developer.


In the context of a story, the ending is INCREDIBLY important. It's the last thing that the audience sees, so it carries an absurd amount of weight. So does the introduction. In the end, this was a game about delivering a message, not telling a story, so it was doomed from the start.

I can't do anything here but disagree, unfortunately. My game isn't the first to try and deliver a message.


If you're going to teach me a life lesson, you better have thought out the other aspects of it. If life's about the journey, then what's the point of the journey? Does moving forward aimlessly mean anything? How could a journey without an ending in mind be fueled in the first place? There are a lot of existential issues here, so simply giving an easy answer instead of really dissecting the issue or at least exploring these questions doesn't show that you've put much thought behind your game.
I think this is a overly-deep way of looking at it. Why does it have to mean anything? I didn't intend to tell the player how to live their life in the vein of a lesson per se - I wanted to deliver a message. How an individual wants to live their life, with or without meaning, is for them to decide. It'd be a bit silly of me to cover the entirety of, like, really huge life questions in a 1 hour jRPG, don't you think?

For the record, I hope I'm not coming across as EMO or anything - I live a fairly happy life these days. It doesn't mean I need it to mean anything. idk. Your Mileage May Vary?
unity
You're magical to me.
12540
author=Yellow Magic
Had a look at this, and I'm gonna be honest with you: strangely there seems to be a bug in the script somewhere causing the bracket, while the " was something funky in the script. Not quite sure why I didn't see this before :<


I had a game where the Victory Aftermath was, for some reason, showing boxes instead of arrows. All I had to do to fix it was to find a copy of the original and paste the arrows back into the script. Hopefully the fix here is something just as easy ^_^
I guess my point isn't that you had to tackle those issues, but it was that if you were going to tackle a philosophy, then you should have treated it as a question or open dialogue rather than an answer. I really don't like pedantic media, and I think most people would agree with me. The pedantic media that people do enjoy generally involves things they already agree with, so it just seems like a waste of time to me.

Anyway, I hope I didn't come off as too salty. I was pretty irritated after I finished, so I should have just gone to bed before talking about it.
nhubi
Liberté, égalité, fraternité
11099
Yellow Magic, I find that I agree with Housekeeping about the ending and the review I wrote a few days back states as much, the game was average, neither compelling or boring, just average, and the ending makes it less than average. I wanted to play it for a couple of reasons, one I've seen your posts around RMN for a while and you've usually come across as a reasonable and thoughtful poster, so I wanted to see what a game from you would encompass and two because unlike Housekeeping I did actually like the premise, I didn't expect a joke game as such, more a look at the way people behave when they are pushed outside their comfort zone, but I'm afraid in the end that isn't what you delivered.

As always different viewpoints promote discussion and debate which is never a bad thing, and as both you and Housekeeping have said, I hope this does not come across as nasty, that isn't the intent.
NeverSilent
Got any Dexreth amulets?
6299
Housekeeping and nhubi, I know that as a tester for this game I'm probably not entirely neutral here, but I wanted to address some of the things you pointed out either way.

I admit I am not incredibly fond of the ending either, firstly because I tend to partly disagree with its message, and second because I indeed liked the unusual idea of fantasy heroes trapped on a spaceship and was curious how the story would develop. And while I agree with Housekeeping that showing instead of telling is the better way to go about storywriting, it's a bit one-sided to pretend it's the only good way.
You argue that Yellow Magic's point is only proven right if the game was enjoyable until the ending, yet you said yourself you thought of the initial concept as "ridiculous". In that case, it's no wonder it doesn't work for you since you're not the type of player who fits the game's target audience to begin with.
But much more importantly, there's more than just one way of conveying a story (or a message, for that matter). The whole game has been inflating expectations only to abruptly burst them at the end. That may not be the kind of storytelling you like (and I'm not going to blame you for that), but it's an effective and potentially mind-boggling stylistic device nonetheless, and strong enough to help get the final point across. You might not find it a very elegant method, but I think calling it "terrible" or "pedantic" just because it's not the style you prefer doesn't do it justice. As you said, "It's not binary like that".
None of what I wrote here is intended to be a personal attack, and I think it's good that you freely speak your mind. Just consider that "different" does not necessarily equal "bad" - as I'm sure you're aware.
Ah, I meant to say that it's didactic, not pedantic. I got my tics mixed up.

I think that different does equal bad in this case. It's easy to blanket everything as subjective, but the fact is there's a vast body of work that we build on as artists (if you're okay with calling us that). Let me give you an example. If I go outside and shit in the lawn and the neighbors call the cops on me, I can't say, "Look, it's a different way to do things, but it's not necessarily bad. I mean, logically, animals have to shit, so it's more natural for me to shit outside which will fertilize the lawn than to waste water flushing the toilet and creating a sewage problem." The reason this wouldn't work is that, even if theoretically I could be seen as in the right, society has grown in a specific way. Ignoring the rules that have come before you is therefore problematic.

That's not to say that you can't break rules, but you have to do so with a firm understanding of the rules set before you and artfully bend them. I think that the message is hamfisted in its delivery and simplistic in its philosophy. It might work for a very small amount of people, but I even think those people will have problems saying that it was executed well. There are too many things objectively wrong about it.
NeverSilent
Got any Dexreth amulets?
6299
Alright, don't worry, I get it.

I kind of want to make a lame pun about your example being literally crappy. Instead, I'll just say that there have been talented and successful artists (yes, I would call you and many other RMNers artists too) who worked with said methods. While again I agree with your ideas about good storytelling in principle, art would be very poor if it only followed a fixed set of rules all the time. Plus, I don't think it's possible for you to decide what's "objectively wrong" and what not, especially since there is at least one person who disagrees with you.
I guess both you an me would have gone about the ending differently, and there's nothing wrong with that. But Yellow Magic created this game as one big direct metaphor for his conclusion, and I believe it gets the job done one way or the other. It's totally okay to state your opinion about the game even if it's a negative one, But we should all try to retain a bit of openness in our perspective. That's all I can say.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
author=unity
I had a game where the Victory Aftermath was, for some reason, showing boxes instead of arrows. All I had to do to fix it was to find a copy of the original and paste the arrows back into the script. Hopefully the fix here is something just as easy ^_^
Yeah, I might have just had a funky version of the script lying around. I'll make sure I can locate the original before uploading a final fixed version of the build.



Can I just say everyone needs to take a chill pill regarding not coming across as salty or nasty? I for one am simply quite glad that my project has generated this much interesting discussion as opposed to hate mail, so I'm all for it.


I'm not sure if I can add much more that hasn't already been said, unfortunately. However, I think it's my responsibility to point out that I, unlike Housekeeping, do not have any sort of formal training in story writing beyond (the UK equivalent of) junior high; I am about to graduate with a degree in Computer Science, in fact. As such, I am not as aware of the rules regarding writing as the average, say, Creative Writing major. Note that this is not an excuse for what I've done - basically, what I'm trying to say is that I'm fairly happy I'm not constrained by such rules regarding 'art' (I'm not sure if anything I've made is quite art, but everyone else in this discussion seems to be going with it, so I will as well), and do enjoy experimenting when it comes to this media. I mean, at the risk of coming across as pretentious, some of my favourite games are postmodern ones such as MGS2, so it's fairly easy to see where my influences lie, heh. I always appreciate whenever artists attempt something different just to make people think or appreciate media a bit differently - Hideo Kojima got a bit of flack for what he did in the past, sure, but I'm always going to admire him for his work and ability to think 'outside the box'. And yes, I will probably never measure up to his level simply because my execution is weak, but it doesn't mean I'm going to stop trying.

Therefore, I make few apologies with regards to the ending and the nature of the game as a whole, while at the same time noting that this type of ending is unpopular at best, so I'm not likely to do it again until I get REALLY good at this type of execution.

My main area of concern is the fact that the game simply came across as 'average' outside of the ending, and that's what I'm going to pay much closer attention to (eagerly awaiting nhubi's review - assuming it's in the review queue). This is a game, after all, and as a game developer I must take all aspects of my projects into account.

Finally, I think I should save face a bit by pointing out that I do not always strive to make 'LOLartsy' games. My previous project, Iris, is much more conventional in terms of storytelling - a few twists here and there but nothing no one has ever seen before.



I'd like to reiterate how much I appreciate all this critique and discussion - it means a lot to me as this is the type of stuff I've often daydreamed about, cheesy as it sounds.
@Neversilent: I understand the subjectivity aspect of art, but I think my take-home point is that we should really be careful about using that as a shield to criticism. There are reasons why we celebrate some artists more than others, and those reasons aren't entirely subjective.

@Yellow Magic: You definitely shouldn't stop trying! Just learn a bit more about storytelling. It's part science, too, you know.
unity
You're magical to me.
12540
Having just finished the game, I'd like to throw in my two cents:

Two things about the ending bothered me. Neither of them was the message, which is a fine message. Instead, what rubbed me the wrong way was:

1) The insinuation that the player is foolish for expecting an answer to why these fantasy characters are on a space ship. The game seems to say that there's no good answer, when you could totally tell a compelling story with those trappings.

2) The character's "journey" was sacrificed to deliver that message, making the message itself weaker. At the end, the characters lose their personalities to preach the message, but by doing so, they undermine the very journey that we're supposed to cherish. The enjoyable part of the story was seeing them interact, but that all feels meaningless in the end when they seem to shed their personalities to tell us The Message. How am I supposed to cherish their journey when I can't see them as characters anymore?

To sum up, I think you can do this sort of message in a story, but I think there has to be a way that doesn't make the characters journey feel pointless.

As for the rest of the game, I thought it was well constructed, and I liked the characters and it felt like you were building something with them. The battles were above-average and the skill-learning system was good. The character's roles in battles were great and complimented each other. I liked the removal of the attack option and the priest who really wouldn't harm a foe.

There's a lot to like here, but I have to agree that the ending sours the experience a bit, despite its intention of doing the exact opposite of that. Maybe if the three "bad guys" were delivering the message to the heroes, rather than the in-your-face-ness of the whole cast telling you what's up, then it would have been better? I'm not sure, but at least with that method, I wouldn't lose the connection with the heroes that the game spent that time building, if that makes sense.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
@Unity:


With regards to the answer, I did brainstorm a bit (after I wrote the ending, I should mention) and I couldn't come up with anything that didn't seem farfetched or overly fantasy-like, myself, and personally I'm not fond of either of those qualities.

The characters do lose their inherent meaning in the end, I guess, but I'm gonna have to reiterate that was kinda the point: Do you want to remember them simply because of what they turned into at the very ending, but the characters that they were up to that scene? Do the characters' journeys even necessarily have to have a point to be enjoyable?

I will admit my mechanic for this message was pretty extreme to say the least, but if you're making questions like those than honestly, it feels like I've done what I intended. I just hope I haven't depressed you or anything!

Hey, I started out the game and in the first battle it quit saying I was lacking the file "Saint7".
unity
You're magical to me.
12540
Thanks for your response! ^_^

It didn't permanently depress me or anything, but I guess you could say the ending felt like a bit of a downer XD It also got me to think, so I guess it was a success in that regard.

I'm still not sure if I can look back fondly on the journey, as I can't exactly erase my memory of the ending, or separate it from the journey itself. Is the game telling me that I should be able to do that? Is that part of the message?

To dip into nerdy territory, you mentioned the Gainax ending in a previous post. Speaking of Gainax endings, the end of Neon Genesis Evangelion, due to restraints (on time and money, I think), went all forth-wall breaking analytical on us to deliver a message as well. And while at the time I was disappointed with the lack of resolution to the overall story, the fact that one character reached an epiphany about their own existence and purpose in the universe at least ended the series on the note that something had been accomplished.

I'm not sure, but I think that feeling of accomplishment is what's lacking in Les Vis. Instead, it was "You were expecting a proper resolution and ending? Haha, silly you. Now listen up to the lesson you should take from this. Okay, byeeeeeee!" The ending got me to think, but I also wonder if it could be done in a way that feels more... complete? I feel like if I was a better storyteller, I could explain my point better, but I'm still learning in that area XD

But, again, you certainly did get me to think, about a lot of matters dealing with storytelling, so congrats on that point, at least. ^_^
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
author=Shinan
Hey, I started out the game and in the first battle it quit saying I was lacking the file "Saint7".
Just had a look at the game folder, and indeed it is missing. Looks like everyone who's played it so far has had the VX Ace RTP installed. That's me out of the running, then (not that I stood much of a chance anyway, but it's the principle that counts)! When I have proper internet again I will include Saint7.ogg and any other missing files into the fixed build.

author=unity

I'm still not sure if I can look back fondly on the journey, as I can't exactly erase my memory of the ending, or separate it from the journey itself. Is the game telling me that I should be able to do that? Is that part of the message?
Basically, enjoy the journey as much as you can (I don't think it's a stretch to hope, as a game developer, that the game players enjoy the game at least up to an intended point, is it?), because the ending may not be to your expectations. That's literally it.



To dip into nerdy territory, you mentioned the Gainax ending in a previous post. Speaking of Gainax endings, the end of Neon Genesis Evangelion, due to restraints (on time and money, I think), went all forth-wall breaking analytical on us to deliver a message as well. And while at the time I was disappointed with the lack of resolution to the overall story, the fact that one character reached an epiphany about their own existence and purpose in the universe at least ended the series on the note that something had been accomplished.



Yep - my only real restriction was time as opposed to money, but like I've said before I always intended for this type of ending, so I ultimately take full responsibility for it being shitty.



I'm not sure, but I think that feeling of accomplishment is what's lacking in Les Vis. Instead, it was "You were expecting a proper resolution and ending? Haha, silly you. Now listen up to the lesson you should take from this. Okay, byeeeeeee!" The ending got me to think, but I also wonder if it could be done in a way that feels more... complete? I feel like if I was a better storyteller, I could explain my point better, but I'm still learning in that area XD

I'd actually revised the ending after NeverSilent gave useful feedback on the original, to attempt to flesh it out a bit more so it seemed like less of a prank. Partially the reason I went so blunt with the ending - I felt that whatever message I had might be lost in the face of the game coming across as a glorified troll. Apparently it still came across as a glorified troll. I'm not sure what kind of excuse I can give. 9, almost 10 years in the community now and I still can't get a game right...pretty embarrassing. Needless to say I'm going to reconsider what to do next - as it is, I can't compete with the visually stunning games that are so commonplace these days, so it's probably time to take a backseat.



But, again, you certainly did get me to think, about a lot of matters dealing with storytelling, so congrats on that point, at least. ^_^
Hurray I guess ;<
unity
You're magical to me.
12540
9, almost 10 years in the community now and I still can't get a game right...pretty embarrassing. Needless to say I'm going to reconsider what to do next - as it is, I can't compete with the visually stunning games that are so commonplace these days, so it's probably time to take a backseat.


I wouldn't say that. I found Iris to be fantastic, and as far as Les Vis, while the ending threw me for a loop, the rest of the game was excellent. I have no doubt you'll continue to improve and make great games! ^_^
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