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Entry for the 2014 Indie Game Maker Contest!
If you enjoyed our game you can vote us for People's Choice from July 1 to July 30.

Art has blessed many people with freedom, expression, and innovation. When a world that cherishes art through the use of the magical art, Pictomancy, one could say the art where paints come to life is a unique cultural gift for all to enjoy. If only that apex of cultural renaissance could stay that way like a dream.

Near the village of Appleby, a young and aspiring painter, Corbin, is prodded into the cathedral’s painting to cleanse the vibrant world from cultural extinction by the Pestilence. To this day, nobody knows where the Pestilence had come from, and Corbin is even less sure how he can help restore the infected painting.

Painted Heart is an episodic tale of friendship, humor, and overcoming fears and trials.


Features

Painted Heart is an hour-long sidescrolling RPG which features beautiful painted graphics as well as original music to create a whimsical experience. Its battles use the Trinity Battle System, a never-before-seen system created specifically for this RPG.

Summary
  • Individually painted scenery

  • Animated Characters and Battlers

  • Never-before-seen Trinity Battle System

  • Original music with beautiful vocal tracks


What is the Trinity Battle System?

This system places a new twist on turn-based battles by emphasizing strategy and coordination. The player controls three characters-- two fighters and one supporter. In Attack Mode, the two fighters each have a set of skills they perform at the same time, and each set is assigned to the keys A, S, and D respectively. After performing their dual attack, the fighters switch to Defense Mode where the front line fighter can Defend or where the back line fighter can use a Guard Skill.

Strategy is vital in this battle system as each action has a number of consequences. Heavy skills use up AP (art points), and if too much AP is consumed the fighters will skip a turn. Attacks change the fighters' base elements, affecting their resistance to the enemy onslaught. Players and enemies can switch the front and back row fighters to gain the upper hand. In most cases only the front row fighter takes damage in battle, so placing the fighter with strong elemental resistance in the front can help you plow through the enemy.

Characters


Corbin, otherwise known as Cor, is the protagonist of the game. Slightly pessimistic and very wimpy, Cor manages to bumble through the painting and restore the land with the help of two summoned drawings.


Zophie is an angel dedicated to the Goddess. She takes pride in strength and loyalty, and tends to solve problems with violence.


Though he looks scary, the demon Agiel is a friendly and intelligent companion. He enjoys teasing Cor and Zophie and is the coolheaded counterpart to Zophie's rashness.

Download the full OST at Bandcamp!

Credits
Programming, Music, Trinity Battle System Eventing: Trass
Art, Dialogues: accha
Proofreading, Story Editing: Chaude
Song Vocals: Usachii

Latest Blog

Painted Heart now released!

We've tried our best to make a beautiful and light game for you to enjoy-- if you give it a try, I hope you have fun!

If you think our game is pretty cool, please consider supporting us in the contest ;D

Feel free to share this game with friends and family. This game is appropriate for all ages-- no trickery this time!

With any luck there won't be any major bugs, but to ensure that you have a smooth playthrough please don't button mash. The game is 99% evented with a lot of custom button actions, so who knows what madness will happen if you do? (Hint: nothing good).

Anyway, have fun!
  • Completed
  • accha
    Trass
  • Chaude
  • RPG Maker VX Ace
  • RPG
  • 06/23/2014 02:02 PM
  • 06/28/2022 03:05 PM
  • 06/30/2014
  • 314439
  • 126
  • 11682

Posts

@YM: I can see your confusion with Zophie's summary description on rpgmaker.net to some of her in-game dialogues. When I came on-board, my goal in revising Zophie was to allow more unintentional joking, but not as obvious and purposeful as Agiel, but enough for the player to realize it was meant to be as a joke. The "no-nonsense" was suppose to be removed along with other earlier development changes. Sorry about that, and thank you for your praise. : )

@nhubi: Oh thank you! I'm glad that you enjoyed the game.

Just finished! Here's my stream-of-consciousness thoughts while playing:


"Why are they even having me doing this?" is awkward phrasing.

I'm a bit annoyed to see this is yet another dad and son relationship. It's not a big deal in isolation, it's just that the media is utterly saturated with guys guys guys. It'd be nice to see a mother for once.

...Can Corbin actually die from this, or is the "they may as well be sacrificing me" bit just him being melodramatic?

"It is a thing of beauty, yet a nice boost of yearly income" doesn't parse very well. Maybe that "yet" should be an "and"?

The shadows are very nice. Not hard, blocky things like VX shadows normally are.

Ooh, female god!

The contrast between the blocky 8-bit real world and the vibrant, detailed painting world is clever, especially with Corbin pointing it out.

Corbin tripping looks very awkward since there's no in-between animation of him falling, but I guess you were pressed for time.

The fairies look like combee.

In the tutorial battle, Corbin's line "Mind over Spirit over Body over Mind" lacks punctuation.

The default talk (about the elements) is pretty long and annoying if you accidentally click it or run out of other dialogues. Maybe shorten some of the pauses, or have some signifier of if there's a unique chat or not?

I chose not to interfere with the hero/villager conflict, though I'm curious as to if it affects anything. I didn't get a Bad End or anything so I presume my choice was okay.

Why don't the elevators in the Castle of Wiesse Blume actually move?

So wait, does Camiau make it impossible to lose, or do you still get a game over if Zophie and Angiel die and you have no green paint left?

I don't find the other painting techniques very useful. They're very rarely worth having to waste turns with Focus.


I like the element system, it's different without being too complicated. Astral seems pretty overpowered though, unless it takes way more damage from its weakness than the others. Likewise, Phantasm seems really underpowered. If it was weak on defense but strong on offense, that could be a nice balance, but as-is it's basically just weak all-around. (Maybe if you gave Phantasm enemies Astral attacks...?) Using Sacred Oath is far riskier than Cosmic Void, since if there are any other enemies in the party at all they'll murder Zophie good, whereas Cosmic Void makes Angiel resistant to everything, only endangering himself if the enemy whips out a Phantasm attack (which is rare).

I think the battle system is a bit limited since you never get any new offense skills or combinations; I felt a few elements were far more difficult to deal with simply because there weren't good combinations for them. (Spirit enemies are really easy, for instance, since Deluge + Cosmic Void lets you hit two weaknesses and gives both fighters resistance to the next attack. There's nothing like that for Mind or Body enemies, and there's no double-Phantasm combo so you're at a disadvantage against Arcane enemies no matter what.) In addition, battles can feel a bit too random. The warriors tell Corbin to watch out for red casting circles, but those only appear when an enemy is already executing an attack. There's no way to tell in advance what an enemy is going to do, so the defense phase is pretty much a total crapshoot. (Angiel starting with magic nullification also seemed kind of weird to me, since magic attacks are the most powerful and thus the magic barrier is the most useful.)

I felt the message of "art is the bestest most important thing ever" was a tad bit self-congratulatory, but since it doesn't involve deriding everything else (like, say, Farenheit 451 does) I didn't mind.

I would have liked to see more female characters. Right now you just have the generic Strong Female Character who has practically no other traits. Why couldn't Corbin be a girl? Why couldn't the sane, intelligent character who has more than one personality trait be the woman? Why couldn't it be the mother, not the father, who features in the prologue? Why not a priestess instead of a priest, especially since they have a female goddess?

Overall this was nice, though. I liked the painterly style and the platforming format reminded me of Alter A.I.L.A. Genesis. The music was also good. Excellent job on the vocals, they gave the game a really choral, epic feel!
Hehe, thanks for playing!

About the battle system, yep, it is limited because of time issues. If Trass finds a scripter willing to make it, the full battle system will allow players to make their own custom combinations and set them in the menu. We're looking forward to making more RPGs with this =D

True enough about the female characters, didn't even notice that o_O I guess I'll have to keep that in mind for future work.
I wanted Cor to be male to show that boys don't have to swing swords and play flute instruments in order to be RPG heroes though ):

As for some of the questions in your commentary:


There's a pretty scary game over scene if Zophie and Agiel die. The game ends if those two both die, or if Cor alone dies. As such, while Cor was indeed being melodramatic (given that he didn't really know what was to happen), it's pretty likely that he could suffer severe consequences from dying in the painting.

This also means that with Camaieu, you only get game over if Zophie and Agiel die. This is especially helpful if you're playing Advanced or Hardcore since without Camaieu and/or Marbleization, you'd run out of healing items in the brutal 3rd Queen phase.

The no-moving-elevators in Weisse Blume is because it takes an ungodly amount of time to event each platform moving up and down, and with all the other responsibilities Trass had I told him to skip it :'( Sorry, I know it's not as cool!

Alright, so when I was working on my own entry, I noticed this page getting a lot of hype, so I thought I'd give it a play through and a subscription. My overall impression of this game is that it is presented really, really well. If you told me this came from a professional studio, I wouldn't doubt it. Gameplay, though, was a bit hit or miss. Here's my thoughts:

-Again, the visuals were gorgeous. I loved the backgrounds, sprites, battlers, portraits, menus--all fantastic. I also loved the contrast with the real world scenes. That said, I think you guys made a huge mistake by putting in that long introductory credits roll. You had the opportunity to have a moment like in the Wizard of Oz where Dorothy goes from black and white to color, which created such a beautiful contrast (and that's coming from someone who hates the Wizard of Oz). In your game, that contrast was downplayed since you put such a big buffer between the real world and the painted world. How cool would it have been to see Cor actually make that transition as he wriggled through the painting? I know that there were time constraints, but considering the level of polish in this game, I don't think this would have been out of the question, and it was a pretty key moment considering the game's theme.
-The battle system was really cool in terms of what it accomplished considering the limitations of the engine. However, I just didn't find it really well utilized, and I'm not sure if it could have been. Since everything is based on the elemental weakness chart, battles consist of looking at the enemy's element and choosing the best skill combination for that element. The enemies can swap out, which should shake things up, but, since it wasn't clear when they would do that, it didn't influence your decision. Even the last boss's element switching just devolved into: pick this for this phase, pick that for that phase. For me, the struggle was just remembering which elements did what, since there was no logic to it. I like how you got away from the old fire/water/etc. paradigm, but the good thing about old school elements is that they have a logic to them that makes them easy to remember: water puts out fire, fire melts ice, and so on. How do mind, spirit, body, and phantasm interact? It just doesn't have a clear logic, so it turned into color memorization to me, and once I did that, the game became a cakewalk, and battles became pretty boring and overly long for the most part. I went with Advanced, so I'm not sure if that affected enemy hp.
-The music worked well with the graphics. In the song during the opening credits, though, the vocals were a bit pitchy, so I found that one grating. Conversely, the little vocal/humming song that played whenever you painted something sounded just lovely.
-The dialogue was too inflated. Some of the interactions were amusing in an anime slapsticky sort of way, but they often didn't relay important information or characterize beyond what was already clear from early interactions. Considering the short scope of this game, paring back the dialogue would have made more sense to me. Your strong point is your images--let the imagery do the talking.
-Along the same lines, the story was pretty forgettable. I liked the themes you were working with regarding the importance of art and its significance in self-reflection, but I think Corbin didn't shine enough as a main character. His own insecurities were a bit too banal; giving him a stronger reason for those insecurities could have built up more pathos with him, and giving a stronger reason for his turn at the end would have made for a clearer character arc. The pre-boss scene felt a bit forced because his character arc wasn't...arched enough.
-The story within the painting would have been a good place to build on your themes instead of having a throwaway story of a golem being a legendary hero.
-Exploration was fun, mainly because the music and art kept things interesting. I also liked the little jump-down areas in and around the village. The switch puzzles were a bit too easy, but they were a good idea for a change of pace. There was one that didn't work, though--the one that seemed to lead to an item bag. I forget the exact location.


Overall, I found this game to be gorgeously produced, and there were some really interesting gameplay ideas here, but, because of the tendency for large health pools on monsters, the battles got stale pretty quickly. You had the tools for some great storytelling here, but the story was ultimately forgettable for me. I bet that lots of players--especially younger ones--might be more easily swept away by it than an old craggy rock like me. The strengths of this game's aesthetics and the creativity of its battle system (despite its flaws), though, are enough to make this game a serious contender. Good luck in the contest!

Thanks so much for the feedback, Housekeeping!

Glad that you liked the art haha :'D

The story is indeed weaker than I'd have liked, though really it was loads worse before Chaude stepped in to help XD Storywriting and execution is definitely something we have to work on. Thanks for pointing it out! I'll do my best to improve on this in my next games.

The enemies can swap out, which should shake things up, but, since it wasn't clear when they would do that, it didn't influence your decision.

Hmm, then there's a consensus that enemy sprites should have some indication of what they're going to do next... It'd be a pretty cool addition to the battle system. Let's see if we can find a way to make this work, eh? =D

There was one that didn't work, though--the one that seemed to lead to an item bag. I forget the exact location.

Ahh yeah, Trass found that after I'd uploaded the first version. I fixed the eventing there in the update so the platform doesn't go to infinity and beyond... and in doing so accidentally made a graphical error where old rtp tiles peek through the transparent maps. Seriously wasn't kidding about my role in accidental bug creation. /cue world's smallest violin

Anyway, thanks for taking the time to check this out! This really isn't a perfect game by a longshot, but regardless it was great to make and for you guys, hopefully fun to play.
Yeah, I do have to second the comment that enemies have too much HP (I also played on Advanced, if that matters). Battles do tend to drag a lot. It sort of works because endurance is the most difficult thing about the battle system, but endurance battles aren't actually that engaging. (It's also really easy to screw yourself over if you use too many items since they're so limited, especially the revival paint.)

The story was a bit simple as well, but for a short game I think it worked. I do agree that Corbin didn't have as much of an arc as you may have wanted him to have, though. It's more of a...triangle or something.

Re: game overs, why should Zophie & Angiel dying matter? If Corbin still has green paint, he can still revive them, so he should be fine. I mean I know why it has to be that way in gameplay terms (since Corbin can't attack), but it's still a bit weird, logistically. I guess you could say the enemies instantly gang up on him before he can react.
shayoko
We do not condone harassing other members by PM.
515
This game is beautiful,love the artist : D
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
author=Chaude
@YM: I can see your confusion with Zophie's summary description on rpgmaker.net to some of her in-game dialogues. When I came on-board, my goal in revising Zophie was to allow more unintentional joking, but not as obvious and purposeful as Agiel, but enough for the player to realize it was meant to be as a joke. The "no-nonsense" was suppose to be removed along with other earlier development changes. Sorry about that, and thank you for your praise. : )
Ah, that clears up alot. Thanks for the heads up!

Resuming the game now and unfortunately I'm going to have to agree with the too-much-HP point (I'm in Advanced mode as well). As exploiting weaknesses seems to be the most important part of battles, I'd like to feel rewarded for doing so correctly and efficiently as opposed to just feeling like I'm doing what's necessary (because if I weren't the battles would take much, much longer), if that makes sense.

author=accha
I wanted Cor to be male to show that boys don't have to swing swords and play flute instruments in order to be RPG heroes though ):
That's pretty commendable. Well done.
To clear up the HP amount of the enemies, yes, the modes affects enemies' HP.

I initially designed the battle system so that the movesets are customizable and the players can edit them as they wish, choosing what element to pair with what element by themselves. However we decided that that wasn't possible to accomplish given the short time. If we were to make another game with this battle system in the future, most likely we will put this feature in.

Anyway, thank you very much for playing!
So I loved this, I didn't actually notice many issues with gameplay during my playthrough other then the health one. I was more focused on getting used to what moves go well when. The enemy switching was missing something though, I admit.

However, I'm just impressed that you evented it successfully. I was working on one before this contest, that's why, but I just wish I had a programmer to do it. Which is what you hope to do so :P. Definitely a system I approve of, you guys should definitely keep working on it and using it. The strength and weakness equation is genius, when I think with my game design college brain. Having an element weak to everything but one, and an element weak to only one. Definitely a lot of potential. You got your difficulty curve good in there as well, I think.

I liked the 2d set up with the level design and applaud the game's custom resources. So uhhh

You have my vote for the IGMC! :)
Thanks so much for the support, outcry!

We'll definitely keep with Trinity Battle and try to improve it too ;w;
Man, congratz! Cor is so well designed that he could become an Icon for indie games!
Hahaha thanks Bakutex! I guess that means he's memorable enough, eh?
Not hard with that rainbow dress he's sporting, alas

Thanks for playing our game, and I hope you had fun! =w=)b
author=accha
Hahaha thanks Bakutex! I guess that means he's memorable enough, eh?
Not hard with that rainbow dress he's sporting, alas

Thanks for playing our game, and I hope you had fun! =w=)b


Hey, we needed that rainbow dress. We're sick of the same EPIC WARRIOR WITH SHINY ARMOR AND DIAMOND SWORD READY TO DEFEAT EVIL kind of main character xD

I like him because I can relate myself with him, having my own creations and wishing to paint the world in my own way.. I was actually thinking about making a game like this but I never got around to do it. Glad to see someone had the same great idea :D
this was a nice game, i enjoyed it a lot. took me forever to beat the final boss though hahahah <:D
Wow.
This game makes 'eye-catching' an understatement.
I'll be back in a while to provide my insight after I play through it, but I'm pretty sure I won't be disappointed :D
When I found this game, I instantly downloaded and played it because I have been a fan of your game since I first played Dreaming Mary.

Everything on this game are beautiful. You guys really did amazing works.
My most favorite part is when
Corbin said to themself, "With my art, I can do everything. I can be anything."


I currently am lack of confidence about my own artworks. Corbin reminds me of my wimpy self. When reading their words, I feel encouraged so much, I feel like I want to be a better person like them. Thank you for being existed and thanks for creating such gorgeous games.

Lastly, good luck with the contest, I already vote you guys because I think you deserved more votes for this brilliant work. See you on the next game !


Hime-ko, I'm really glad that you felt encouraged after playing ;w;
It's great to feel proud of yourself and your work! I wish you the best of luck with your art; I'm sure you can make something amazing!

Thank you for your support!
I played it, and was impressed! (as if there was ever any doubt in the first place...)

I'd just delve into the things that I feel uncomfortable with, because if I list all factors that I loved about this game, It'd fill up the post ;P

First off: The cutscenes were kinda long for me. Long, as in, 'mash A button' long. Though this isn't really much of an issue since I liked how it was executed. Just felt kinda slow for me.

Second: The battle system, though promising and innovative, lacks customizability. It would be nice to be able to mix and match your own combos right? I'm sure this was because of the deadline provided by the contest. Now that it's done, I won't mind seeing this system fully spread its wings and soar.

Third: Although slightly better, this has similar problems with talking to npcs as Dreaming Mary. You still do have to stand in some area specifically, or it wont trigger. (an example would be in the second area, where I wandered hopelessly for ~10 minutes because I wasn't in the correct spot to talk to the mayor)


I guess that's all I could complain about, and they're all minor so don't sweat it.


Now I love the art, the music, the gameplay, and the execution, but what I love the most was the dialogue. I must've spent a lot of time spamming the 'talk' command. I really love it! Getting to see the depth of each character brings joy to me way more than what art, music, and gameplay, combined could bring to me. These are the types of games that make me feel guilty for being able to play them for free...

Again, this game is worth a spot in everyone's painted heart. Thanks for that colourful ride, accha and trass! ;P


Villager: "Oh, this is the end! We're doomed!
No more sweetly kiss chocolates, noooo!"
Thank you for the critiques, Karin's Soulkeeper! We are hoping to expand on the battle system in the way you mentioned, once we find a scripter.

I'll keep the pacing and interaction problems in mind as well =D

Thanks for playing!