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UPDATE: A MAJOR update is done (v1.5). Please use fresh save files if you're in the middle of playing, a lot has changed in this version!

Combat is now considerably rebalanced and a new difficulty mode has been added. Things should feel considerably better now!

If you want a full changelog, check the box near the bottom!

-

"Have you ever wondered what happens in an RPG after the villain is defeated, the story ends, and the credits roll? It's not pretty."

A team of four fire-forged friends have risen to challenge Dark Lord Orion and end the Demon Wars that have plagued their world for centuries. It's time for a good old happy ending with no strings attached, right?

But, one final thread of Fate is left to be unwoven.

Something strange shatters the momentary calm. The body of our hero, Swiftheart, is suddenly and strangely altered into something not at all ordinary. Suspecting a curse, the team assembles once more to find the source of the spell and stop it.

What they'll find instead is a horrible truth, and one last wild adventure...

Gameplay:
The End uses the "Aggression"-based combat system seen in Illusions of Loyalty. Do you spend your Aggression now and gain an advantage? Or will you bank it for use on a more powerful skill later, and risk missing a window of opportunity?

The game also features unique offensive and defensive gear that grants special bonuses to whomever they are equipped to.

--
About the making of the game:
This game was made as an entry for the MOG (My Own Game) Creation event, where we were tasked with making a game using resources created for the event by community members. I'd like to think I did a fantastic job of using as many of them as possibly in a cohesive and effective way.

I literally spent about 90% of my short university winter break working on this, so I hope my work finds some appreciation. ;)

-
For the full list of changes, you can open this:
Combat is now considerably rebalanced and a new difficulty mode has been added. Balance should now feel considerably better.

I've cleaned up and improved a lot of the dialogue. Oh, and the townspeople now mostly react differently when swiftheart gets retro-ized. And the endgame-enemies now have much neater attack animations.

New feature:
You can now buy Equipment from the shop in town. So if you missed a monster drop in one of the dungeons, you can always buy it for a reasonable-ish price. There's also some shop-specific equipment that appears with each dungeon you clear. Three of them are simple stat boosters, but there are two other ones with interesting new abilities!

Character rebalancing:
Swiftheart is mostly the same. He now has a slightly improved version of Ark's old attack buff skill as his second -Basic skill (replacing his worthless Hunter Stance Draw Rate thingy). Oh, and his +Intermediate Instinct skill is now overall much better. More power, trigger effect lasts longer, but the length of the power buff is shorter (meaning he "warms up" faster). Keep Swiftheart under attack to keep the buff at full power!

Luna got retooled a bit. She no longer has +Poison Arrow, and her Life Link Tanking skill is now +Intermediate tier. She also now has Ark's Stun as an *Advanced Skill, which now also lowers the enemy's defense a bit.

Iggy didn't get any changes. Iggy fine. Iggy no need skill change! Iggy totally a cool imp. You remember it! (well, ok, Rock Throw got a TINY little damage nerf.)

Ark got overhauled. His -Basic attack buff? Gone. Now it's a minor debuff to all stats that lasts until the target enemy is hurt (Use this to soften foes up, or weaken guys you aren't attacking!). His mostly pointless +Intermediate Anti-Magic shield? POOF, GONE. Now it's a finisher move that can devastate high defense and high HP enemies who are near death. And his *Advanced Stun? Now it's a long lastingfull-screen Damage over Time skill. Oh, and Doom Spell got a damage buff, and it now actually REMOVES the debuffs that the enemies have when it hits.

Bugs:
All Item-based reaction skills now only trigger once per turn. This will help prevent excess triggering which was downright broken in some cases (LOOKING AT YOU, DEMONSCALE ARMOR), and also deals with a rare bug where if someone was killed by a multihit skill, it could trigger while they were dead and in extreme cases, crash the game.

Difficulty now sets properly, meaning that your Loot drops aren't 100% guaranteed on Rebel mode, and your HP and SP are not fully restored after every battle on Rebel mode.

Damage over time effects can now kill. Previously, it would just stay at 1HP and never do the killing blow. >_>

Leaving the Ancient Forest no longer sticks you in the overworld for the next chapter. That was a dumb and game-breaking bug, and it's fixed now.

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NeverSilent
Got any Dexreth amulets?
6299
author=Aegix_Drakan
:D OMGIHAVEADEDICATEDFAN!


Yes, you do. :)

But I have a question: I only just started playing and for some reason, I find myself unable to proceed after the second battle already (the one against the demon). Maybe it's just me being stupid and missing something obvious, but I still can't get past the barrier and can find no other way to go either.

Oh, and I also came across some typos and minor oddities so far. If you want, I could give you a detailed bug report after my completed playthrough?
Did you search for cracks in the walls?
NeverSilent
Got any Dexreth amulets?
6299
Please excuse me while I give myself a headbutt.

Thanks for the help, Kylaila!
author=NeverSilent
author=Aegix_Drakan
:D OMGIHAVEADEDICATEDFAN!
Yes, you do. :)


*glee!*

Oh, and I also came across some typos and minor oddities so far. If you want, I could give you a detailed bug report after my completed playthrough?


TYPOS IN THE FIRST 5 MINUTES?! :o

Impossible! *cries a little inside* How did that happen?!

So yes, please, a bug report would be really nice, thanks. :)
NeverSilent
Got any Dexreth amulets?
6299
This game is freaking brilliant! It's totally messed up, yes, but brilliant nonetheless. The concept isn't necessarily new, but the way it was executed is amazing. My only complaint is that its gameplay relies a bit heavily on encounters and would have been more interesting with some more varied dungeon design. Other than that, I liked it a lot. You did a really good job with this game!


Spoilers:
The way you played with common RPG tropes and turned the imaginary "game before the game" into a backstory that unfolds while playing through parts the heroes already know is amazing! The whole story was both funny and tragic, in a way, and I perceived it as much more than "just" a parody. I even found the ending quite touching, which is strange for someone who has always rejected romanticized ideas about characters "existing on their own" without their creator.


Anyway, I promised you a bug report, so here it is (I played Version 1.3). Due to the nature of the game, you can probably take some of my comments about passability errors on the world map with a pinch of salt.

- Why can't I walk behind the second highest tile of those pillars? It makes little sense dimensionally. (See this screenshot.)
- There's one thing about Swiftheart's and Iggy's transformation that bugs me: Why do most shopkeepers and other people in town not notice it at all? They just recognize and talk to them like nothing changed.
- The description for Iggy's Rock Throw says it decreases the target's ATK, but in fact it seems to decrease DEF.
- I'm pretty sure I'm not supposed to be able to walk through the bookshelves and the table in the study chamber of Ark's tower. (See this screenshot.)
- This is a big bug: It's possible to enter the (black & white version of the) overlord Orion's castle already even before having gone to Luna's village.
- On the black & white world map, it's possible to just walk right through the palm trees. (See this screenshot.)
- Another passability error: It's possible to walk through some of the pots at Carmen's shop in the forest. (See this screenshot.)
- Despite having set the difficulty level to Rebel, after some (or all?) fights my characters seem to be healed completely, even party members who were defeated.
- During the battle with Orion, the characters' original RTP face graphics are showing up instead of their transformed versions. (See this screenshot.)
- On the dissolving world map, it's possible to walk through many solid objects like some rocks or trees. (See this screenshot.)
- Does the final boss' Doom Curse actually do anything? Or is it just to make the player nervous? As far as I could see, when the "timer" status effect expired, nothing happened.
- When the final boss starts chanting a spell of doom like Orion, the dialogue about him having stolen it from Ark and how to block it appears again - including the RTP facesets.
- The final boss' skill which is described as "echoes more dakka" seems to be extremely weak. (It did 0 damage to Luna on a hit.)
I would perhaps recommend playing the final boss battle again yourself to check everything, since it seems to me not all things are working as they should.


Typos:

Nr. 1: "It it hits" -> "If it hits"
Nr. 2: "restore 5% MP" -> "restore 5% SP"
Nr. 3: "for debuff" -> "for each debuff"
Nr. 4: "nearly a full-scale" -> "a nearly full-scale"
Nr. 5: "natual" -> "natural"
Nr. 6: "rediculous" -> "ridiculous"


That's it. I hope this helps a bit.
There were quite a few typos at the beginning, but I didn't note them down, unfortunately.

Neat game. A little bit of Space Funeral in reverse and parody. Nice graphic use.
But why isn't it tagged as complete yet? I'd like to write a review, but won't if there are additions to make.

The battles don't really require the skill setup you have. The major complaint I have is that with those animations taking so ridiculously long, it's preferably to just spam attack (and heal) in order to win fights faster and easier.
I realize this is a general problem, but one that bothers me a lot. It takes the fun out of fights.

The later battle themes are awesome (the black-and-white one, specifically).

Oh. I never set the game to "completed" did I? >_> That might explain why I only got 2 achievements from the event.

Fixed it up. You can do a review if you like. I do plan to work more on this game, but it might be in a few months. So go ahead.

author=Kylaila
The battles don't really require the skill setup you have.


That's what I'm going to be working on. If you've played my other games (specifically Illusions of Loyalty), you'll know I like to make combat hard and fierce, where you need to use every tool you've got to win boss fights.

The End is a little on the easy side, and your moves are so strong that there's little need to do more than just pick the strongest attack and spam it. :(

The major complaint I have is that with those animations taking so ridiculously long, it's preferably to just spam attack (and heal) in order to win fights faster and easier.


I'll look into that when I get to rebalancing the combat.

I'm glad you enjoyed it. :D
NeverSilent, thank you for the bug report. I'll get to fixing those soon!

Also, I'm glad you enjoyed it. ;)
I meant to play this but I havent yet... the premise is interesting.
So .. this got updated. Would you like me to replay and adjust the review?
author=Kylaila
So .. this got updated. Would you like me to replay and adjust the review?


Only if you want. I'm fine either way. ;)
NeverSilent
Got any Dexreth amulets?
6299
I decided it's time to stream RPG Maker games again after a very long hiatus. So what better place to start than right at The End? The stream is going to happen - if everything goes as planned - this Saturday at 7pm GMT (at exactly the same time as the time of this post). Watch it here:

http://www.twitch.tv/theunsilentforce/
NeverSilent
Got any Dexreth amulets?
6299
The End is nigh! I'll be starting the stream in 20 minutes.
NeverSilent
Got any Dexreth amulets?
6299
Last session, the world broke. Let's see what else can go wrong this time. Starting another session of The End in 15 minutes.

http://www.twitch.tv/theunsilentforce/
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