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. 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.
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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