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Deimos and Venera, rulers of Mars and Venus respectively had created a planet together, named Concordia, as a form of reconciliation for the lives they had taken from each other during the Bestial War.

A mere 150 years later, the Essence used to create Concordia turned it's inhabitants, Hyuus, into savage beings. Fearing for the safety of their own people, Deimos and Venera send their most talented Ayhens, naturally gifted soldiers, to Concordia in order to completely cleanse the grief stricken planet.

Years pass and the Hyuus are on the brink of extinction, save for a few elite who still defend their home. On an almost monthly basis, Ayhens are sent in an attempt to exterminate the remaining few, but none have returned.

The next band of Ayhens are sent..... What will they find on Concordia? Will they ever eradicate the remaining Hyuus? Will they ever return to their rulers safely?

Features:
-Choose from 8 roles including Warriors, Berserkers, Mages, Assassins etc
-Non linear style maps with many branching paths including short cuts to previously visited areas
-Use Essence to unblock sealed paths and doors and in combination with Gems, create items and weapons or de-materialise items back into Essence
-Minimal dialogue, lots of lore, more time for exploration
-On Screen enemies that give chase
-Garbaje combat (Being worked on)

Used Scripts from:

KGC
Yanfly
BulletXt
Woratana
Cozziekuns
Mithran
ERZENGEL
LiTTleDRAgo
Marc
Jet
Modern Algebra
Falco
DiamondandPlatinum3
Cylindrical

Latest Blog

A lil update on progress (or lack thereof...)

Progress has been going veeeeryslow due to completely burning myself out on production (this project started mid Jan and pretty much everything done up until this point was done in 2 months with the various tweaks/balances casually done in the following month) so I've taken a wee break from production to refresh the brain. Bloodborne challenge runs have also been eating up a lot of my time too.

Despite that, I've been chipping away at a few things here and there and brainstorming some ideas for new areas and how they will connect together as well as some plot/lore ideas. So help me, AA will be completed! This project will not be victim to cancellation! For my 11 subscribers! I'm doing it for you guys! Thanks for your subs, they are motivating me to keep going! Sorry for the blabber and stay tuned!
  • Production
  • ten_blue_egyptians
  • RPG Maker VX
  • RPG
  • 02/11/2015 09:32 AM
  • 09/14/2015 12:44 PM
  • N/A
  • 26894
  • 17
  • 442

Posts

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I'm downloading right now. I'll provide feedback when I have the chance.
One thing that I notice about the game is that every enemy has about 3 turns. It would be hard but manageable if you at least had a defend command. The enemies hit three times, AP takes a few turns to charge, and you weren't very generous with healing items. I know its suppose to be a hard game and for the most part the game is pretty fair. But it would be nice if you made things just a bit easier at the start. My suggestion is make it so that you AP is full healed whenever you charge, but it costs you two turns. I haven't finished the demo yet, but it was just something I really wanted to tell you.
Thanks for the feedback n_nb

The Charge command doubles as a defend command as well (I should have noted this in the Adventurers Log or somewhere) so even if you don't need to charge AP, it's there as a defense command too.

A suggestion if it is kinda hard at the start, have a Knight and Pharmacist on your team. Have the Knight use the Cover skill and keep it on defense (using the Charge command), and attack when necessary if you choose to. That way, the Cover skill mitigates party damage and keeps healing duties to a minimum as the Knight tanks physical attacks well (especially so during defense) and should only need to be healed every so often.

Feel free to chuck us any other feedback/thoughts.
Porkate42
Goes inactive at least every 2 weeks
1850
I just recently downloaded your game, though when I tried to play it, my computer froze and had to restart, I have no idea what is in it but can you fix it?
Hmm, I have no idea what would cause it but I'm on it n_nb

EDIT: It's an RTP less download so if you're without it that's most likely the problem.
pianotm
The TM is for Totally Magical.
21633
Oh my, this sounds very interesting. Would you like me to review the demo? If yes, would you prefer it be rated or unrated?
That'd be awesome! I wouldn't mind you rating it at all. Don't pull any punches either :P
Downloaded and tried to play in vain. ther is no font. I can not read anything.
Thanks for letting me know, it uses Century font so maybe downloading that font will fix it? I'm pretty derpy at these things so get back to me if problem still persists.
Red_Nova
The all around prick
7475
You had me at Dark Souls inspired. Gonna give this a shot.
Hey have you played you're game lately something is
wrong with it. take a look
Red_Nova
The all around prick
7475
You've got a good start, but it's pretty rough as it is.

You might want to double check the Knight's Cover ability. Whenever I use it, no cover state shows up on the actor and the enemies seem to ignore the knight, which defeats the entire purpose. That's where most of my issues come from.

Do the enemies have some kind of pattern to predict? It doesn't quite feel like they do. Part of the fun of Dark Souls was learning and adapting to the enemy's attack patterns. Right now, I feel like an enemy is just as likely to attack two different actors as it is to attack the same actor twice as it is to use a powerful skill that is capable of one-shotting an ally.

Those class info snippets under the status menu would be much better suited for the class selection screen. Until then, I can't really tell the difference between certain classes, like the Pharmacist and the Alchemist.

One script that I KNOW this game will benefit from is a turn order display. When characters can get one-shotted in most encounters, I feel like it's important to know if a character is going to attack before or after the enemy.

Overall, despite my complaints, I see a lot of potential in this project. Good luck in development!
Thank you for the analysis! It's good to hear that AA is at least somewhat playable. And I will get to those fixes asap, again, thanks for pointing them out.

One thing I keep forgetting to mention (and keep forgetting to mention) is that AA uses an Aggro script. So all battle skills have some aggro to them (Pharmacists even have aggro on their skills and the Cover ability has aggro as well, the most aggro actually) so attacks that may seem random in battle shouldn't really be. I'll do more testing on the Cover ability though.

Also, there shouldn't be any one shotting except for one encounter (skeleton/bat and spider encounter in Catacombs) which I've since fixed (skeleton always boosted attack pre emptively and ALWAYS one shotted). I tried to balance the fights where there was no blatant one shotting out of no where but enemies could leave you at critical HP.

Lastly but unrealated, I hope to get some custom sprites/facesets into AA so be on the look out for those!
Red_Nova
The all around prick
7475
author=ten_blue_egyptians
One thing I keep forgetting to mention (and keep forgetting to mention) is that AA uses an Aggro script. So all battle skills have some aggro to them (Pharmacists even have aggro on their skills and the Cover ability has aggro as well, the most aggro actually) so attacks that may seem random in battle shouldn't really be. I'll do more testing on the Cover ability though.


The aggro mechanic should definitely be a note in the adventurers log, because that would have been really helpful. Good to know about the Pharmacist abilities having aggro!

Also, there shouldn't be any one shotting except for one encounter (skeleton/bat and spider encounter in Catacombs) which I've since fixed (skeleton always boosted attack pre emptively and ALWAYS one shotted). I tried to balance the fights where there was no blatant one shotting out of no where but enemies could leave you at critical HP.


Well... that does still happen. The first time I fought the skeleton, it buffed its attack and then killed my Pharmacist. On turn one. Ouch. The first time I fought the bat trio, all three of them ganked my Pharmacist. Again, on turn one. Double ouch. Granted, both of those instances only occurred once out of the, what, twenty times I fought them, so take that for what it is.

It's easy enough to fix (or rather, work around). Going back to the Cover ability, the activation speed should also be boosted to ensure that the action occurs at the beginning of the round. It kind defeats the purpose of the skill when the Knight is almost always the last one to act in a round due to its low agility.

I wouldn't harp so much on Cover if it weren't for the lack of a guard command. That's not a knock at the game's design, just so you know. I find it interesting that such a basic RPG command has been removed, forcing me to adapt to a new style. However, it does introduce the problem of having more squishy allies getting creamed before I have a chance to set up measures to protect them.

Going back to the Dark Souls inspiration, every time I died in DS, it felt justified. Either I didn't evade properly, or I wasted too much stamina for attacks and couldn't guard. Every death in that game was my fault. Here, if a battle starts, and a Pharmacist is killed (at full health, btw) and I can't even guard? I feel cheated. I don't mind getting my ass handed to me, I really don't. But I want to see how I messed up so I can learn from each death.

Anyway, I hope all this helps! Let me know if I need to clarify something.


Lastly but unrealated, I hope to get some custom sprites/facesets into AA so be on the look out for those!


Oooh! I'd like to see those!
I appreciate the feedback greatly! It shows someone out there gives a toss T^T haha.

-The current demo doesn't have the fix for the skele/bat/spider encounter (I will put another demo up sometime in the next few days with the fixes as well as more content). the Crypt Keeper shouldn't even be boosting it's attack instantly as soon as the battle starts ( a bug somewhere....) so I understand completely why it feels cheap especially when it isn't intended.

-The Gather command doubles as a guard command also, another thing I keep forgetting to mention in the game! I may adjust the AP gain on guard slightly to keep the battles flowing faster. Any thoughts or is it fine how it is?

-I agree that Cover should be faster. Will adjust it's priority to be "Quick Attack" like.

If you have any more feedback/criticisms, don't hesitate to let me know n_nb
A thing that I have noticed is that when I chose the Assassin class,I had the first skill you get, but the next day when I reloaded my save file, there were no skill (not even under the skill tree), so when I tried clicking on the empty space it came up with a message saying "Script 'Enemy Summons' line 149: NoMethodError occured. undefined method 'ma_call_ally?' for nil:NilClass" I thought that maybe this was some sort of bug that if I restarted the game, it would be fixed. Sadly it was not fixed, so I tried starting a new game and not to choose the Assassin, but instead the Barbarian. The same problem occurred. I was really sad because I was starting to get into this game so if it is something you can fix please do so.

Another thing that should be noted is that the enemies attack twice (which is fine by me), but when fighting a crypt keeper (There is a chest and an enemy next to it). He can boost his, and his allies attack, which would be fine, but it does ludicrous amounts of damage, the enemy could be doing from 8 damage all the way up to 129, which insta kills all of my guys. (Maybe I wasn't supposed to fight this enemy yet, but I don't know) he also has war cry (not too sure of the difference between this and co-operative) again, insta kills anyone he hits.

Also I would appreciate it if the devil statues actually told you how much essence you need because running back and forth seeing if you have enough essence can get kind of...eh.

I think grinding is a necessary element to this game, so I would input some sort of spawn for enemies so they just don't die off, the player needs to level at what they feel comfortable at and have enough essence to buy and or use it however they see fit, but with the enemies die off, it makes the player have to search a lot for another enemy.

As a side note I think it is kind of weird that, despite choosing say the Pharmacist first, you don't have that character as your leader to begin with (nothing really needing fixing, I can deal with it), but other than that I am really liking this game, the combat system is nice and unique enough, I like having the option for choosing "Mars or Venus" when creating my character and having that as an option for their gender instead of having "Male or Female".
I would appreciate it if you could fix the bug previously mentioned and other than that I would love to see what else you add to the game it has a lot of potential! I wish you the best of luck! (p.s....sorry for the long note XD)
Thanks for the feedback and kind words infinite64!

Just a few questions to help solve the error message problem.
-Which version of the demo have you played? I remember this error being in previous versions of the demo but I haven't come across it in the current main download. I'm looking into it more though n_nb

-How far were you into the demo when this occurred?

And to address the other points
-The skele/bat/spider encounter has been fixed. The difference between Co op and war cry is a 25% difference in attack boost (co op-50%, WC-25%) Crypt Keeper in this encounter has now had it's turns reduced to one turn.

-I'm still kinda undecided on this. I want the player to not know when they can open the statues up and when they are able to, to make the decision to actually open it up or not. For instance, Player will have the right amount of essence but the risk of maybe losing a lot of their essence or not has to be thought over and taken into consideration. I still think this aspect needs a bit more tweaking though.

-Much like the Dark Souls games, healing at the maiden statue respawns all enemies so have Maiden Charms on hand! Dont forget, there are no mandatory battles (except 1 in the forest) so feel free to search for items/essence if you feel unprepared in certain areas.

-Lastly, You can change the front character using Y,Z.

If you have any more feedback/criticisms, don't hesitate to let me know!
-I believe I have the most up to date version available (pretty sure, not one hundred percent though)

-For the Assassin instance, I was underneath one of the first devil statues and when I saved and reloaded the game, the Assassin's skill was gone. For the berserker instance, it happened as soon as I could look at my skills.

-Is that update coming out soon or is it coming out with other fixes and such?

- Yeah...Some sort of tweaking would be nice XD

- Thank you for the information. I think what would make that better is having another option for the Maiden Statue that doesn't heal you or cost essence, but just respawns monsters because losing 10 essence just to grind seems a little...eh. I guess it is fine as it is.

-I know about changing the character it's just that you can't manually change where the characters are, it just moves them up a spot.

-And that should be it, thank you for the information!

Awesome, i'll do more testing as i can't find where the problem stems from for the error. For some reason, the Conceal skill isn't automatically equipped on the assassin but you should be able to just equip it back on. I Haven't come across the error so far....

The Maiden statue is now free (seems silly to charge 10 ess for it when there's a cost to teleport to it) and as for the update, I'll upload it within the next few hours or so, still doing a little bit of polishing/play testing n_nb
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