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The core of the gameplay is being able to allocate and reallocate stats and equip and requip skills to make the type of character you want/need, a tank, a maze, a worrier a balanced character or anything else.

Please give feedback after playing.


Features:
Unique Battle System
-Replenish Will/MP by skipping a turn


12 eqiupable skills
-Heal
-Cure (Cure all ailments including debuffs)
-Feint (Cause confusion)
-Poison {Looking for better name}
-Paralysis{Looking for better name}
-Hailstone Uppercut (Water type Attack)
-Thorn Cross (Grass type Attack)
-Blazing Hook (Fire type Attack)
-Meditate (Increase stats)
-Intimidate (Decrease stats)
-Multihit {Looking for better name}
-Revive (Revive a fallen ally}

6 customizable and re customizable stats
- Max life
- Max Will
- Attack
- Defense
- Elemental Attack
- Elemental Defense

Elemental
-Fire -> Grass -> Water -> Fire
(weak against -> Strong against)

5 levels
3 Boss Fights
3 Puzzles
2 playable characters


Credits
Miscellaneous
Graphics from Finstermen
Music from RMN Music Pack
Icons from Iconset


Scripts
Battle Engine Yanfly Battle Engine
Add-On HP Bars
TDS Stat Distribution
Add-On Menu Command
Euipment Yanfly Ace Equip Engine
Enemy targettingYanfly Lunatic Targets
Add OnCraze Heal
Shop Hime Shop Manager
Add On Shop Stock


Follow my work at:
YouTube: https://cutt.ly/ZmROcSm
Instagram: https://cutt.ly/HmYvwDX
Facebook: https://www.facebook.com/KhaliCanvasStudios





Latest Blog

Done!

A complete version of skill hunter is being uploaded as I write this.

Thank you to all the critics/play testers for not only pointing out the shortcomings but also providing solutions, many many changes and tweaks have been implemented to make this a much better game.

Thanks to all those 'scripters' whose scripts I used and Trihan for helping out with various script related solutions.

Special thanks to Byah for letting me shamelessly use his custom graphics form his games.

And lastly thanks to our maker for everything.

Although this is pretty much complete I will keep on listening to all manner of complaints and suggestions form everyone and release updated versions accordingly if need be.

Thanks for reading. Please play and feedback. Bye
  • Completed
  • KhaliCanvas Studios
  • RPG Maker VX Ace
  • RPG
  • 03/07/2015 06:30 PM
  • 05/02/2015 02:59 AM
  • 03/31/2015
  • 25524
  • 12
  • 256

Tags

Posts

Pages: 1
This looks pretty neat! Looking forward to seeing how it plays. ^.^
Looks nice, really want to try it out
Cap_H
DIGITAL IDENTITY CRISIS
6625
Nice graphics and some promising features. Turn in that final level of yours and I'll recommend it for National Role playing review society's attention. And give it a try myself, obviously.



Well, I got a Let's Play for the Demo finished.
@thesacredlobo
Hey. I am going to put the formation back in in the final version. You felt 'insulted' (-_-) with puzzle 2. I think I will make that harder too. :) thanks again mate.
I'd argue that both puzzles are a too easy. While this Let's Play did represent my second complete run through this game. I only had to reset the first puzzle once in order to solve it. And the only reason my first run was so long was because I actually pushed myself to reach level seven.

I'd also suggest tweaking the multi-hit ability a bit since it feels a bit over powered. Though your comment on my video did suggest that I was a couple of levels higher then you intended for the various boss fights.
author=thesacredlobo
I'd argue that both puzzles are a too easy. While this Let's Play did represent my second complete run through this game. I only had to reset the first puzzle once in order to solve it. And the only reason my first run was so long was because I actually pushed myself to reach level seven.

I'd also suggest tweaking the multi-hit ability a bit since it feels a bit over powered. Though your comment on my video did suggest that I was a couple of levels higher then you intended for the various boss fights.
Multihit is definitely the most useful of the skills. I will test out various tweaks for it But even if I do tweak it, grinding will still break the game eventually. On the other hand having a the level corresponding to the trial number, such as level 3 for trial 3 makes for a very balance game. I guess the least I could do is put in level suggestions for each area.
Very fun little game, would love to see it expanded on. Not gonna lie, I turned Coby into a tank, then straight up maxed Attack on Cody. I was practically one hit killing the final mage bosses with Cody at level 5. That's why, although I like the Elemental system you're using, I didn't really find it as efficient as going all out with Attack. Since MP costs were so high, I thought it would be better to stick to physical damage. I ended up only ever needing the Heal skill but only a couple times even for that.

I died a bit on a couple encounters, but once you learn the enemy that needs to be targeted first, the fights become easy. For example, the Mages that Paralyze or Confuse, once you know which one it is, you focus them and the other enemies don't hit too hard even with no points into Cody's Defenses.

If you were to expand the game, you should probably reward less stat points on level up, or how much (numerically) a point will effect stats. I had Coby taking Null damage by nearly all enemies at level 4, and Cody could one shot everything at level 5. Regarding grinding breaking the game, whenever I would clear one of the Trial areas, I would notice how close I was to leveling up, so I would always grind a bit to get that next level. I feel like most people are going to do that on instinct.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
If you want grinding to be less of a game breaking thing, have enemies learn new skills determined by the players level.
That way encounters stay fresh and even possibly making grinding less of a thing.
author=InfectionFiles
If you want grinding to be less of a game breaking thing, have enemies learn new skills determined by the players level.
That way encounters stay fresh and even possibly making grinding less of a thing.
Good solution. Way too much work for this title. Will remember for a future title if any.



author=hiromu656
Very fun little game, would love to see it expanded on. Not gonna lie, I turned Coby into a tank, then straight up maxed Attack on Cody. I was practically one hit killing the final mage bosses with Cody at level 5. That's why, although I like the Elemental system you're using, I didn't really find it as efficient as going all out with Attack. Since MP costs were so high, I thought it would be better to stick to physical damage. I ended up only ever needing the Heal skill but only a couple times even for that.

I died a bit on a couple encounters, but once you learn the enemy that needs to be targeted first, the fights become easy. For example, the Mages that Paralyze or Confuse, once you know which one it is, you focus them and the other enemies don't hit too hard even with no points into Cody's Defenses.

If you were to expand the game, you should probably reward less stat points on level up, or how much (numerically) a point will effect stats. I had Coby taking Null damage by nearly all enemies at level 4, and Cody could one shot everything at level 5. Regarding grinding breaking the game, whenever I would clear one of the Trial areas, I would notice how close I was to leveling up, so I would always grind a bit to get that next level. I feel like most people are going to do that on instinct.
lot to think about. The game was not meant to be hard but there are definite game breakers. I will try to find work around for the future version. I will probably just leave level suggestions, I want people to be able to grind if they find a section too difficult, so probably wont restrict level through gameplay.


I did encounter a one-of-glitch during my Let's Play of the completed game.
author=thesacredlobo
I did encounter a one-of-glitch during my Let's Play of the completed game.
One. I see about a dozen. I will get down to fixing them soon. Would love to hear what you though of it overall.
author=SaitenHazard
One. I see about a dozen. I will get down to fixing them soon. Would love to hear what you though of it overall.


Well, I finally managed to sit down and put together a video review for this project. It's currently sitting in the review queue, but if you want to listen to it right away you can find it on my youtube channel.
Pages: 1