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don't expect anything bug free

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Posts

Pages: 1
The demo was real fun! Although I was completely confused in the beginning of what should I do then I discovered you can press the Action button next to 1-tile gaps to perform a jump, although it would be nice if you'd put a notice about that or some indication on the map.

Strangely the game lagged when busts appeared during messages, I haven't received slow downs in other instances. I was playing this on Windows 8.1, but I don't know if it has anything to do with it; I had the browser closed and there was still the aforementioned lag so I have no idea what's it about (your game isn't the only RMVXAce game that lags for me).

The character banter was lovely! Squall×Cloud tension was very prominent here. ;) And that Hope's remark when asked about using boomerang. Talk about tactfullness, Cloud. ;)

The icons were great! Reminded me a lot of Final Fantasy XIII ones due to their simplicity in design.

That moogle was awkwardly looking. I hope that you're make them a proper sprite because a fairy doesn't cut it.

What was the point of roles? For now they only influence character's stats, but not really play any other role on a character's fighting style.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
The lag seems pretty consistent all around, so I'm going to have to ask the creator of the script, or find something else. I think I can do this manually, but it's going to be a pain in the butt to do. Again.

The icons are from a PSP FF title that I cannot remember the name of off the top of my head. They fit nicely with the game's overall style so I used them.

That was just a regular fairy sprite, yeah. I'll be making a proper moogle sprite and possibly a portrait because of their mechanic role.

I'm still thinking about what to do with roles. I don't want them giving exclusively boosts, I'd like equipping a role to be a double-edged sword: you can specialize, but it means your other stats suffer. That's the idea I'm going for. I feel like their overall skillsets are wide enough that people won't be playing the exact same way, so I wanted some specialization in the roles. I might look into Roles adding passive states or some such.
Oh, these icons actually look a lot like icons from FFV for smartphones: link
You could also use these icons as they are fairly similar in appearance to the ones linked above: link

The roles should work like in Final Fantasy XIII and its sequel for most part: each role having its own passives and abilities, but should also change character' stats like they do now. Plus, it would be pretty awesome to be able to change roles in battle without cooldown like in Final Fantasy XIII. It would be nice if you got role display in the battle window for characters but that is just a visual since with CTB it's a hardly needed feature.

I forgot to say that I don't like menu sound effects; not only they seem to... lag when navigating through menus, they're also quite high-pitched which annoys my ears. I suggest finding something more neutral to an ear.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
Ah yes, that's them. I'm using PSP/Smartphone rips for some of the graphics that I don't have the energy to do myself. I'm still working on SLH and other games, after all, and SLH's monster sprites...sighs.

Changing classes in battle just isn't feasible because of the way they work in the core of RMVXA-- I'd have to find a very specific script for it, and I haven't seen any. The very likely outcome is I manage to fiddle until it brings about stat reductions and add passive abilities, possibly even passives that could tie into actual on-field gameplay.
please upload it with the rtp so that people that does not have rpg maker installed can run it.
Pages: 1