• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Welcome to the project page of Twell. A project that I have started back in 2012 and was released on January 13, 2023 and on Steam on March 21, 2023. It's not a story based game, it's an action adventure game.





This fantasy adventure is about you as a player waking up in this world named Twell. You don't have any memory from before and the only thing you can do now is explore what this world has to offer.

You will explore 8 unique dungeons, discover many secrets and visit multiple populated locations.






Quest items
The Q-item will be used in a lot of situations throughout the game. They will help you solving puzzles and reach certain areas. You can use a Q-item by pressing the Q key on your keyboard. You can use the Q+Shift keys on your keyboard to quickly change your Q-item. There will be 6 different Q-items, here are just a few examples:

Makes some light in dark places.Break weak floors or stones.Shoot arrows for distance targets.Grab targets from afar.



Change your character
The look of the character depends on which equipment you have. All combinations are possible and in some situations you need to equip older equipment.






Side quests
At the start of the game, you can see all the side quests in the start menu. Once a side quests has been completed, they will be marked as completed.


Battle Mode
Some extra challenges can be found in the Main Menu. You can unlock new challenges through your adventure. (Or buy them after you finished the game.)



Exclusive Twell sprites
This game has some unique sprites made by Avee. All enemies, big bosses, a full icon set and much more have been made for Twell.

Latest Blog

Behind development: Artwork - snake

Some bosses did get some sketches and artwork before they were realized into a sprite. Like the snake bosses for example.

  • Completed
  • Luc
  • RPG Maker XP
  • Action Adventure Puzzle RPG
  • 07/09/2015 11:53 AM
  • 03/21/2024 08:31 PM
  • 01/13/2023
  • 87090
  • 78
  • 548

Posts

Pages: first 12 next last
Those graphics are amazing! ^_^)/
*subs* I LOVE QUESTS!
This looks really good! Hopefully I will have internet in my PC again by the time this comes out... XD
Notoh
*Deeply Thinking*
1928
Oh wow! This looks very nice. Love the character portraits and the fact you can have different combinations with your gear!
nhubi
Liberté, égalité, fraternité
11099
It's great to see this here now, but you may want to create a separate tabs for the 'features' and you don't need to include the locations as you've got them in the images tab. It's just with such a long description it makes commenting on the game a bit of a journey, and the comments are where all the action happens on a game page :).
Thank you so much for these comments. I will change the game page as soon as possible. There is much more to show so separate pages would fit more on this game page. Thanks for all the subscriptions, I hope to satisfy everyone in the future.
By the way, do you have an estimated release date for this game?
author=Ilan14
By the way, do you have an estimated release date for this game?
Good question! No, there isn't a release date yet. I'm very busy with my study so I only work on this when I have time for it. However, most of the scripts, a lot of the sprites and the overworld maps are done. However, I'm planning to do a lot more than that and I want to take my time for the dungeons and bosses.

One thing is for sure, I will complete this one day, like I always do! ;)
I'm sure you will. Until then, I wish you good luck with your project! :)
An RPG Maker game where your character's look changes?! I'm sold! Just subbed and can't wait to play. Mapping looks great. :-)
Wow~ this looks really crazy big! I've grown to like these kinds of games more and more. Looking forward to the release, good luck (。・∀・)ノ゙
Quick thoughts after having played a little over 4 hours: This is FUN!
I defeated the second boss and just reached Twellin City, and I'm really enjoying the game so far :)

The size of areas and length of dungeons, the puzzles and traps, the balance of difficulty, quests, shops and items, useful dialogues, the creative use of Q-items, the timing-based melee battles toggling between guarding and attacking at the right moment, or shooting magic spells from a distance... everything is just right. Your efforts on playtesting have paid off.

Super job on the soundtrack as well: the music is really beautiful and fitting. So good job to the composers.

A couple of things I would change is to make the music a little louder in the Cave and the Lantern's light could be automatically on instead of having to go through the Q-item Menu (unless there's a reason you'd want to stay in the dark in certain places?).
I also found a bug in the Skill Menu: at the beginning of the game when you don't have any skills, trying to equip one makes the C-Slash icon appear.
There's also a strange Picture that shows up in the Temple's room where you get the first Lantern or when you light up torches. No major bugs though.

That being said, I keep looking forward to the next areas or to return to older ones after acquiring what will help me progress further. The game has kept my attention so far and I'm having a blast. Good job!

I hope that more people will share their thoughts in the next few days.
Thank you so much for your reaction. I’m really happy to read this. I’m going to focus on the bugs that you found. Putting the lantern on and off will be used in one of the 4 mini games in one of the locations. I don’t want to spoil too much, but from where you are now, let’s say that there is more to see. :)

I truly hope you are keep enjoying it. My main focus was to keep the player engaged until the end, I hope that it succeeded.
author=Avee
A couple of things I would change is to make the music a little louder in the Cave and the Lantern's light could be automatically on instead of having to go through the Q-item Menu (unless there's a reason you'd want to stay in the dark in certain places?).
I also found a bug in the Skill Menu: at the beginning of the game when you don't have any skills, trying to equip one makes the C-Slash icon appear.
There's also a strange Picture that shows up in the Temple's room where you get the first Lantern or when you light up torches. No major bugs though.

There is a new version available. All of these things have been fixed.

You *could* toggle the option to automatically turn on you lantern when you enter a dark place. But I haven't tested a full playthrough with that option on. That's why I made it available in the 'Options'. You can see the options when you interact with a save state. You can still always turn it off whenever you want, which is necessary at a certain mini game.

The strange picture will not happen anymore, but if you have a save file from the older version, you have to enter the Main Menu and return to your adventure to fix it. (but it might not be necessary at all)
I guess I'll test the new lantern on my second playthrough, then, when more bugs have been fixed because I have more to report, haha :P
All bugs I found are minor and don't really affect the game, so everyone can still enjoy the first download to at least as far as I made it into the game:

I focused on side quests after reaching Twellin and Angelin City and enjoyed it.
I was a little curious and daring, so I completed the 5th dungeon (Twellin Castle) right after I found the Silver Bow in the 3rd dungeon. It's my favorite dungeon so far. The stealth segments and alternate dimension gimmick were really fun. I completed the dungeon in one sitting and was at the edge of my seat. And the boss fight was intense (I had to use Light Eye in order to deal any damage to him during the second phase). Well done!

Now for the bugs and some questions and suggestions:

Every building that has at least two floors, like the Inns and a few others: the screen tint changes only when I go to the second floor, and then changes back when I exit the building.

In Angelin town, the shop at the eastern side has an Inn sign instead of a Shop sign.

Near the temple, I can walk on this high cliff from behind the tree and can also walk up over the edge:
twell_bug_01.png

The woman with red/brown hair and twin tails in the southern area of Twellin city: When I talked to her after the 5th boss, though unrelated, a new challenge was unlocked in Battle Mode. I think that might have also happened much earlier when I talked to another random person in Twellin.

In Twellin Castle, where I have to use the Glove to attract a soldier who guards a chest, I used the Glove again while the soldier was walking: my character became frozen until the soldier had returned all the way to his post.

Deff's sword attack sprite is not aligned with his walking sprite. Is this something you can fix in the game or should I update his sprite sheets in some way?

Does the Protection Weed cancel all damage? If so, the word "Environmental" in the description might be confusing. Maybe it's best to remove that word.

So far I found 4 Fire Stones, 2 Ice Stones and 1 Thunder Stone. Maybe you could replace one or two of these Fire Stones with something else?

About the Red Shield found in one of the hot rooms, the text box says it has a Defense of 6 but the description in the menu says 5.

Is there a way to see my HP and SP numbers?

When I got the Bronze Bracelet, I thought the 20% extra Gold was not worth it, especially since I had already opened so many treasure chests with Gold inside. But I probably haven't seen enough of the game yet to gauge how much money would be right to have at different points.

I didn't find the V-Slash and P-Slash skills to be particularly useful, especially after getting the Golden Bow.
With an Attack of 16 and range, the Golden Bow seems overpowered at the moment. My sword is Level 2 with an Attack of 12, so the only way I can deal more damage than the bow is to hit an elemental weakness. But here again, maybe I haven't seen enough of the game to judge.

About the Seeds: the cost-benefit ratio for Small and Big seeds is the same, so I thought there was no point in buying the Big Seeds. Then I found out the other way to get Big Skill Seeds for cheaper, which is good.
However, selling the Small and Big Life Seeds in the same town seems pointless. Maybe the Small Life Seeds could be available earlier?

That's it for now. I'm still having a blast playing the game and can't wait to see what's next. I'll complete the third dungeon next.
That’s pretty brave of you to challenge the 5th dungeon so soon. But it was always meant to be possible. :) It’s great to read how you approach the game. It’s also very nice to read that you enjoy the game so much.

I’ve updated the game. (v1.1.2) So make sure you download the latest version. Everything is fixed or improved.

author=Avee
In Angelin town, the shop at the eastern side has an Inn sign instead of a Shop sign.
This isn't really a shop, but it's not an inn either. So I’ve changed the sign to a drink sign.

author=Avee
The woman with red/brown hair and twin tails in the southern area of Twellin city: When I talked to her after the 5th boss, though unrelated, a new challenge was unlocked in Battle Mode. I think that might have also happened much earlier when I talked to another random person in Twellin.
This is not really a bug. When you make certain characters happy, it will unlock a new challenge or stage. (Not counting side quests) I did it because I want players to remember some dialogue and return to them and be surprised that they still receive something from it. It’s kinda hard to receive all challenges and stages by doing this, that’s why you can buy the rest after you finish the game. But, to make it clearer, you will now receive a message when you receive the first challenge or stage.

author=Avee
Does the Protection Weed cancel all damage? If so, the word "Environmental" in the description might be confusing. Maybe it's best to remove that word.
No, it will cancel damage from boulders, spikes, that sort of stuff. They can do a lot of damage in some tricky situations. But I removed it from shops and replaced it for something else except for one shop. Just to let player know that it is not really that necessary. I also changed the description.

author=Avee
So far I found 4 Fire Stones, 2 Ice Stones and 1 Thunder Stone. Maybe you could replace one or two of these Fire Stones with something else?
The amount of stones should be equal, but you can get some earlier than others. That’s why I changed it. You now get a random stone. But you will get them equal. So for example you get randomly the Fire Stone, after that you will randomly get the Ice Stone or Thunder Stone. After finding all three, it will reset again. (However, because of your current save file, it will reset anyway so you might get a Fire Stone again.)

author=Avee
Is there a way to see my HP and SP numbers?
It’s now available to see it when going to a save state. I removed it from the start menu because it simply does not matter in the game. But I realize that if you buy a lot of upgrades, you want to know it anyway. But I want to keep the start menu small and useful.

author=Avee
When I got the Bronze Bracelet, I thought the 20% extra Gold was not worth it, especially since I had already opened so many treasure chests with Gold inside. But I probably haven't seen enough of the game yet to gauge how much money would be right to have at different points.
I would recommend to equip it when you in need of money. Let’s just say that there is more.

author=Avee
I didn't find the V-Slash and P-Slash skills to be particularly useful, especially after getting the Golden Bow.
With an Attack of 16 and range, the Golden Bow seems overpowered at the moment. My sword is Level 2 with an Attack of 12, so the only way I can deal more damage than the bow is to hit an elemental weakness. But here again, maybe I haven't seen enough of the game to judge.
You were never supposed to receive the Golden Bow yet. But it’s kinda cool that you did get it though. Still, it’s too early. The number to receive it was an early development number. This is now fixed. (To prevent spoilers, I won’t explain how you received it. I already send you a fixed save file because it can break some puzzles.)

The rest is fixed. :)
Right on! I continued with version 1.1.2 and beat the game.

Probably as a result of me completing the 5th dungeon early, I was overleveled for the 3rd and 4th dungeons, making them rather easy. But the enemies' strength caught up soon enough in the 6th dungeon and later, which is good.
I liked how Q-items and most pieces of equipment remained revelant throughout the entire game due to their unique properties.

I loved the puzzles in the 6th dungeon especially. They were clever and creative. One of them almost had me stumped too, and I appreciate being challenged. Still, none of the puzzles struck me as too complicated, so I think that you found a great balance there.
The final dungeon is also fantastic! Memorable moments and puzzles and despite there being a lot to do it's very easy to keep track of my progress and what to do next. I also loved the twist of how and where the Boss Key is acquired.
The final battle is awesome. Good job!

I believe you told me that the story wasn't the focus of this game, but there's still enough meat there for me to take a liking to the major characters, and the highlight is in my opinion the worldbuilding: The races and towns look and feel unique, making them memorable.
One of the moments I liked the most is when the Gomblon you give a flower to meets the Angelin. I would have liked to see more peculiar interactions between NPCs like that.

I'll have to do a second playthrough and avoid leveling up too much to get a better idea of the balance of difficulty, but it seemed appropriate in the end. Nearing the final dungeons, I ended up with plenty of Gold, enough to buy whatever I needed to become much stronger. And there are enough Red Potions to find that I never had to buy one.

I completed the Battle Mode and Boss Rush mode too, and the rewards are nice!
I'm wondering if there are any Passwords available though, and what they'll do.

I give Twell a 4.5 out of 5.
It's a great way to start 2023! I recommend it to anyone who enjoys Action RPGs similar to the Zelda series and Alundra, or even Ys, semi-open worlds and Metroidvanias.

I have some more minor bugs to report and spoiler-filled comments and suggestions below:

***SPOILERS***

-The Paralyze spell seems to work fine, but the paralyzing effect of the Thunder Sword doesn't, which makes the Thunder element useless at the moment.

-About the seed-shooting pod/plant puzzles: Is it normal that the red plant never shoots? Once the green plants are in place, I can attack one of them to make them shoot. For instance, I can strike the last plant in the line (the one directly pointing at the target) to make it shoot the target.
I was under the impression that you wanted the players to strike the red plant and have the seed pass through every green plant in order to reach the target, but it doesn't seem like that's the case at the moment.

-The 6th dungeon boss: One part of its body was following the camera as I walked around the room, staying near the edge of the screen:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_04.png
-A similar bug happened with Deff when he was doing his flying attack.
-And Din's sprite froze in place once after he was supposed to teleport. The sprite vanished after a few seconds. Maybe it happened because he was stunned by a hit from my Ice Sword at that moment.

-In the 6th dungeon: This grappling hook pole doesn't glow when I enter the room:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_03.png

-In the 8th dungeon: I can walk over the table here and shouldn't be able to:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_05.png

-During the cutscenes with Din and the credits (and maybe during other cutscenes) I can still cast spells and defend.

-When Deff slashes the last orb in the final cutscene, his sprite zips up because you use the old attack animation. It looks a bit silly. Maybe it's possible to save each frame as a Picture and show these instead? Let me know if you need me to do that.

-Din is not fought in the Boss Rush mode. Is that intentional? (I know he is fought in the Battle Mode, though)
-The dialogs in the battle against Deff are present in the Boss Rush, which seems a little odd to me.

-When the Boss Rush is completed, the text box says that I completed "Battle Mode".

-During the credits, you mispelled "Grammar", lol.

-About the elemental swords: At Level 3, I think that the Ice Sword is the obvious best upgrade to have because it can stun enemies. The Fire Sword might be more useful if there were more enemies weak to fire. And the Thunder Sword could be a good choice if the paralysis effect worked properly, but only if enemies are prevented from attacking for longer than with the Ice Sword's stun.

-I beat the game at Level 36 and felt overpowered despite missing... two skills, I think. Reaching Level 45 to acquire every skill would require quite a bit of grinding. There's also a secret skill, right? That we can learn when all other skills are learned? But I don't think it would be necessary to have it in order to beat the game.
Maybe if enemies gave more experience so the player can level up faster but stats would not rise as much to keep the game balanced. That way it would be common to reach Level 45 or so before the final boss and learn all skills. This isn't a suggestion but simply a possibility.

-The 7th dungeon, the spiders' lair, could be a little more difficult by adding a few medium-sized gray spiders.
-Maybe you could also add a few medium-sized enemies in the 8th dungeon to make it more intense. Medium bats and medium skeletons would be nice.

-The battle against Din is easy and a little disappointing because of that. But the final battles after that are intense and cool. Maybe you could add a new attack that Din would use occasionally or whenever he teleports: how about a number of fireballs that start at the edges of the screen and fly toward the player? It would be similar to Deff's flying attack.

-I was missing 2 Soul Fragments. After searching every location several times during the game, I gave up trying to find them. So I was thinking that maybe you could show a number in a different color next to the Soul Fragments' count, to indicate how many Soul Fragments remain in the current location... Or any other way to let players know.

-Another quality of life improvement that I would suggest is to add a small dot on the world map for every location in the game, including small caves. That would make it easier to remember where to keep exploring and if there's anything that players have missed or forgotten about.

-I think that's all I wanted to mention. Thank you again for making this great game and for relying on me. I will play again in the future ;)

I’ve updated the game. (v1.1.3) So make sure you download the latest version. Almost everything has been fixed.

It was pretty hard to decide the difficulty of the game. I wanted to reward the player for doing the side quests and for discover the extra area's. So I decided to make it hard to those that aren't doing the extra stuff and easier for those who play everything. I wanted to make sure it was still possible to beat the game if you just go from dungeon to dungeon.

author=Avee
I loved the puzzles in the 6th dungeon especially. They were clever and creative. One of them almost had me stumped too, and I appreciate being challenged. Still, none of the puzzles struck me as too complicated, so I think that you found a great balance there.
The final dungeon is also fantastic! Memorable moments and puzzles and despite there being a lot to do it's very easy to keep track of my progress and what to do next. I also loved the twist of how and where the Boss Key is acquired.
Thank you, really happy you appreciate them. I put all my most unique puzzle ideas in that 6th dungeon to create one big puzzle dungeon. And the final dungeon was ment to use everything you did earlier in the game, with a small twist here and there. Really happy you figured out all the puzzles.

author=Avee
One of the moments I liked the most is when the Gomblon you give a flower to meets the Angelin. I would have liked to see more peculiar interactions between NPCs like that.
Yeah, the idea was that you switch a lot of character to the different locations by doing the side quests. A Gomblon goes to Angelin Town, an Angelin goes to Twellin, etc.

author=Avee
I'll have to do a second playthrough and avoid leveling up too much to get a better idea of the balance of difficulty, but it seemed appropriate in the end. Nearing the final dungeons, I ended up with plenty of Gold, enough to buy whatever I needed to become much stronger. And there are enough Red Potions to find that I never had to buy one.
That's quite an achievement that you didn't bought any red potion. Nice job. Yeah, at the start it feels like you are short of gold, but that's just a way to encourage the player to go and explore for more.

author=Avee
I'm wondering if there are any Passwords available though, and what they'll do.
They are used for some small extra's, but nothing that you will mis out. If you complete the game 100% and beat the final boss again in the adventure, you will receive some passwords. (Which I won't spoil) 100% means getting all equipments, beat Battle Mode R2, beat Boss Rush, getting all orbs 4x, do all side quests. Getting all skills is not needed.

author=Avee
I give Twell a 4.5 out of 5.
It's a great way to start 2023! I recommend it to anyone who enjoys Action RPGs similar to the Zelda series and Alundra, or even Ys, semi-open worlds and Metroidvanias.
Thank you very much! I am honoured. You were a big help in this game. :)


---------------


Now for the fixes. Really happy none of the bugs really stopped you from playing. Still, they have been fixed:

author=Avee
-The Paralyze spell seems to work fine, but the paralyzing effect of the Thunder Sword doesn't, which makes the Thunder element useless at the moment.
This was a bug, thank you for finding it. The short paralysis on the swords didn't work fully. Now it does. So thank you very much. And it has also has been raised by one second.

author=Avee
-About the seed-shooting pod/plant puzzles: Is it normal that the red plant never shoots? Once the green plants are in place, I can attack one of them to make them shoot. For instance, I can strike the last plant in the line (the one directly pointing at the target) to make it shoot the target.
I was under the impression that you wanted the players to strike the red plant and have the seed pass through every green plant in order to reach the target, but it doesn't seem like that's the case at the moment.
You discovered something very good. This was not supposed to happen and I've never tried to hit it with a sword this way. So thank you. It has been fixed.

author=Avee
-The 6th dungeon boss: One part of its body was following the camera as I walked around the room, staying near the edge of the screen:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_04.png
-A similar bug happened with Deff when he was doing his flying attack.
-And Din's sprite froze in place once after he was supposed to teleport. The sprite vanished after a few seconds. Maybe it happened because he was stunned by a hit from my Ice Sword at that moment.
I thought I was just pushing RPG Maker XP to it's limits, so I just accepted that. It was sporadic and had no effect on the game. But I removed the Anti Lag script and the problem was gone. So maybe the programmer Frank Nieuwland can fix it, but we have to wait.

author=Avee
-Din is not fought in the Boss Rush mode. Is that intentional? (I know he is fought in the Battle Mode, though)
I explain this below. But Boss Rush was also long enough without him. :)

author=Avee
-During the credits, you mispelled "Grammar", lol.
Have to say, that is funny.

author=Avee
-About the elemental swords: At Level 3, I think that the Ice Sword is the obvious best upgrade to have because it can stun enemies. The Fire Sword might be more useful if there were more enemies weak to fire. And the Thunder Sword could be a good choice if the paralysis effect worked properly, but only if enemies are prevented from attacking for longer than with the Ice Sword's stun.
So this was the fault of the bug you mentioned earlier with paralysis, which is fixed now. I think there is a good balance now. Maybe the Fire Sword should do a bit more damage. But I highly recommend to switch sword element based on the dungeon you will enter.

author=Avee
-I beat the game at Level 36 and felt overpowered despite missing... two skills, I think. Reaching Level 45 to acquire every skill would require quite a bit of grinding. There's also a secret skill, right? That we can learn when all other skills are learned? But I don't think it would be necessary to have it in order to beat the game.
Maybe if enemies gave more experience so the player can level up faster but stats would not rise as much to keep the game balanced. That way it would be common to reach Level 45 or so before the final boss and learn all skills. This isn't a suggestion but simply a possibility.
I never wanted the player to reach level 45, because you have to make a choice which skills you want to learn. I simply added the final skill as a reward for those who really wanted to see what happens if you get all skills. It simply is a bonus. Skills are also not part of beating the game 100%.

author=Avee
-The 7th dungeon, the spiders' lair, could be a little more difficult by adding a few medium-sized gray spiders.
-Maybe you could also add a few medium-sized enemies in the 8th dungeon to make it more intense. Medium bats and medium skeletons would be nice.
I've raised the difficulty of these dungeons a bit.

author=Avee
-The battle against Din is easy and a little disappointing because of that. But the final battles after that are intense and cool. Maybe you could add a new attack that Din would use occasionally or whenever he teleports: how about a number of fireballs that start at the edges of the screen and fly toward the player? It would be similar to Deff's flying attack.
It was sort of my intention to disappoint the player about the battle. Like Deff said before it, you will win the fight, to indicate that it won't be much of a challenge. But, I wanted to surprise the player with the true final battle. That's why it is also not part of the Boss Rush. It simply is not the true boss. I wanted to put him in the Battle Mode because he is almost a normal mid battle and I wanted the final challenge to be something special in Battle Mode.

author=Avee
-I was missing 2 Soul Fragments. After searching every location several times during the game, I gave up trying to find them. So I was thinking that maybe you could show a number in a different color next to the Soul Fragments' count, to indicate how many Soul Fragments remain in the current location... Or any other way to let players know.

-Another quality of life improvement that I would suggest is to add a small dot on the world map for every location in the game, including small caves. That would make it easier to remember where to keep exploring and if there's anything that players have missed or forgotten about.
I like these ideas, especially the Soul Fragments idea. I was thinking to put these on the map for every location. I like this idea because collecting all 50 Soul Fragments is kinda worth finding. It is a lot of work to do this, so it's not in this update, but maybe in a future update it will.

Everything I didn't mention is fixed. :)
I wanted to make sure it was still possible to beat the game if you just go from dungeon to dungeon.
I'll have to try that as well. Sounds like a good challenge.

I like these ideas, especially the Soul Fragments idea. I was thinking to put these on the map for every location. I like this idea because collecting all 50 Soul Fragments is kinda worth finding. It is a lot of work to do this, so it's not in this update, but maybe in a future update it will.
How do you plan to implement the idea?
I presume that you could create one Variable per location where Souls are present. Set them all at the start of the game. Subtract 1 from the Variable for each Soul obtained in the corresponding location.
Then have an event show that location's Variable count using a Picture when you enter the location. And call that event again when a Soul is defeated.

Another small mistake that I found today: the first location of the orbs near Seledin Temple and in the purple Cranium camp. Both show the Purple Orb sprite, but I think that you still obtain two different orbs. Fixing that can wait until the next update.
EDIT: Actually, if you take one of the Purple Orbs, they both disappear.
author=Avee
How do you plan to implement the idea?

I’m not sure. They aren’t hiding or anything, so I don’t want to make it too easy. And some players are only interested in the necessary amount, so I don’t want to force them with a changing counter on the screen for every map. I was thinking to just put icons on the World Map and make them glow or checked if you find all of them in that specific location. That way you know where to find the last ones.

author=Avee
Another small mistake that I found today: the first location of the orbs near Seledin Temple and in the purple Cranium camp. Both show the Purple Orb sprite, but I think that you still obtain two different orbs. Fixing that can wait until the next update.
EDIT: Actually, if you take one of the Purple Orbs, they both disappear.

This is actually on purpose. For example, the Purple Orb does appear in 4 places. If you ignore one place, you will find it on one of the other places. If you collect it, it will disappear on all other places until you used them. It will be available again, only not on the place where you collected it already. The idea is that it’s easier for the player to collect them all.
I'm still playing, but something happened I really want to share, so I'll just talk about averything so far~
I like the game very much~ I didn't know I needed that walking here and there, fighting some monsters... The game's good for relaxing~!

I love boss fights. For now I've fought 4, the 5th's before me. Fights are not about hp and strong attacks, but they're like a small puzzles. Use Q item to hit a red dot on a serpent. I like that~
Also, thank you for 'respawn in the dungeon and everything you did will be saved.' It's incredibly useful :D

What I don't like is the lack of descriptions/hints what to do next in the quest list. I played the game two weeks ago, now I have time to play again and I totally don't remember my quest progress :D Like, there was a guy in hide-and-seek. After Gomblom he decided to hide somewhere else... Now, where's that somewhere. The funnies thing is that I walked here and there in Angelin and in Twellin, and I didn't notice the guy.
Or there's that puzzle with 3 key's fragments. I have two of them. One is from the big tree. I totally don't remember where I've found the second part and which third part I am missing :D

On the other hand - I like that all the quest are listed. That way I know how many of them I did~

I love the animations of skill learning!!! It's like - 3, 2, 1.. Knockout!
Our poor character... :D
It's so funny!!!

And now what I wanted to say. I'm in the Twellin Castle and there are the guards... I didn't want to count how many times I had to try again and again, but it was many many times.
I wished for the Invisibility Cloak.
And damn, I've found one in a chest! The best Q-item ever. And here I've thought nothing could beat Life Rod...
Pages: first 12 next last