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Current Version: Demo v0.5.32

Synopsis
In a world of humans, monsters, and magic users called Magi, a power-hungry Empress aims to commit genocide on anything and anybody she deems unworthy. Her current focus: Magi. Her sinister plans do not go unchallenged...for a resistance group springs into action in hopes that they can beat that evil woman and her empire to hell where they belong!


Gameplay
Eternal Twilight is an old-school styled fantasy RPG with a Turn-Based battle system. I have made much use of the plethora of amazing scripts that Yanfly has created for the MV system to bring a battle system that is familiar, yet original in its own right. I am a firm believer of quality over quantity when it comes to designing a battle system and the types of skills a player has at their disposal. The battle system in Eternal Twilight features the following:

  • Unique weapon/armor system, where enemy drops will "randomly select" a rarity for the item dropped, granting bonus stats to that item! Legendary Bronze Sword anyone? YES PLEASE!
  • Intelligent enemy AI that will keep the player on their toes. The AI will respond according to the player's actions to make sure "LOL-SPAM ATTACK" will lead to the players demise.
  • Resource management will be key to success. There are ZERO MP regenerating items, so it is up to the player to make sure they are using the party abilities intelligently.
  • Skills come in all shapes and sizes, ranging from Instant cast spells that don't consume the character's turns, to very powerful attacks, buffs, and heals that have cooldowns, making sure the player strategically chooses when to use certain abilities.
  • This and much more!


This game is currently in development.

Latest Blog

Eternal Twilight - Demo v0.5.32 Released!

Demo v0.5.32 is now live! - Skill learn system, Equipment Randomization changes, and boss mechanic changes.

Skill Learn System Changes:
  • Skills across all players have a uniform "AP" cost of 300 AP for the base skill, and then 325-350 to upgrade the skill.
  • Players must now unlock all of the base skills before they are able to spend AP to upgrade those skills. I made this change for balancing purposes. It was hard to design boss fights without knowing which abilities the player chose to unlock first. Now, I will have a general idea of what level player should be by a certain boss, and then account for how many skills the player should have unlocked by that point, allowing me to better design bosses that won't be unbeatable if player hasn't unlocked a certain skill.
  • The "Unleash Potential" passive that is learned upon upgrading a certain amount of skills across the whole party now only provides +25 HP per upgrade instead of +50. The damage/healing boost remains the same.


Equipment Changes:
  • Certain secondary bonuses have been slightly tweaked.
  • The "of regeneration" bonus that armors can roll heals for 50% less, BUT,
    may now stack. The player may now equip up to 4 of these items, which will essentially double what the effect used to be prior to this change.
  • Many armors and weapons now drop "gems" (sapphires, emeralds, rubies, etc - these sell for gold) when siphoned for essence using the Junk Siphon.


Character/Skill Changes:
Luna
  • Wyvern Strike now deals 10% more damage.
  • Frenzied Barrage now deals 10% less damage.
  • Healing Rain (Luna's Soul Trigger ability) now restores 20% more HP to the party.


Trish
  • Wind Chi now deals increasingly more damage for every debuff Trish has on the target.
  • Gaian Tide now refreshes AND spreads all of Trish's current debuffs on her target to the target's party. This ability used to only spread her Poison and Fire damage over time, but now also spreads her Armor and Magic Damage debuffs.
  • The Mana Fountain buff given to the party by using Flaming Whirl (Trish's Soul Trigger ability) now provides double the MP restoration than it did before.


Boss Mechanic Changes:
Vygor
  • Vygor will now place a debuff on the party member that he will focus his single-target abilities on. This should help the player know who to guard/heal when Vygor gets to lower HP and can 1-shot a character if the character is targeted back-to-back.
  • Vygor now enrages at 40% (was 20%), dealing 15% more damage and leeching HP equal to 15% of the damage he deals.
  • Vygor's total HP has been reduced by 10% to compensate for these changes.


Minerva
  • Dark Energize no longer gives Minerva 100% Critical Hit Chance, but rather,
    allows her single-target abilities to deal "splash" damage to all party members equal to 30% of the initial damage done to the main target.
  • Cursed Touch (cast when she reaches 70% HP) is now a 2-turn debuff that will add a +2 cooldown to ANY abilities cast while the debuff is active.
  • Omega Vampirism (cast when she reaches 40% HP) is a new ability that will place a damage over time effect on the whole party. This debuff has an infinite duration and will drain about 15% of every party member's HP and restore a portion of the damage done to Minerva's health. This debuff can be removed via Damien's Purify ability.


I hope you enjoy! :D
  • Production
  • Fernyfer775
  • RPG Maker MV
  • Adventure RPG
  • 11/12/2015 10:09 PM
  • 02/12/2018 09:09 PM
  • 06/01/2017
  • 62539
  • 37
  • 678

Posts

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Sounds like a mixture of FF VII and Demon Hunter. I'll give it a try once its out.

Nice. I saw one grammar misstake: In the intro you missed a s at highness.
Waiting for more.
@Firefly84 - Perhaps I'm just blind, but I combed through the dialogue in the intro and couldn't find the typo you mentioned.
author=Fernyfer775
@Firefly84- Perhaps I'm just blind, but I combed through the dialogue in the intro and couldn't find the typo you mentioned.

Dito!
shayoko
We do not condone harassing other members by PM.
515
Ver 0.1
Random thoughts
good start interested in the characters thru presentation.

i like the skill sets in battle they work well together.

i like no random battles. so hopefully battles are kept to a respectable level and enough power to get thru the game

enemies leveling up with you isn't fair >.> you have random battles so you can grind but punish the player for it by making the enemies stronger thus making the game harder :/

not fond of the equipping things to weapons and losing it forever thing...its a disgusting practice :/

...you...lose money...for running?...on top for enemies leveling up as you do?...
a lot no less...
cant even avoid random encounters on the world map by staying on a path :/

how do you have a boss battle and end the demo with out being able to save!?


General 1H 26M
I like where the plot is going in this game and the characters are okay but the gameplay mechanics...
outside of the battle skills the characters have i hate the design of this game.
not only is it another game that too heavily relys on battles to waste time.
but the mechanics punish you even further! making enemies stronger as you grind,you lose money for running from battles (which you don't get a lot per battle to begin with)and the geming system >.>

in my case this game was just made to cause stress and that's...not what a game is supposed to do.


Overall
i don't recommend this unless...you like things that can be considered a bit tedious.
While I can see where you might have some issues here and there, some of them are quite unwarranted. For instance, the enemies leveling portion.

When an enemy levels up with you, they gain a fraction of the stats the the player does, almost to the point where it doesn't make much of a difference, in fact, the reason enemies level up is to give the player MORE exp and gold. The enemies also have a level cap, so that they don't indefinitely level up as the player does. The enemies in the 1st dungeon max at level 5 I believe, and in the 2nd dungeon, they will max out at level 10, and so on and so forth.

Example: The bee in the 1st forest dungeon, upon level will gain 5hp (again, hardly anything), 1 Attack, and 1 Agility. But, at the same time, they will also gain +3 EXP and +3 Gold upon defeat. I didn't implement the enemy leveling up system to "punish" the players, it's a way to reward them more for their time spent in battle.

The gemming system is made that way on purpose (ever play World of Warcraft?), hence why they drop so frequently, AND you can buy them as well. You're the 1st feedback I've read that disliked that feature, but you can't please everyone, so I just have to understand that as a developer.

As for the losing money on running thing, my game is not the first to do that, and considering on-map encounters is a thing, it's pretty fair. Even if you do run, the amount of gold you lose isn't huge (at least it shouldn't be...I might have to look at the numbers). Escaping from a battle should, at least according to my math/setup take away about 15% of your total gold. Some players dislike it, but it's a balance thing...risk vs. reward.

Thanks for the feedback regardless, there are a few things I can look into based off of it.
Linkis
Don't hate me cause I'm Cute :)
1025
Well, it's about time I get to play another Ferny game :)

Subscribed, downloaded and so far, another good game.
Damn, I wish some players would just play and judge the type of games they enjoy most.

Get to work Ferny, 4/16 is just around the corner :)
@Linkis: Hahah, glad to see you still ticking! I'll make sure to get it done quickly, just for you! :D
A bug has been found where sometimes you will receive a "Nan" message when gaining AP after battle, and it will reset that character's total AP back to zero. I believe the issue has been fixed, and the demo has been uploaded reflecting it. Sorry for the inconvenience! D:
author=Fernyfer775
A bug has been found where sometimes you will receive a "Nan" message when gaining AP after battle, and it will reset that character's total AP back to zero. I believe the issue has been fixed, and the demo has been uploaded reflecting it. Sorry for the inconvenience! D:
Sorry Fernyfer, this bug is still there. Or the download is not updated yet.
It seems to happen when Luna is poisoned and Trish is bleeding.
It just happened to all after using Radiance, even when it is over.
It never happens when a buff is given with Guard, Smite or Tantra Magic.

And when the earlier event with explaining some game mechanics where (I think it was about the runes) only a black box appears and you can't do nothing except wait. Then you have full control of your characters.

When initiating the rune shrine, it goes to "now Loading" but nothing happens.
Another Bug:
When using Raining Arrows, this happened:


I would test the other skills and status and (de)buffs, but for now I haven't enough skill points.
I think I know what the issue is...whenever I deploy the project, it seems to be removing some vital parts, causing all these crashes because I've meticulously test-played all of this stuff countless times and it always works on my end. - This issue has been fixed.

As for the AP bug, it was actually another plug-in that was screwing it up. I have removed the plug-in and replaced it with one that is compatible. I'm going to try to fix the deployment problem, and then I will re-upload a fixed demo. -This issue has been fixed.

The most current fixes and adjustments have been uploaded.
Thanks for getting rid of these bugs.
But there are some gliches you have to solve:
In the item-menu there are some slots without anything and you can choose them in battle too for loosing a round.
There's a non-name-slot in the buy-menu in the pub for the cost of 0G.
When this doesn't help, I'll make some screenshots.

I will try to find a spirit... and I think I found one but it's bugged.
Were the "empty" items only acquirable through the store, or did you notice you had some prior to that? I fixed the store, I had moved some items around in the database and forgot to update the inventory.

I fixed the problem that crashed Tajin Forest...I manually stripped files from my game to knock down the download size, and totally missed that one.
  • PS - That was one of those rare "spirit" monsters too, booo!


Is the most recent demo you downloaded the one with enemy side-view battlers or no?
Also, did you try going into the Runecrafting Shrine? I had a few people mention that it was freezing up on them, I wanted to know if I fixed the problem.
author=Fernyfer775
Were the "empty" items only acquirable through the store, or did you notice you had some prior to that? I fixed the store, I had moved some items around in the database and forgot to update the inventory.

I fixed the problem that crashed Tajin Forest...I manually stripped files from my game to knock down the download size, and totally missed that one.
  • PS - That was one of those rare "spirit" monsters too, booo!

Is the most recent demo you downloaded the one with enemy side-view battlers or no?
Also, did you try going into the Runecrafting Shrine? I had a few people mention that it was freezing up on them, I wanted to know if I fixed the problem.
I noticed the empty spots before I tried to buy something. I think they appeared after buying the equipment. When using the empty spots in battle nothings happend else loosing a round for nothing.
I thought it was because I met a spirit - it was the first time so the bug was new.
I didn't start a new game but copied the complete save file. So I don't know of the black issue after fleeing from the first battle scene happened again.
The runecrafting shrine is now working as it should, I even got one Tier 2 after the gargoyles.
The battles were the same as in the first version. The only difference was that the first gargoyle disappered after defeating and of course the "weather".
Ah, okay. Perhaps transferring the save file is what did it. Good to know! :D
I'm glad the Runecrafting shrine is working now.
author=Fernyfer775
Ah, okay. Perhaps transferring the save file is what did it. Good to know! :D

If you mean the empty spots then no. I have seen this empty spots in your second version, too, and that game I had to restart, because the copied saves didn't work.
Perhaps I should have mentioned it before.
Hey Fernyfer775,
when will you update your download? I really want to fight a spirit.
To the battles:
Sideview, with a zooming out at the beginning, but no more zoooming in (and out) during battle. Each action shows the actor and its aim(s). This battle system is fine for me. Even the "weather" is fitting.
I am going to finish the Port Town Muyan area and then the next dungeon + boss before uploading the next demo. I want to make sure I give people enough new stuff to warrant re-downloading the game! :)
It should be ready by the end of the week, school is getting crazy busy this week, so I've had to cut back my RPG MAKER time.
So I downloaded this and I'm extremely impressed. I love the scenario thus far, the animations are crisp and unique. I haven't done much socketing yet, but I defeated the first boss and I'm absolutely loving this game.

@squallstorm: I'm glad you're enjoying it so far. I really am trying hard to deliver a satisfying experience to my players. Keep an eye out for the updated demo that I hope to release around the end of the week that will include more content to play around with! ^_^
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