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This version of Cope Island is untouched from IGMC 2014. Experience the journey that was crafted in less than a month!

Find yourself on a mysterious island, where you gain score by tackling turn-based RPG battles in the least amount of turns possible with a small selection of randomized weapons. Choose Standard for a more relaxed approach to the island, where the only penalty to losing is a loss of score and save points are frequent; or choose Rogue, where there are no save points and dying is permanent.

Whether you are happy or sad; Cope Island is a place to escape to better one's self at your own pace.

Third Place RPG Winner of the 2014 Indie Game Maker Contest!


- Mega Fast-Paced Battle System Easy to understand yet full of depth!

- Randomly Generated Weapons Find yourself with a new combination of weapons for each time you visit the Island!

- A Unique Score Mechanic The better you battle, the higher score you receive! Casual players can ignore score and play the game at their own pace, while hardcore players have the option to challenge themselves to get the best score possible!

- Two Game Modes Choose Standard for a more relaxed approach or choose Rogue for a more challenging experience!

- Original Music Each song was personally crafted by the developer within the short development time of the game!

Developer Note

This version of Cope Island was made within three weeks for the 2014 Indie Game Maker Contest. The team consisted of only me. Two days before the game was submitted I re-did all the maps and enemy data. There was no time to take a breather. I had a vision and I had to get it out as fast as I could. There was no time to play test the game a thousand times to untangle the flaws. There was no time to sit down and ponder what worked and what did not work. And that's the charm of the Indie Game Maker Contest! It forces the developer to master the art of improv and rapid pace working.

A new and enhanced version of Cope Island is currently being developed for a commercial release. It will feature all new completely custom graphics carefully and patiently crafted by me, complete re-balancing of the game and enemy data, newly designed maps, carefully re-written dialogue, tons more secrets to uncover, and exciting all new features I will expand upon in the future!

The commercial release will not disrupt this version in any way shape or form. This version of Cope Island will always be free and playable. As of now, there is no release date, though I will keep any who are interested updated on the progress of the new Cope Island.


Latest Blog

July 2017 Progress

For quite some time now, I was waiting to have certain steps done for an update on this. I fear for those who do not know me may have forgotten this little game I made and assumed it to be a just a relic of the past.

Cope Island is not dead. It's only gotten bigger and better.

In the past couple of years, I have had waves of distractions from this. Two jobs, immigrating my wife to USA and marrying her, personal life drama, Three Ghostly Roses, RMN event games and other fun stuff, and now just recently getting a dog.

It's much later than I expected or wanted, yet I could not be happier that it's taking me this long. I've learned tons over the past few years, especially with making Three Ghostly Roses. My vision for this island game is finally what I deem complete, all that's left for me is to make it.

Before, I had showed off a big update about the game. This may be alarming to some, but I scrapped that and began remaking the game from scratch. (with a lot of help from the previous build so it went fast) I learned enough from Three Ghostly Roses and other projects to see places that need clear improvements and well, I thought it was a good time to do so.

When I release Cope Island's new version, I don't want to find reasons to go and remake the game again. I want it to be done.

Now, this is actually the THIRD time I'm attempting this game. It's very early regarding maps done, but the data, audio, and most the graphics are quite complete. If I sit down and work at this a little everyday, I'd honestly be done in no time. Yet, that still does not distract from the fact that there's still a LOT to do.

I have 97% of the enemies and battle backgrounds to make, and about 97% of maps to make. None will take me long if I actually work on it. Which I certainly will now that my life is SOMEWHAT calming down. I have a very clear vision of what to make ahead of me.

I was waiting to have a little more UI and maps done before showing off my big new reveal, but I think I should post some teaser images nonetheless.

Those two are indeed very animated in game, I'll post the gifs eventually. The title has fog in game, but that looks better animated than still so I just showed the picture without it.

Early mockup of battle background and enemies. No UI yet as you can see.

I have a lot made for natural maps, but I'll show those once I have some maps done so it's not just a graphic test map.

I am highly considering making a whole new game page as soon as I have enough to show. The game has went through a drastic change twice and is going to be commercial. Or I could just give this one a makeover and take down the old images and just have a IGMC download. Not sure yet. I do want to post consistent updates and me communicative about this rather than dead silent as that helps no one.

Thanks for reading, I hope to have a big update soon! I do want to have a demo out eventually as well.
  • Completed
  • zDS
  • RPG Maker VX Ace
  • RPG
  • 11/25/2015 05:53 PM
  • 06/23/2020 02:37 PM
  • 06/28/2014
  • 43027
  • 19
  • 690



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Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
Yes, this finally made it to RMN! Don't let the screenshots fool any potential players: This is a wonderful game with an engaging battle system and a surprisingly solid atmosphere.

And to hear that you're working on a commercial version of this game is amazing! I'll be keeping an eye on this.
Yay, it's up! Now others will be able to understand why it got a prize~ Also, I added my notes, cleaned up for the review.

People. Play this game.
Yeeeeee I'm glad to see this here! I think I made it most of the way through and then stopped after a late-game boss got me, but I'd love to give it another go.

THIS IS A REALLY GOOD GAME, EVERYONE!!!! It made me feel all inspired to work hard and make cool things, too! <333
Thanks everyone! It's still surreal to me the reception this game got. It was the first project I ever dared release into the public, let alone one I completely improvised for the contest. I always have like a million ideas floating around in my head, but this one was pretty much formed a couple days after I learned of the contest.

I'm glad people didn't forget about this. I was worried about that when I realized some time has passed without me updating anything about it. I've been cracking down hard on the game lately and soon I am going to make a blog showing off some screenshots and whatnot. (which will be super hard now that I've kept this to myself for so long now, dammit haha.)

I'm almost done with the core game, not much more maps to go. With that said, I plan on spending a lot of time polishing everything and balancing the gameplay the best I can. I just hope I'm accomplishing on vastly improving the original game and accomplishing the experience I truly envisioned.

You guys have been great to me. It was a huge effort for me to press that submit button and my anxiety was like sky rocketed for months until the results were posted. It made everything all worth it seeing how kind people actually were about it.
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
I must say, I've only played for a few minutes, but the game is a fast and entertaining one. Simple, yet elegantly so, and with randomization(?) to keep you coming back for more runs. Great work on this, needless to say. =D
I can't believe it's been 6 years already. My, my, time flies! Nevertheless... I literally just played this NOW.
It was great. I loved the narrative style and although simple, the game provided insightful enough. The gameplay was really fun! I'm looking forward to Adrift!
Also, I should play more runs to see what new equipment i'll get :~
Game's short, but the simplistic structure lends itself perfectly for Rogue mode and multiple reruns, testing your ability to deal with what the game provides you.

...Yeah I know how late I am to the party but I don't play games, okay?

Anyway, this was lovely.
I'm glad you enjoyed this! My lord I can't believe how long it has been since I made this.

Ps if you dont have Adrift already I'm more than cool with sending a free one your way.
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