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Website - http://www.potatobrain.net/
Facebook - https://www.facebook.com/ErediaGame/?fref=ts
Twitter - https://twitter.com/PotatoBrainG



Please refer to the Characters section for character profiles, and check out Images section for screenshots.

Eredia is now available for purchase from the following links!

Steam: http://store.steampowered.com/app/713180/Eredia_The_Diary_of_Heroes/

itch.io: https://potatobraingames.itch.io/eredia-the-diary-of-heroes

Latest Blog

Two Days Away!

Dear Potato Lovers,

The testing phase took a bit longer than expected, but I'm glad to announce that almost all of those annoying icky bugs have been squished. At the same time, I have some bad news, some good news, and some even better news.

The good news is that I have managed to enable cloud saves for both Eredia 1 and 2. The bad news is that steam achievements might be broken for Eredia 2. I'm at my wits end trying to get them to work, but it just didn't happen the same way it did for Eredia 1.

As for the better news, we finally have a release date, and it's 14th December 2023. I know it's just two days away, but I couldn't commit to a final release date without knowing that I've eliminated all the bugs, at least the ones that we'd discovered.

My one final advice to players would be to play Eredia 1 first, in case you haven't already. Even though it's not necessary to have an Eredia 1 save file to play the sequel, it's a direct continuation of the story right from where it left off, and it'll be a more enjoyable experience to play these games in order.

That's all! See you on 14th.

Cheers,
Rishi

Posts

I am yet to playtest it on Windows 10, but that OS in general has a reputation of being buggy when it comes to RM games.
Hoping that the issue doesn't repeat, but if it does, I will try to find a Win10 system to test it on.
windows 10. if it helps I closed the game by just closing the window rather than pressing exit on the menu.
The file -1 is a system used to prevent the autosave from being renamed to file1 by the game.
I have tried replicating the problem, but it doesn't seem to occur on my PC.
What OS are you using?
Let me know if the problem repeats. If it does, I will test it on someone else's computer and attempt to debug it.
the save file exists in the folder, but isn't showing up properly when I attempt to load. I also notice that it's named differently than the other save file I created just now, not sure if that matters.
the first one is named file-1.rpgsave
the second one is named file2.rpgsave (no dash)
also the autosave is still there this time.

when I initially reopened the save folder to troubleshoot the other day when I posted this, the folder was completely empty, but despite me not interacting with the game at all since then the file-1 save appeared out of thin air. It was the only thing in the folder too which I'm pretty sure is wrong since the attempt just now created an autosave, and a global save file.
author=Tespy
So, I went through the whole demo on Hunter difficulty, and I rather like what I see! Though, the text could use some proofreading; there are quite a few grammar issues, but the main problem is the awkward wording that is in a huge chunk of that text. Examples:

Giraldus: However, I can’t seem to be able to get my mind off one particular problem…
Vishael: And lucky you are that you didn’t have to… What it meant is that the mission of destroying a Caradith army camp which was supposed to be a pushover in your words, has turned out to be something which we might not walk out of alive.
Giraldus: Jesting again?... You are a supreme elf who has mastered melee combat, healing magic and elemental magic. And now you are telling me that you are afraid of a magic fog?

Casual speech is fine, but even that is better-worded than this.

As for bugs, here’s what I found:
- Some npcs sometimes get stuck in hallways, forcing you to wait for them to get out of the way before you can finally go through. They also sometimes block entrances and exits inside and outside of buildings, which is also annoying.

- When you try to use the Teleport spell in a place where you can’t teleport, the MP for the spell is used up (even though you never got to actually use the spell in those times).

- Technically not a bug, but when Sharina and Rurouna rejoin you at Aedelen, their HP and MP is the same as it was at the end of the werewolf battle. It’d be better if they were fully healed before they rejoined you; in my playthrough, Sharina was dead, forcing me to backtrack to Midglen and rest at an Inn.

(I know I could have just used the inn at Aedelen, but money is pretty tight in this game without doing a lot of grinding; I had to be frugal.)

Sorry if any of this came off as harsh; I just wanted to give helpful feedback. Anyway, I hope this feedback helps! I’ll be looking forward to seeing more of this project :)

Thanks for your feedback. ^^

I am doing the proofreading, most of the text issues should be fixed in the next patch that I plan to release by the end of the month. I plan to fix all or most of the typo or grammatical issues that exist in the demo currently.

As for the bugs, I will look into all of them in the next patch as well.

author=forfor
one more big problem: both the autosave, and regular save dissapeared after I closed the game. 5 hours down the drain. :'(

Thanks for the feedback, I will be fixing the grammatical issues as well as the NPC blocking the path problem in the next patch. I will also provide more information about the crafting.

Regarding poison, it is permanent in most RPGs, unless you cure it.
Monsters don't drop money, but they drop junk which can be easily sold for a fair amount of money. I will be increasing that amount in the next patch, so that buying antidotes won't be a problem.
Also you can cure using certain monsters' body parts, e.g hornet sting.

The autosave and the regular save disappearance has never happened before, are the saves available in the save folder and just disappearing from the game, or are they deleted completely? Can you play for about one minute and try creating saves to see if the problem still persists after you close and reopen the game?
If it persists, please let me know and I will find a solution.
one more big problem: both the autosave, and regular save dissapeared after I closed the game. 5 hours down the drain. :'(
maybe 4 hours in now, and loving this game! The humor is really getting me, and I really like how you give the player a real chance to be a vicious bastard. none of that doing the right thing for the right reasons or doing the right thing for the wrong reasons style of moral choice here.

that said:

minor criticisms:
-The main character feels really weak. He's always the first to die, always takes high amounts of damage even from enemies who are on par with him, and doesn't do especially more damage to compensate. I mean he's only 1 level behind elric but has basically half his health. The only advantage he seems to have is the ability to use precise shot to farm 20ish tp per hit, which I suspect is unintended.

suggestions: maybe up his stat curve a bit. It's just a balance issue so easily fixable, just makes it kindve difficult to explore higher level areas without grinding a bit to compensate.


-I have difficulty with poison. For instance, the dolond cave enemies are really causing me a lot of trouble, just on base damage, which forces you to leave pretty quickly. on top of base damage, most of them cause poison which never goes away unless you cure it. They also don't give any money. The end result is that I spend all my money on food just to get partway into the cave, and when I get back the 2nd time I have no money/make no money for the trip.

suggestions: make poison not permanent. It doesn't need to be. Otherwise it just gets annoying to manage, and drains resources.
Also an indicator(screen flash or damage numbers) which displays when you take random poison damage while walking around would be a nice quality o life thing

-There are some occasional grammatical errors, but nothing too glaring.

suggestions: probly not a big deal, but it could be good to have a few people proofread to look for grammatical errors or awkward phrasings of things. especially if you're going to be selling it on steam. Just a little polish to raise the professionalism. :)

-the stats are a bit opaque. I don't think they're the standard rpg-maker stat system, but I don't know the details of what they do, or what's important. does agility raise evasion chance? I don't know. maybe.

suggestions: some kind of primer that details what the stats do or a little window that pops up when you mouse over things in the status screen would help the player know exactly how all the systems interact with each other.

-npcs block off paths in buildings. it's a small annoyance, but it is annoying to wait for them to clear a pathway. It breaks game flow hard.

suggestions: 2 space wide corridors, or some method of keeping them from unnecessarily wandering into tight corridors.

Biggest Criticism:
I'm always an avid fan of crafting in games. I love that it's pretty clear there is crafting in this game. Somewhere. Maybe I'm not far enough in, but I haven't found any information about crafting. I have a massive hoard of crafting materials, but what should I do with them? should I sell them? should I hoard them? How good is crafting in this game? I really don't know, I haven't been shown anything about it except that there are a bunch of items sitting in my inventory that I'm afraid to sell. On a side note do the sparkly ingredients respawn? it doesn't seem like it, but I'm not really sure even after reading previous comments.

suggestions: even if you don't want the player crafting from the get-go, give them some information so they know what to expect when they get crafting ingredients. I really want to know how to use all these bat wings and such.
So, I went through the whole demo on Hunter difficulty, and I rather like what I see! Though, the text could use some proofreading; there are quite a few grammar issues, but the main problem is the awkward wording that is in a huge chunk of that text. Examples:

Giraldus: However, I can’t seem to be able to get my mind off one particular problem…
Vishael: And lucky you are that you didn’t have to… What it meant is that the mission of destroying a Caradith army camp which was supposed to be a pushover in your words, has turned out to be something which we might not walk out of alive.
Giraldus: Jesting again?... You are a supreme elf who has mastered melee combat, healing magic and elemental magic. And now you are telling me that you are afraid of a magic fog?

Casual speech is fine, but even that is better-worded than this.

As for bugs, here’s what I found:
- Some npcs sometimes get stuck in hallways, forcing you to wait for them to get out of the way before you can finally go through. They also sometimes block entrances and exits inside and outside of buildings, which is also annoying.

- When you try to use the Teleport spell in a place where you can’t teleport, the MP for the spell is used up (even though you never got to actually use the spell in those times).

- Technically not a bug, but when Sharina and Rurouna rejoin you at Aedelen, their HP and MP is the same as it was at the end of the werewolf battle. It’d be better if they were fully healed before they rejoined you; in my playthrough, Sharina was dead, forcing me to backtrack to Midglen and rest at an Inn.

(I know I could have just used the inn at Aedelen, but money is pretty tight in this game without doing a lot of grinding; I had to be frugal.)

Sorry if any of this came off as harsh; I just wanted to give helpful feedback. Anyway, I hope this feedback helps! I’ll be looking forward to seeing more of this project :)
Update Version 1.3.2

Autosave feature added.
Removed all autoshadows.
Replaced many RTP tiles with custom ones, world map recolored.
Fixed a tiling issue for indoors. Replaced all small 1x1 doors with 1x1.5 doors.
Fixed balancing issues on higher difficulty levels.
Increased selling price of junk, monster drops. More ways to earn sharins in earlier stages of the game.
Fixed a design issue where the present clock was displayed in past cutscenes.
Fixed many small bugs.
Ah, I am afraid a meter for the barrier is difficult to implement since it is a direct plugin use.
Though I will implement it if there is a plugin update that gives the feature.

I will fix the bugs and issues that you've mentioned.

Edit - Fixed the issues and updated the game.
It's scrolling? Didn't work for me, but I guess sometimes, bugs may happen, not sure why...

I can see the enemy's HP bar, yes, I'm talking abut the Divine Barrier's bar, read my review properly again.

I have nothing else to say, so I'll continue playing again perhaps when I am free again. Until then, keep it updated so I can continue getting the latest versions with fixes and stuff.
Hello deathspark,
Thanks a lot for thoroughly playtesting and finding out the issues in the game.
I would like to address some of the points you've mentioned.

Credits - What do you mean? Its a scrolling menu, so they text is scrolled along with the screen size.

Thanks for informing about the typo and the missing/incorrect spell descriptions, that helped a lot. ;)

I agree that the knights could be a bit overpowered, I will remove the triple slash from its moveset.
There are enemy HP bars to tell the progress of the battle, they pop up every time you do damage to the enemy. Hard to believe you missed to notice it. xD

Characters keep moving when talked if the frequency is set to highest, this is an inherent RPGMV bug.

About the quest log, it updates only when something definitive has been added to the quest. In your example, the contract issuer clearly explains that they do not have the location for the bandit and that the player has to search around town or the adjacent caves for clues. There was even a gab text after you left the office that hinted you towards your next objective. Unless you completely skip the texts without reading it and ignore the gabs, there is no way to miss it. Pointing it out in the quest book would be like mouth feeding info to the players, which will ruin the exploratory aspect of the game.

Toggle window and fullscreen using F4, I will add this description to the title screen.

About use of slangs, I have noticed even games like Witcher 3 using words like Ok or okay. Though Witcher 3 has some of the best writing style in the genre, and I am definitely not comparing to it, my point is 14th century in a fantasy world does not necessarily equal 14th century of our world. So it depends a lot on the type of fantasy world that is being portrayed, but I understand your point completely, and I might focus more to bring a more medieval feel to it.

True, I might need to reduce the poison rate of the bats and nerf the green slime a little.

Price for a difficulty change is added to make the player think twice before selecting a difficulty and putting a constraint to spamming it. Too many players change difficulties according to their convenience. (e.g change to higher difficulty to farm weak enemies for more exp and then change back to a lower difficulty when exploring new areas)

Herbs and ingredients picked up can sometimes be only a small part of the object, e.g a flower or a leaf of the plant. That is why I don't make the whole plant go away when I pick a flower or a branch from it. ^^

Thanks for telling me about the long arm issue, I overlooked that one, will fix it in the next update.

I will fix most of the problems you've mentioned, except for those which are design decisions, like the ones I have mentioned in this post. Thank you for taking the time play and test for issues, your feedback is really appreciated and it helped me a lot. I hope you decide to continue playing the game.

And finally, 10 gold scam FTW! :D
Let's see what I've discovered so far in the demo, aye? I'm gonna list down from start to finish accordingly.

DISCOVERED PROBLEMS

1. When showing music credits, I noticed it was too much for the screen to handle, perhaps cut it shorter?

2. Noticed these grammatical errors:
- bring it Pristilla's (At the beginning of the game, it was something like that, just double checking)

3. Tried to go east, said I should examine the body first. Even when I already did examine the body.

4. A delay before letting me choose an option during conversations would be nice. When it's too fast, I may tend to hit enter too quickly to the point whereby I accidentally pick the wrong choice.

5. There was once when I reloaded the game after a death, the auto dash was gone, weird... Not sure what triggered it. It was fine right after that however, somehow...

6. The soldier by the tree can somehow be skipped, intentional I suppose?

7. Grand Freeze and Thunder is a powerful magic, fire? Check your skill descriptions carefully.

8. Sword skills give me no description, which made me wonder what the skills were for... Does it hit multiple units? Does it stun? Does it have higher damage?

9. In town, when I talked to Kimber, the so called hyper energetic run a lot kid, I noticed that he still runs although you talked to him, which does not make any sense, at all...

10. I can somehow pick up items when I am on a cliff, it doesn't make sense...

11. The quest log wasn't updated when I needed to find the traitor for the bandits, which is bad because I have no idea where to find this traitor...

12. The sign board south from town had no descriptions, but the sign board up north has descriptions. Perhaps you forgot to set something?

BALANCE ISSUES

1. A bloody triple attack from the horse knight is enough to destroy Vishael, what?! Yeah sure, I can use the divine barrier, but seriously, that's too much! In addition, there is no indicator on how much longer will the barrier last. Perhaps a small meter showing the barrier would at least remind me that it will be gone and I will be vulnerable again. A dual attack was also enough to almost kill Vishael.

2. Since it was easy to get murdered in one go because Vishael is the only healer, I noticed that the knights are way too overpowered. Consider not letting the knights one hit KO Vishael, especially since this is the very beginning of your game.

3. One of the first few quests involves killing slimes, and based on my level and current equipment, even with leather boots, a green slime can somehow destroy my main character with just one hit, which is crazy because it's the first few things I can only fight. The world map monsters are insanely hard by the way for now...

4. The bats in the cave are bastards, they can almost confirm poison me in battles, which is a bloody pain in the ass because if I intend to somehow grind if I am too weak, this is a major pain, especially since the poison continues to hurt you even when you walk. Perhaps lower the chance of poison a little? Not like it will help much since they come in huge numbers anyway...

PERSONAL OPINIONS

- A windowed mode of the game would be nice, though not very necessary.

- When Grand Barrier is used, I'm not sure why a 0 must pop out when used, but if you want to keep it that way, it's fine. It's just a little weird, to me.

- Try to not use emoticons or slangs such as "Ok" because it makes your game unprofessional and less befitting for the game since it takes place in a fantasy world (Especially when the age is around the late 1400s, which doesn't make any sense...) but if you intend to keep it this way, I won't stop you.

- The transition from standard battle music to boss battle music was weird. Try to change the combat music to the boss battle music first before entering combat. That way, the transition will be better.

- Must I SERIOUSLY pay for a difficulty change? That's just pathetic! But if you really want it this way, I can't say much...

- The warp crystal was incredibly cool! Like how I could see the whole map of the town before teleporting!

- When I picked up an item from the wild, I noticed that the item doesn't go away, does that mean as time passes, the resource will be replenished? If not, why is the item still there? I understand if they are treasure chests, but not if they are small objects like herbs, but if you want to keep it that way, that's fine.

- I can't seem to walk to the left or to the right at the end of the bridge, which is a pain for me. However, that does not mean you can't do it, just saying because I felt that it's weird.

- Mini snippets on the top left of the screen were nice, however consider letting it run until the end even if I enter new places. Quite an unfortunate thing to suddenly see it disappear when I needed to walk to a new place quickly.

- The door that leads to a woman in the Inn will tell me that the door is open, that's fine. But telling me the same thing over and over? Well, not that it's wrong, it's just weird because why should you tell me the same thing over and over?

UNNECESSARY OPINIONS

- For some reason, the girl at the bar can take water from a tile away, never knew she had such long arms...

- I tried separating the warriors away from each other from clashing swords. Kinda fun to see them slash each other even though they are 3 tiles apart from each other. I'd like to recruit them because they have such long arms :P

- Got bashed immediately by a bloody two horned unicorn for being too brave, even when pinky was there, he died. Guess that fella has to wait...

- There is a bloody pickaxe in the cave, why can't I pick it up?! Oh that's right, gotta spend 150 gold on my OWN pickaxe, how nice... :|

- I can sleep on my bed for free to heal, but 10 gold to rest in the Inn? Man screw that you scams!

Anyway, that's all I can say for now. So far, I'm stuck at the point whereby I need to find the traitor, so yeah that's pretty much it.
author=cradth
I'll give it try for sure. More review will come after. :)
First impression, the concept and the features are truly amazing.
Love the art style. Keep up the good work, man. Subbed this.


Thanks for deciding to give my game a try, and I hope you like it. ^^
Many of the features are planned for the full version, so the demo is still lacking in many areas and needs improvement.
I would love to hear your feedback though.
I'll give it try for sure. More review will come after. :)
First impression, the concept and the features are truly amazing.
Love the art style. Keep up the good work, man. Subbed this.
author=Valor
Hey man its me Danny L, just came to say that you made an amazing game, loved , an i loved the katy sheep calling me a true hero XD


Thanks for your feedback bro, glad you liked it. ^^
Hey man its me Danny L, just came to say that you made an amazing game, loved , an i loved the katy sheep calling me a true hero XD
Yes it will be available on steam.
Even though I flagged it commercial, I am not sure if I will sell the game itself or if I will release it for free and include micro-transactions instead.

Anyway, you can try downloading the demo and give the game a try, I would love your feedback.
This game looks pretty. I have yet to play it. Is going to be available to buy on steam?
Eredia 1.2.1
Small bug fixes:
- Sargoth acolyte/dialogue will not reappear near the entrance of the pass.
- Fixed the donation bug in Aedelen.
- Removed pixi filters, as users on some operating systems reported compatibility issues with it.
- Fixed some lighting.

Since it is a very small update, I did not bother making a blog entry about it.