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In an ancient world, a war between mortals and immortals was beginning. The fabled Gate of Oblivion, the bridge between the realm of demons and the land of the living, had been opened.

The Evil Lord, the bane of all life and the ruler of all demons, saw this opportunity to unleash his incorporeal plague upon the mortal plane of existence. Wildlife, possessed by evil spirits, mutated into hostile creatures, and demons themselves went from being invisible, spiritual beings to physical monsters. Under the command of their king, they wreak havoc across the world with the goal of eliminating or enslaving all mortal life in existence.

Among the chaos now known as the “Oblivion Crisis,” the small kingdom of Rydir suffers from a terrible dilemma. The princess of Rydir, Lyra, has been kidnapped by demon forces, according to her father, the king. He enlisted the help of a mysterious mercenary, named Tenda, to retrieve the princess and vanquish the demon scourge from the world.

There is more to Tenda than meets the eye, however, and perhaps even more about the kingdom he made promises to.


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Created for RMN’s “Swap in the Middle with You~” event, Oblivion Quest is a JRPG dungeon-crawler inspired by NES/Famicom classics such as Final Fantasy and Dragon Warrior. Wield the power of four unique heroes to vanquish challenging foes, solve tricky puzzles, and level up to become the strongest among warriors!

First half created by riderx40 and continued by yours truly, Ratty524

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Featured!

So quite a few things I'm tardy with in regards to this project.

#1) Oblivion Quest, along with the equally fantastic game Bloody..., won the grand prize for the Swap in the Middle With You Event!

#2) This game has been featured for this month!


Big thanks to everyone who gave this game a shot!
*dies*
  • Completed
  • Ratty524
  • riderx40
  • RPG Tsukuru 2003
  • RPG
  • 03/15/2016 09:13 PM
  • 01/23/2017 01:54 AM
  • 03/18/2016
  • 64544
  • 33
  • 1275

Posts

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I NOMINATE YOU!
OLDSCHOOL WIENER!
2007K! GIMME MORE!
Ratty524
The 524 is for 524 Stone Crabs
12637
Thanks, glad you enjoyed it! ^^
I just completed Oblivion Quest, and I really like it, especially
the bittersweet ending
. This is the ideal RPG for one enjoyable evening, so thanks for all your hard work, Rider and Ratty. The only thing that irritated me was the permanently missable super armour with the 50.000 price tag. Madness, curse you! :D
Ratty524
The 524 is for 524 Stone Crabs
12637
author=Euphoniac
I would like to know: Is this game complete despite lacking the completed tag? Should I play this game now or should I wait for (a) future update(s)? This game looks promising, so I would like to play it right now, if there are only minor updates planned for the future.

Err? yes it's complete. My bad xD
I would like to know: Is this game complete despite lacking the completed tag? Should I play this game now or should I wait for (a) future update(s)? This game looks promising, so I would like to play it right now, if there are only minor updates planned for the future.
Ratty524
The 524 is for 524 Stone Crabs
12637
author=Ljink
I had no idea this game existed! I had a great time with this one. The characters are very likable, and you're quite the mapper. I love a good throwback NES styled game. Congrats on being featured as well!

Thanks! ^.^
I had no idea this game existed! I had a great time with this one. The characters are very likable, and you're quite the mapper. I love a good throwback NES styled game. Congrats on being featured as well!
Ratty524
The 524 is for 524 Stone Crabs
12637
author=Arandomgamemaker
Gave this game a shot. It's pretty good, but for the most part I agree with what Andrew_Anonymous said. Maybe give some DynRPG scripts a shot to fix the ATB problem?

The funny thing is that it uses DynRPG scripts for icons and stuff, though I'd probably have to ask RiderX how to use those. :x
Gave this game a shot. It's pretty good, but for the most part I agree with what Andrew_Anonymous said. Maybe give some DynRPG scripts a shot to fix the ATB problem?
Cap_H
DIGITAL IDENTITY CRISIS
6288
The joy of gammmak > quality

I can't see abundance of potions or mages as negatives. This is about personal preferences. I have a good time so far. Its pretty polished and well-ballanced for a game made on such a short notice.
Ratty524
The 524 is for 524 Stone Crabs
12637
Hey Andrew. Thanks for the feedback! I don't mind criticism.

I'm not entirely willing to go back to this project, but I'll keep your concerns in mind for my future endeavors.

> In addition to a relatively tight deadline for the event, the aim of this event in particular was to "complete" a game that was already started by another person, and part of the rules were to attempt to respect the original creator's intentions. I tried to make the best of the beginning elements of the story as I could, though I'm honestly not certain I did that good of a job since I don't consider myself a good writer.

> The ATB is like that mostly due to engine limitations. I think it's speed is in relation to the base AGI of party members in relation to the enemy's, but again, I was trying to keep what was already there relatively intact. Specifically, Tenda and Virgil were already there with their complete stat spread in RiderX's first half, while Lyra and Hecks were part of my half.

> Speaking of which, despite Virgil being superficially a "mage," his physical attack scalings are about the same as Tenda's. I think the only thing that makes Tenda's melee stronger is his equipment and maybe level. This is why the other two party members were designed to be more "focused" mages with weaker attack stats. Hecks in particular was partially made to alleviate the MP scarcity issue, a precedent set through the original game.

I can't say I blame you for not knowing this, though. The fact that a wimpy priest's physical damage eventually overlaps that of a muscel-bound bruiser is unintuitive design.

> I definitely may have gone overkill with potion abundance. That decision may have been an excessive effort to make the game easier from the original, which had potion drops that were more RNG dependent early on, but made surviving even the first map difficult.

> The save denial is odd. Did you check the menu to see if you could save regardless of the specified points?

> My Xbox controller definitely works from my end, but I don't think you can configure the controls. It's another engine limitation, sorry to say.

Hi there guys. I'd like to give some of my thoughts I had playing your game. Considering I did not play it to completion, among other reasons I don't want to give an official or proper "review" but just want to lay out my ideas and brainstorm.



Before I begin I'd like to preface with three things. First of all I'm a huge RPG fan and have played most of the classics and many of the nonclassics. I've probably passed 150 played, and over 50 completed in my life, so I have experience (ha ha ... kill me) and may judge harshly because of this.

Secondly, it seems this game was made for an event where the whole point was to create a game quickly, so again my criticism may be unwarranted or undeserved with those metrics in mind. I honestly don't enjoy the idea of such an event though, because quality > quantity but I digress.

Thirdly, with some very minor tweaks/patches I could see myself finishing your game and giving a more proper review. I'm excited to check out your future work also so please don't get too hung up or discouraged from my words.

That out of the way, let's talk about what I do and don't like about this game - Oblivion Quest.

Right out the gate I'm dropped into this azure/redish orange forest maze with no exposition or explanation. I wonder around a bit and encounter some enemies. I discover this is an ATB game which is fine, but in my opinion there needs to be battle speed options or the speed of battle increased atleast 25% because waiting for commands just makes for bad pacing and slow/boring battles.

Next thing I really noticed was the abundance of potions. Often times I would get two per battle and only need to use one, effectively gaining potions from just battling. I don't know if this was intended. Eventually after I hit level 3 or 4 I didn't even need potions at all barely after receiving the equipment upgrades in the area.

I do like how the first boss and I'm assuming tons of subsequent bosses defends a lot. It actually is good strategy to defend when he is defending on your turn and vice versa making the defend command useful to some small degree.

I found it bizarre how I had no access to save points beyond progressing to the next area, I did not like this decision. In the next zone it seemed like a hub sort of area at first and I received my second party member. I quickly found out I did not possess enough keys to open all of the doors and realized only through trial and error (coupled with the annoying save system) could i find out the contents of the boxes and make my choice before moving forward. I also accidentally proceeded after killing the second boss before returning to rest at the inn area. I tried to return but the screen with the cerberus looking beast whom you (enter? and are inside of im guessing for the next dungeon) did not allow me to return to the prior screen which again frustrated me because I had to do the entire lava/fire dungeon zone without any MP whatsoever.

It was after this area I noticed I had a ton of GP and no shops in sight, which again seemed bizarre to me because I now had three party members and the only thing I could spend money on was the inn. (which I couldn't backtrack towards)

In the area with Hecks the mage (by the way the third mage I received which again was odd because I only had 1 melee fighter) I noticed the same trend with the inn and doors with limited keys. I made sure to heal after the boss this time before proceeding to the next forest zone.

I'm gonna just sum up now because honestly I only made it to the end of the green forest after getting Hecks before I decided to uninstall and write this post.

What I like:
1) NES style graphics and sprites are nice + nostalgic

2) The few songs I heard were good (although the obvious SMT battle theme really bothered me, for some reason the Zelda jingle didn't though)

3) Decent character portraits and I'm sure humourous banter later in the game, from what little I saw

What I didn't like:
1) Even though you reduced encounters apparently, I still found the rate too high and the item drops too high, making the battles easy and frequent

2) No native xbox controller support? question mark because I'm not positive. I had to use my ps3 controller

3) 3/4 party members were mages? in a game where ethers are kind of weak and inns are a guessing game for when the next one is? (I do see the potential abuse of MP share/absorb with Hecks though) I tended to save MP due to this which hurt the pacing a lot, between the slow battles from the ATB and low melee dmg of the mages

4) Dungeons wrapped around in on themselves. Personal preference rather than a negative, I just don't prefer that sort of design, because it disorients the player if they're trying to get all the treasure before proceeding.

5) Speaking of treasure, lots of chests but most were antidotes or potions. I prefer less chests with more importance tbh.

I hope you continue to work on this game and/or future games. I'll keep an eye out. I'm sorry if this comes across as overly critical on a game completed so quickly, but I don't know how else to critique besides on the same scale as any game.

Cheers.
sjmorgan
Threatening someone over a 30 day ban.
1545
That forest music at the start, lol. The Battle of Olympus. Good times.
The game's got a fantastic atmosphere, and I absolutely love all the different NES graphics that you're utilizing, especially the monster and party battlers.

Just obtained by second party member (VIRGIL) and reached the third (?) floor.
Ratty524
The 524 is for 524 Stone Crabs
12637
Thanks SgtMettool!

I think in me altering that area (I deleted a door that did nothing but waste your key and potentially leave you in an unwinnable state), I created an imbalance in the key distribution.

I actually caught that, but left it in on purpose because I thought it would be a nice bit of attention to detail in case the player bothers to explore that second area to be left with a gold key in the first place, or willingly decides to save a gold key for later.

I don't know about it, though. I think I should have at least called a bit more attention to it so that it didn't seem like a "bug." What are your thoughts, everyone?
I've been playing this all morning, and it's plenty fun. It's quite impressive at just how much you two were able to do in such a short amount of time!

Also, need to report a major bug:

Depending on how you use your keys in the second area, you might end up exhausting your keys too early, and end up with an extra gold key. Since all of the locked doors use the same set of key items, I was able to immediately rescue Hecks with the extra key and skip that dungeon entirely.
I'm looking forward to trying this one out, too! <3
Dragon Quest tilesets? Subbed.
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