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Iason's curse

Designer: Marcelo Fermmoylle Paschoalin
Genre: RPG/Rhythm/Fantasy
Version: 1.0a
Engine: RPG Maker MV
Date: 24-mar-2016

Quick intro
Lenora, a traveller from another land, followed an unknown path on a cloudy day... a path that led her through a dark and silent forest. Not even the birds sang on that place.
She knew something was wrong, but went on nonetheless... and soon fell prey to an ambush.
All those men overpowered and tied her arms and legs, preventing her from escaping--however, somehow they tried not to hurt her.
When she was brought before an old man, a leader to those men, she knew the truth: they needed her to break a curse.
They told her something about an ancient prophecy, about women being the only ones who could save them...
...and that was how Lenora started her journey to put an end on Iason's curse

About this game
The idea behind this game was to make something casual and quick (90 minutes or less to finish), mixing RPG elements with rhythm games (which was only possible due to MogHunter's Theatrhythm script. I've also chose only Brazilian music, in order to show a bit of our culture to the world.

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  • Completed
  • Fermmoylle
  • RPG Maker MV
  • RPG
  • 03/25/2016 02:33 AM
  • 04/05/2016 02:17 PM
  • 03/24/2016
  • 30292
  • 7
  • 346

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Posts

Pages: first 12 next last
Ratty524
The 524 is for 524 Stone Crabs
12986
This is a rhythm game? Seems interesting. I'll take a look at it later.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Your mapping is pretty good with the RTP and the mechanics seem interesting!

author=Ratty524
This is a rhythm game? Seems interesting. I'll take a look at it later.

Yes, it's a rhythm game with adventure and fantasy elements. You may even find secret characters and items... and there's more than one ending.

author=InfectionFiles
Your mapping is pretty good with the RTP and the mechanics seem interesting!

Thanks. The idea of using RTP graphics was to speedy the game design: every minute I haven't spent searching for custom sprites went to a better (I hope) game experience.
You can't save. It gives you an error-sound when selecting a save-file. I'll leave it until that's fixed.
It's sweet, with a .. clear FREE WOMEN!! thing, hah, I'll see how it goes. The intro scrolls away before I could read it, and you can also procceed message-boxes by accident - if it is still rolling you should be able to display the full message via enter before another hit moves you to the next textbox.

Going to the next directly (or scripted in sometimes, I couldn't really tell?) is odd and will make you miss stuff. It's always better to continue at your own leisure.

(I uh .. don't know the commands for the respective types, tho, so I can't give the technical bits)
author=Kylaila
You can't save. It gives you an error-sound when selecting a save-file. I'll leave it until that's fixed.
Found the error. It lacks a save folder, so it prevents from saving (something that never happened during playtest). I'll upload a new file in a few minutes, but creating a folder named "save" on the same folder the game is should correct the problem.

author=Kylaila
It's sweet, with a .. clear FREE WOMEN!! thing, hah, I'll see how it goes. The intro scrolls away before I could read it, and you can also procceed message-boxes by accident - if it is still rolling you should be able to display the full message via enter before another hit moves you to the next textbox.
If you click (or press enter) during the intro before reading it, it'll show the game's logo for a few instants and then the game begins. Did that happen? Or the game suddenly decided to move on without player's input?

author=Kylaila
Going to the next directly (or scripted in sometimes, I couldn't really tell?) is odd and will make you miss stuff. It's always better to continue at your own leisure.

(I uh .. don't know the commands for the respective types, tho, so I can't give the technical bits)
No problem with the technical bits. I'm just worried by the errors you got--they shouldn't be there...
Version 1.0a now live (saving bug found by Kylaila fixed).
Welp, that ain't casual so far, haha.
I do like the rhythm combat system, altho it does get on my eyes after a lil while.
It reminded me with its calm "battle" theme of Rhapsody a Musical Adventure (which I really liked btw).

After you reach the second saving points enemy strength spikes up immensely.
Mainly, the encounter rate is too high given how long the fights are, and the fighting length spikes up really really quickly due to too high HP.
It is also very hard to keep track of your own health. Not sure if a frame around it would make it pop a lil more, but the focus is definitely devided, so a change in color (from white to green to red, for example), would likely help.
It would also be neat to see the enemies' somehow, but that can be messy. NVM you do have that. Hard to keep track of.

I am playing on a keyboard where Z and Y are reversed, so it's a lil tricky, but still very much doable, but if I get a couple of 50 chains and nothing happens even with plenty of crits, well, I got half-way.
Where the "special encounter" before went down with one sequence of ~40 . I'll switch to American layout so I can reach Z more comfortably and will continue.
Welp, that ain't casual so far, haha.
I do like the rhythm combat system, altho it does get on my eyes after a lil while.
It reminded me with its calm "battle" theme of Rhapsody a Musical Adventure (which I really liked btw).

All music is from a single Brazilian band called Roupa Nova. It's one of my wife's favorites.

After you reach the second saving points enemy strength spikes up immensely.
Mainly, the encounter rate is too high given how long the fights are, and the fighting length spikes up really really quickly due to too high HP.
It is also very hard to keep track of your own health. Not sure if a frame around it would make it pop a lil more, but the focus is definitely devided, so a change in color (from white to green to red, for example), would likely help.
It would also be neat to see the enemies' somehow, but that can be messy. NVM you do have that. Hard to keep track of.

Well, I assure you that using the right equipment (you bought something before venturing so far, right?) and finding the secret characters helps a lot--yet I managed to finish the game (as a test) with only one character at level 31 (I just needed to do a little grinding on the last chamber before the boss and levelling thrice). My difficulty benchmark is my 10-year old daughter: if she struggles just a little, I know I'm on the right track.
Usually I don't care about my health during the game--since there's no way to heal or escape a fight, I just focus on hitting the right buttons.

I am playing on a keyboard where Z and Y are reversed, so it's a lil tricky, but still very much doable, but if I get a couple of 50 chains and nothing happens even with plenty of crits, well, I got half-way.
Where the "special encounter" before went down with one sequence of ~40 . I'll switch to American layout so I can reach Z more comfortably and will continue.

I can't imagine how hard it is to play with Z and Y reversed! As soon as the combats become faster it's inhuman to try to move the fingers so far away...

Anyway, this is a game that rewards practice: sooner or later you'll move your fingers quick enough to even beat the final boss on level 1 (in theory, since each hit will cause 1 point of damage and if you are hit you lose the fight). Never tried, never will. But the possibility is there.

My best score after finishing the game was a Final Rating of 12683. My previous attempt was 10567.
Well, I skipped the buying items because houses were locked and I couldn't move down further into the village.
Did I miss anything?

I was tempted to grind for it..
Regardless, the stamina value needs to be adjusted. It's double the value of the first guys, but it takes more than 20x+ the length. Very hard to estimate it that way. I estimate you need about 500 hits while you can take about 10-20? or a lil more.
Maaaaybe defense and stuff comes into play, none of which I can keep track of.

I didn't mean the music of the battle theme, I meant the fact that it is a calm theme as opposed to an adrenaline rush. The music is definitely its own thing.

Yeah, it's a pain, but mostly possible, you can switch rather quickly. Guitar Hero proves this, too, haha, but it likely speeds up more than that.
I did change the layout setting. It still is a little bit of a pain because I want to grab somewhere else, hah.

Edit: Going out the shop is open ...
...
Okay.

I don't have any money as of yet tho so no equipment is to be had. Not a penny. I won't be able to grind for equipment, either.
Where do you get this mysterious money you speak of?

Yeah.... sorry. I find it hard to concentrate over this long time since the rhythm is the same and it gets rather mindboggling. I haven't defeated even one of these guys as of yet.

Feels like I'm playing a different game from what you describe.
author=Kylaila
I don't have any money as of yet tho so no equipment is to be had.

Do you know the old guy in white? He hints at a way to earn money. Maybe you need to ask him again about the things he told you earlier...
*siiiigh*

Seriously?
Like .. really?

He just told me a bunch of crap so this is the one dialogue option I skipped. It seems he was a lore-only guy.
Can you have this somewhere? like on the actual stone tablet? It doesn't interact at all when you first stand in front of it. Just indicating it does SOMETHING (under right circumstances) would help.

In which case, it didn't do anything before heading into the cave, so getting equipment beforehand still seems a miracle to me. Unless that dialogue option triggers its function.


orz

Have this somewhere. PLEASE.
Ugh.

Most anything in this game is self-explanatory and left as it is. Statues, gameplay.
Getting money only by interacting with a stone and hoping for the best and getting some stuff sometimes is NOT common, nor self-explanatory.

Do not make this optional, either! You NEED to know this in order to procceed through the game, it is a strange and "unique" way to get money, so you NEED to know it's there and different from what you know!


Edit:

With a better weapon .. it just takes 300 hits as opposed to 30 for a normal monster. It is at least doable?
How much money are you supposed to get? What does money gain relate to? Your musical score? Level ups? Time that passed?

I don't really understand the need for equipment in the first place, but oh well...

Apparantly it's tied to musical score?, I just got 5000 gold for that flower I killed. The strongest weapon costs 2,5k.
The balance still seems way off.
author=Kylaila
Can you have this somewhere? like on the actual stone tablet? It doesn't interact at all when you first stand in front of it. Just indicating it does SOMETHING (under right circumstances) would help.
Most anything in this game is self-explanatory and left as it is. Statues, gameplay.
Getting money only by interacting with a stone and hoping for the best and getting some stuff sometimes is NOT common, nor self-explanatory.

Oh, I see! Now I understand!

Well, I may easily include a prompt saying "You are not worth yet." or something like that if there's no monay to be earned... Thanks a lot for the idea ("is NOT common, nor self-explanatory" was the best explanation for this, really -- bad design decision on my part to not include feedback at first).

Ok, this will be done on version 1.0b. I'll just wait a little before uploading a new version as you can find something else that needs improvement.

Do you mind if I credit you in the game as "bug finder"? ;-)
Haha, sure go right ahead!

Glad you got it. And in this case "not worthy", by the way.

I still find the battle-balance off, but now I am equiped with three times the battle strengths, so let's see.
Yes, with maximum battle prowess it seems short and nice. That was 12 hits as opposed to 300 (I had a 200 sth chain)
Just getting there .. the jump is really big. Really, really big. This should not be the case.
author=Kylaila
With a better weapon .. it just takes 300 hits as opposed to 30 for a normal monster. It is at least doable?
How much money are you supposed to get? What does money gain relate to? Your musical score? Level ups? Time that passed?

I don't really understand the need for equipment in the first place, but oh well...

Apparantly it's tied to musical score?, I just got 5000 gold for that flower I killed. The strongest weapon costs 2,5k.
The balance still seems way off.
You didn't get 5000 gold for killing a flower: your accumulated points so far became those 5000 gold. A single flower is hardly that valuable.
Considering there's a possibility of having a 4-hero party, the money becomes a issue if you wanna finish the game around levels 30-40. More than that (it's not really needed to level so myuch in a short game like this) will ensure a full-fitted party.
By the way, 2,5k is the strongest normal weapon... There are secret weapons too.

EDIT:
Just getting there .. the jump is really big. Really, really big. This should not be the case.
Let's say you took too long to buy your first pieace of equipment. That's the reason the jump was too big.
I checked the stone tablet beforehand.

I got a smaller sum of money and bought some equipment.

I then killed the flower.

I then ran back to see what I've got for it and received 5k of money.

How does this money system work? It would make things so much easier if you explained how the system actually worked.
author=Kylaila
I checked the stone tablet beforehand.

I got a smaller sum of money and bought some equipment.

I then killed the flower.

I then got 5k of money.

How does this money system work?

Unless you had an absurd amount of points on that single combat, I don't see how that could happen: the money is a function of how many points you have minus some function of money you already received.
Okay, then my guess was right.

I did mention I needed 300 hits with a 200+ chain for that one monster.
The money you get beforehand is far too little to get equipment to properly fight them unless you grinded a lot.
On the other hand, you see how you can level fast. This ensures a single fight or two before levelling up... and this lessens the need for grinding.

Or, at least, that was the initial plan.
How much does lvling do, though? I have seen little change in the battle stats. My attack remained the same between the four level ups I got.
Does it affect how much damage you deal beyond the battle stats?

Edit: Okay, I did get one now.
Given the starting point is 20+, and I am now sitting 60+, grinding will levels alone. It will add up over time for the later parts tho I'd say.

Puzzle time with scrambled letters! .. Maybe?
I suck at those puzzles. Breaktime .. or not. Random combination won!
Att - Def = Damage. Simple as that.
Lvl helps mainly with HP.
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