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There's a lot of good in life. You just have to look for it.

Kyme's searching for a fresh start in the city of Province. Will he find it among the eccentric residents and their whimsical adventures? Or will he get lost chasing his personal villain, a grand thief capable of stealing the blue from the sky, the voice of a singer, and even your very memory of what he stole, leaving you with nothing but an empty feeling.

Recipe
Start with a solid RPG, simmer lightly
  • Open world - no dead ends, only new things to see and treasure to find
  • Character driven story - even the battles have a story to tell
  • Crafting, cooking, fishing, dancing, finding a strange rat-loving man living in a hole under your neighbor's house

Mix in 2 cups tactical combat
  • 9 characters - with distinct styles and roles, swap-able mid combat
  • Equipment based customization - abilities and passives from equipment that can be freely swapped to redefine characters
  • Enemies worth reacting to - each encounter has a plan to crush you unless you spot the weakness and counter

And season with a hint of Animal Crossing
  • Decorate and expand your house - a straight-faced, no nonsense man with rabbit ears will judge your furniture arrangement and award you accordingly
  • NPCs with lives - each villager has their own agenda for the day, situational dialog, and a story to tell the more you get to know them

Latest Blog

I'm getting better at game dev and it's ruining everything

I've been working on Notes From Province for 4 years, and during that time, I've gotten much better at making Notes From Province.

Which sounds awesome. Except I've been making the game chronologically. So middle of the game is much higher quality than the start, and the end is higher quality than the middle. And you can't have the start be the worst part of the game. That's when you hook the players. So the solution is obvious. I go back and remake the beginning. But you can't have the middle be the worst part of the game, or else player's won't stick through it until the end. So the solution is obvious. I go back and remake the middle.

If anyone knows how to not get stuck in an infinite development cycle while maintaining a consistent standard of quality let me know. For now, I have three ideas.

Prefer adding rather then remaking
If we add new, better content in between the old, then the average quality rises. I'm lucky with this as the first area has noticeably fewer dungeons than the later zones, creating some gaping content holes.

Define what "good" content is
Some earlier blog posts described a list of rules for making good puzzles and encounters. With something concrete to point to, I can objectively tell if a part of the game is below standard and needs reworking. If it meets the rules, leave it.

Develop with the intention of remaking
Not sure yet if this is a good idea or a horrible one, but I'm developing the rest of the game as if it were a draft. Placeholder treasure and monsters between unfinished cutscenes. Leave out the things that were likely to be remade anyway and once the game exists in it's entirety, come back and fill them in.
  • Production
  • Ramshackin
  • RPG Maker VX Ace
  • RPG
  • 04/27/2016 03:35 AM
  • 09/13/2018 06:52 AM
  • N/A
  • 33695
  • 36
  • 450

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This sounds quite creative! And the graphics and mapping look wonderful as well. You can count me in as a subscriber.
I haven't forgotten about this game! Just got a little lost in a side project ;)

There should be a demo release soon, so anyone who can test and give feedback will be officially considered awesome.
author=Ramshackin
I haven't forgotten about this game! Just got a little lost in a side project ;)

There should be a demo release soon, so anyone who can test and give feedback will be officially considered awesome.

I do enjoy being considered awesome. I also enjoy playing awesome games. Sounds like a win-win to me.
The game sounds amazing and expansive! I love the mapping and premise. Plus the multitude of crafting systems. I can't wait to play!

I really like the fact you can get a house and customize it, keep up the good work :)
Played for about an hour, so here are my first impressions. First of all, the characters are all quite interesting and very well written. Each one has their own unique brand of quirky charm, so meeting new people is always fun.

There seems to be a whole lot to do, with interesting quests popping up every 30 seconds. The more quests you complete, the more the charm of the world rubs off on you, and the more immersive it becomes. Many of the quests drive you to complete them due to their story based nature, and the game always leaves you in eager anticipation of what it's going to throw at you next.

Moving on to the battle system. If I were to describe it in a word, it would be "fun". If I were to describe it in two words, it would be "incredibly fun". And in three words? "Amazingly incredibly fun." There are just so many good ideas in this game. Giving each character their own unique battle mechanics makes battling a blast, and highlighting each enemy's strategy under their name is downright brilliant. I'd go on a lengthy discussion about why it's brilliant, but this isn't a blog, so I'll restrain myself.

The day/night/weather system was also a nice touch. It really makes the world come alive. On top of that, the jumping ability gives you the means to interact with the world that is uncommon in most rpg maker games. I loved the way you cleverly designed the terrain around it, so kudos.

If I had to complain about something, it would be that the town maps look a bit bare in some places. The lack of battlebacks is also a bit of a bummer, but the battles were so much fun I didn't care enough to let it hamper the experience.

All in all, my first impression of this game is that it is very "wow." Good wow, in case you were wondering. I'll be looking forward to the day you finally stamp the game with that ever elusive "completed" mark.
WheelmanZero, for giving feedback comments, you are officially considered awesome ;)

Thanks for the comments! Knowing there's at least once person out there who enjoyed the game really motivates me to continue. I've put focus into areas like combat, immersion, and character writing so I'm glad to hear your thoughts on them.

author=WheelmanZero
highlighting each enemy's strategy under their name is downright brilliant. I'd go on a lengthy discussion about why it's brilliant, but this isn't a blog, so I'll restrain myself.


I'd be flattered if I didn't steal the idea from Guild Wars 2 :p

author=WheelmanZero
If I had to complain about something, it would be that the town maps look a bit bare in some places. The lack of battlebacks is also a bit of a bummer, but the battles were so much fun I didn't care enough to let it hamper the experience.


I've gone through many iterations of the town's design and layout, and I'm sure there willl be many more. I'll definitely turn the bare bits into something interesting. And I never thought about battlebacks! Should be a simple add.

author=WheelmanZero
I'll be looking forward to the day you finally stamp the game with that ever elusive "completed" mark.


Me too ;)
Someone was kind enough to point out a bug, so I'm uploading a new demo release that fixes two game crashing issues.

- The Magic One's wind spell no longer crashes the game.
- Fixed an issue with the Time Loop skill not clearing it's effect at the end of battle. Previously it was possible to use Time Loop, win the battle, then enter the next battle and have Time Loop revert your party's state to the previous battle.

Not to self: less time travel battle mechanics.
I'm following this, it looks nice.
Good luck
I just spent about 2 hours playing the game.. and I LOVE IT!
The maps are gorgeous and easy to move around (I loved that underwater cave!! so pretty!)
The characters are so entertaining too, so far none of the characters that showed up have disappointed me, even the npcs seem to have a reason for existing in the game, beyond just being there, which I love!
The battle system is really interesting too, in particular, I like Sita's combos moves, it's so cool!
I love that you can decorate your home! yay!
And the quest tracking options in the menu is pretty nice too. I like being able to know what I have going on, sometimes I just forget after going around exploring. lol
There's so many things to do in the game and I like that everything just flows right in. You explore the town and eventually it kind of feels like you really know the place, it's a nice feeling. haha
A little question: There's only one thing I haven't seen in the game (yet? maybe I missed it?) which is being able to change our character's clothes. I would love to be able to pick a different (more cool) outfit for my hero! XD
I'll be looking forward to see what else you have planned for this game. So far it's been really fun and I'm pretty sure I'm far from having done everything that it's available in this demo version! ^^

PS: I almost forgot! I came across a script error when claiming the winning ticket at the beginning of the game (I think I didn't even had Sita in my party). I'm not sure what was the cause really but later in the game, after I was already a bit further along (after having recruited Sita and Ezekiel) I tried to claim it again and that time it worked without any issues.
Thanks for the warm feedback!

author=kittyblue
A little question: There's only one thing I haven't seen in the game (yet? maybe I missed it?) which is being able to change our character's clothes. I would love to be able to pick a different (more cool) outfit for my hero! XD


Definitely on my mind. I even have the clothing salesman planned out. I'm currently in the cut content so I can actually finish the game stage, and character outfits are in the nice to have list, so no guarantees, but I'll try to squeeze this one in ;)

author=kittyblue
PS: I almost forgot! I came across a script error when claiming the winning ticket at the beginning of the game (I think I didn't even had Sita in my party). I'm not sure what was the cause really but later in the game, after I was already a bit further along (after having recruited Sita and Ezekiel) I tried to claim it again and that time it worked without any issues.


Thanks for the bug report! I feel like I might have stumbled across that one and fixed it, but I'll double check.
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