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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

New Progression System

Here's the idea: forget leveling up. Characters gain EXP towards various progression rewards, which include stat boosts, new skills, and passive abilities.



If you haven't read part 1 of this post, I'll summarize the balance issues I've been struggling with.

  • Being able to take on battles in any order led to poor balance
  • Skills and passives being unlocked at fixed levels made it hard to set new party member starting levels
  • Leveling up turned into noise - it happened after every battle and you didn't really care


With progression rewards, stat boosts no longer come every level. I can balance all encounters in a region around a specific "stat level" and know that whatever order the player picks the fights in, they won't be over leveled. By the time they've cleared the region, they'll have enough EXP to earn a stat boost that makes them strong enough for the next area.

Skills and passives are no longer tied to a specific level. Instead of earning a passive at level 10, it's now earn a passive as the third reward. With everything relative, character's don't have a starting level to cause a problem.

I'm loving the system so far. Rewards are unique per character. Some characters are defined by their passive abilities, so a new passive is their first reward. Others characters care about MP, so they'll work towards a big MP boost. I'm tempted to add items and gold as rewards, but I worry it makes no sense from a world-building perspective. Like, where did that extra gold come from?
  • Production
  • Ramshackin
  • RPG Maker VX Ace
  • RPG
  • 04/27/2016 03:35 AM
  • 06/12/2018 10:19 PM
  • N/A
  • 26008
  • 34
  • 369

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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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