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Bhavacakra (Meaning the Wheel of Life) is a fantasy RPG game made in RPG Maker MV.

The game is typical in a sense that nothing stands out. It has a main plot, choices, and side quests. The focus of this game is lives, people's lives. And their lives are side quests. This game boosts 90+ side quests in around 30 ~ 40 hours gameplay. There are also three endings with one ending leading to post game world.

You play as Juan, a young country man from a village of Loche. There is a rumor that a war is going to break out. As you explore the world, the war does break out, leaving you three choices.
You can either fight for your country OR fight against your country. And, finally, you can turn your back on the war. Whichever choice you make, Juan's life changes for good.

There are several things I focused while making this game.

  • The game world is consisted of four nations, with each nations containing about 2 major cities and 3 ~ 4 small villages. There is an exception though; there is an off world nation. All in all, I consider the game world to be fairly large.

  • I did mention 90+ quests. They are side quests. Few get complicated and will go into post game. Some are hard. Some are simple fetch quests. But side quests will have stories to tell. This game is about lives. Oh, and defeat the big evil thing. Actually, no, there is no real evil being to defeat in the game. But the wheel of life works in mysterious ways.

  • Monsters do not drop money at all. Why should they? They drop their body parts instead. You either sell them to proper places (trading posts) for bigger profits or use them to cook.

  • Main characters and other important characters have unique CG portrait. The game also contains CG scenes I made.

  • You can pursue your relationship with your heroine all the way into marriage if you so desire.


Latest Blog

Version 1.1.1 released.

Patch note version 1.1.1
This is an emergency bug-fix release. Someone has been diligently reporting bugs for me, thank you.

  • Jordin blacksmith guild at Hyurps was found not melting MQ black iron ore. It’s been straightened out.

  • One of quests from Cyro police, Miracle powder, had its quest NPC appearing without triggering the quest, thus potentially bugging its entire quest if a player triggered him outside of the quest. He’s been told to hide.

  • A tileset mishap on my part allowed a player to skip Bruroke pirate reputation requirement and directly talk to the boss. It’s been corrected.



With those three bug fixes out of the way, here is content update.

  • Using First Seed Material tileset, Tobas and Mont have been redesigned. Replacing the stock tileset with FSM and others is my long term goal. Those two were chosen because they were small and were associated with little quests.

  • Mercenary’s guard & steel stance have been altered. I felt it was too overpowered. The new guard/steel stances now work like this. They last 3 turns and one cannot act at all during. In return, it gives massive damage reduction (Originally the skills simply increased defense.) and counterattack.
  • Completed
  • sura_tc
  • RPG Maker MV
  • Adventure RPG
  • 07/08/2016 04:01 AM
  • 08/16/2017 10:42 PM
  • 05/30/2017
  • 19730
  • 7
  • 238

Posts

Pages: first 12 next last
I can't wait for it to be completed <3 seems like such a fun game ^^
Heya! Wanted to pop in and say that I'm enjoying the demo, when I have time to play it, but thought I'd mention a few things:

1) NPC dialogue seems a bit weird at times, like maybe they should have more things to say about the world and what's going on in it. Not all of them, but more than what I've seen. This is a small nit-pick, however, so don't think it too critical of the overall story.

2) Towns and houses are too big and seem sort of empty. Maybe it's intentional - with impending war and all going on, but it just seems like some areas could use a massive down-scaling or improvement to detail.

3) Is there an intro planned for the final version? Being dropped into the MC's house is jarring with not forewarning or story.

Other than that; praise for the amount of side-quests you have going on, especially working toward giving said side-quests stories of their own, making it worth the time to do them to learn more about the world or character development. Same, too, to how the story missions move forward at a steady pace, and how you have to hunt to get your money.

About that - thoughts on putting in NPCs that give quests for pelts, furs, etc? In a world where there's a shortage, each town having an NPC looking for specific items and paying out higher amounts for them would fit the story to a degree. It could even be a repeatable event for cash throughout the game.

Also; loving the custom character portraits. Are the enemies custom, too?

Anywho - those were some of my ideas. Thought I'd share.
Hello, I thank you for your feedback.

Allow me to answer your feedback.

1. NPCs will generally say three things.
a. Quest related stuff
b. Their own issues
c. Random things
I thought I made dialogs sensible. I will look over again.

2. Lack of NPCs is due to few reasons.
a. I haven't had the time to add more. They are being added but it isn't as easy as it sounds due to me wanting every NPCs to have their own faces. And sometimes my brain just goes ... blank.
b. NPCs will be added as side quests are added. Currently, there are 20ish side quests. My goal is 50 side quests before the war begins with few of them being fairly long.

3. Actually, I never planned any sort of intro. The main character being placed in his home all of a sudden was my intention with a single clue of impending war.
It is so because I never liked lengthy introductions... But this is a very early verison. Things may and will probably alter here and there in due time.

Again, thanks for the feedback.

P.S. Yes, enemies are custom 3D renders.

author=Punk_Kricket
Heya! Wanted to pop in and say that I'm enjoying the demo, when I have time to play it, but thought I'd mention a few things:

1) NPC dialogue seems a bit weird at times, like maybe they should have more things to say about the world and what's going on in it. Not all of them, but more than what I've seen. This is a small nit-pick, however, so don't think it too critical of the overall story.

2) Towns and houses are too big and seem sort of empty. Maybe it's intentional - with impending war and all going on, but it just seems like some areas could use a massive down-scaling or improvement to detail.

3) Is there an intro planned for the final version? Being dropped into the MC's house is jarring with not forewarning or story.

Other than that; praise for the amount of side-quests you have going on, especially working toward giving said side-quests stories of their own, making it worth the time to do them to learn more about the world or character development. Same, too, to how the story missions move forward at a steady pace, and how you have to hunt to get your money.

About that - thoughts on putting in NPCs that give quests for pelts, furs, etc? In a world where there's a shortage, each town having an NPC looking for specific items and paying out higher amounts for them would fit the story to a degree. It could even be a repeatable event for cash throughout the game.

Also; loving the custom character portraits. Are the enemies custom, too?

Anywho - those were some of my ideas. Thought I'd share.

Alrighty! Thanks for answering, too!

author=sura_tc
Hello, I thank you for your feedback.

Allow me to answer your feedback.

1. NPCs will generally say three things.
a. Quest related stuff
b. Their own issues
c. Random things
I thought I made dialogs sensible. I will look over again.

2. Lack of NPCs is due to few reasons.
a. I haven't had the time to add more. They are being added but it isn't as easy as it sounds due to me wanting every NPCs to have their own faces. And sometimes my brain just goes ... blank.
b. NPCs will be added as side quests are added. Currently, there are 20ish side quests. My goal is 50 side quests before the war begins with few of them being fairly long.

3. Actually, I never planned any sort of intro. The main character being placed in his home all of a sudden was my intention with a single clue of impending war.
It is so because I never liked lengthy introductions... But this is a very early verison. Things may and will probably alter here and there in due time.

Again, thanks for the feedback.

P.S. Yes, enemies are custom 3D renders.

author=Punk_Kricket
Heya! Wanted to pop in and say that I'm enjoying the demo, when I have time to play it, but thought I'd mention a few things:

1) NPC dialogue seems a bit weird at times, like maybe they should have more things to say about the world and what's going on in it. Not all of them, but more than what I've seen. This is a small nit-pick, however, so don't think it too critical of the overall story.

2) Towns and houses are too big and seem sort of empty. Maybe it's intentional - with impending war and all going on, but it just seems like some areas could use a massive down-scaling or improvement to detail.

3) Is there an intro planned for the final version? Being dropped into the MC's house is jarring with not forewarning or story.

Other than that; praise for the amount of side-quests you have going on, especially working toward giving said side-quests stories of their own, making it worth the time to do them to learn more about the world or character development. Same, too, to how the story missions move forward at a steady pace, and how you have to hunt to get your money.

About that - thoughts on putting in NPCs that give quests for pelts, furs, etc? In a world where there's a shortage, each town having an NPC looking for specific items and paying out higher amounts for them would fit the story to a degree. It could even be a repeatable event for cash throughout the game.

Also; loving the custom character portraits. Are the enemies custom, too?

Anywho - those were some of my ideas. Thought I'd share.


Started exploring and ran into this. As I explore I'll share more findings.

When the conversation in the pass occurs, she says "Shell we go" instead of "Shall", but I didn't manage to get that screenshot. So far - the small improvements are adding up! :D Keep at it.

-EDIT: the weapon saleswoman in Eton gave me an error when loading her portrait.
author=Punk_Kricket
Started exploring and ran into this. As I explore I'll share more findings.

When the conversation in the pass occurs, she says "Shell we go" instead of "Shall", but I didn't manage to get that screenshot. So far - the small improvements are adding up! :D Keep at it.

-EDIT: the weapon saleswoman in Eton gave me an error when loading her portrait.

That was due to an improper tileset setup. It has been fixed in the next version.
The misspelling has also been corrected.

Thanks.

Edit: I think I accidentally removed her face as I swapped her in previous version. It will be corrected.
Trying to download the rar but it dont open and show always 232 mb, even tried to use dropbox thing but still coming with 232 mb file who doesnt open.

Gonna try again to download tomorrow, did find the game pretty interesting and wanna try it.
author=tiru
Trying to download the rar but it dont open and show always 232 mb, even tried to use dropbox thing but still coming with 232 mb file who doesnt open.

Gonna try again to download tomorrow, did find the game pretty interesting and wanna try it.

You can try downloading off the website.

http://www.twoclusters.com/images/TC_Bhavacakra/Bhavacakra.rar

Or you can play online @ http://twoclusters.com/bhavacakra
author=sura_tc
author=tiru
Trying to download the rar but it dont open and show always 232 mb, even tried to use dropbox thing but still coming with 232 mb file who doesnt open.

Gonna try again to download tomorrow, did find the game pretty interesting and wanna try it.
You can try downloading off the website.

http://www.twoclusters.com/images/TC_Bhavacakra/Bhavacakra.rar

Or you can play online @ http://twoclusters.com/bhavacakra
Thanks a lot! Now it worked, gonna try it now.
author=tiru
Thanks a lot! Now it worked, gonna try it now.


Enjoy.
hello.
when i get the big sword from the smiths gruid i can't get out of the room ?
help.
author=norman
hello.
when i get the big sword from the smiths gruid i can't get out of the room ?
help.


Hello, I checked the code and, yes, it does seem like a mishap on my part. I will fix it and release a new version soon.

Thank you.
hello where do you get sweet vodka.
for the a woman's need 2 quest.
author=norman
hello where do you get sweet vodka.
for the a woman's need 2 quest.


If you are looking for spoilers / guides, visit this link.

http://twoclusters.com/forums/bhavacakra-walkthroughs
hello.
thanks but it not tell you where to get it.
author=norman
hello.
thanks but it not tell you where to get it.

The quest requires "Hair crisis" side quest to be completed in order to proceed. Once that quest is done, ask the boatman to access the isle.
hello.
thanks for getting back to me.
to save me time how do i do the quest i did the the frist part.
author=norman
hello.
thanks for getting back to me.
to save me time how do i do the quest i did the the frist part.


Hair crisis quest is actually long. Since I am unwilling to post too much spoilers, I sent you a pm.
hello.
yes got that far.
but where do i get the hair for.
author=norman
hello.
yes got that far.
but where do i get the hair for.

First visit a wig master in Cyro.

And then -

Do you recall a woman who got married so that she could grow hair?
Pages: first 12 next last