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Progress Report

v1.6 Changelog

-The title screen menu no longer has a continue option.
-The title screen menu now has an exit game option.
-Added an option to the main menu to allow the player to return to the title screen.
-Completely disabled the Party Menu in combat.
-The "Level Up!" pop-up after beating a final boss is now set to appear after the explosions for a better effect.
-Updated the list of credits at the end of the game.

Progress Report

v1.5 Changelog

-Death (State) has its icon changed to the icon as shown in the game's manual.
-Slightly modified the lay-out of Glaiviel, Lord of Evil's map to fix a depth issue.

-Slightly raised the power of Geolem, Shatterer of Continents' skills.
-Geolem, Shatterer of Continents is no longer affected by Confusion after Awakening.
-Geolem, Shatterer of Continents has slightly stronger HP regeneration before Awakening.
-Geolem, Shatterer of Continents is now granted HP regeneration for 2 turns when reaching critical points.
(Geolem, Shatterer of Continents was a little too much of a sitting duck, without too many ways of defending itself. These changes should make him a little tougher to rush it down.)

-Slightly raised the power of Aslas, King of Dragons' skills.
-Slightly raised the defences of Aslas, King of Dragons.
-Aslas, King of Dragons now has a chance to perform one more action each turn.
-Aslas, King of Dragons, while under the effect of Hibernate, no longer has its defences lowered and is now immune to Poison, Bleed and Charm.
(The previous update had weakened Aslas, King of Dragons a little too much to my liking. Still playing with ideas on how to best balance out his ability to threaten the party without feeling too strong. Looking for feedback on this boss fight.)

Currently known issue: Game error upon party defeat under certain circumstances. Should not affect normal gameplay, other than skipping over the Game Over screen if it occurs.

Miscellaneous

Bestiary

A quick look at the different monsters and what they do in battle:

GHOST
Ghosts are the basic minions of whoever rules over the lair of the big, bad evil. They are tasked with kidnapping the villagers and spreading chaos throughout the surrounding areas. Despite being the most common of enemies, Ghosts are not to be underestimated, especially at the lower levels, they can hit pretty hard. Once a Ghost falls below 50% HP, they will Enrage, increasing their offences and defences by 50%. They also have the ability to use Charged Attack, a powerful attack that can be quite deadly if not dealt with immediately.

WEREWOLF
Werewolves aren't as strong as Ghosts, but they do possess the ability to Taunt, forcing the Heroes into attacking them first. What they lack in firepower, they make up for in a little more defence.

SNAKE / SPIDER / SCORPION
These three little freaks function fairly similarly to one another. They all have a dangerous bite (or sting, in the Scorpion's case) that has a chance to inflict a random status condition, such as Bleed, Poison or Stun. That said, they're a little easier to kill than other monsters, with low defences.

FAIRY
They look small and innocent, but Fairies are not to be underestimated. Their Fairy Blessing allows them to heal their allies over time, and with Werewolves taking up the front-lines, it's an uphill struggle! Fairies have a quite strong basic attack, but they do lack the ability to use Charge for a stronger attack.

KNIGHT
Knights are big and bulky, but they don't possess any special abilities. If you were able to deal with the Ghosts just fine, the Knights shouldn't be too big of a deal for you.

MAGE
What makes Mages unique is the fact they can hit all Heroes at once, not only with their basic attack, but with their Charged Blast, as well. This makes using Taunt a lot less useful when up against a group of them. Mages are weaker to physical attacks, but have high magical defences.

SUCCUBUS
The Succubus is a mean fighter who enslaves her own allies to do the dirty work in her stead. As long as she has allies fighting at her side, the Succubus will use them as a meat-shield, making her invulnerable until she is all alone. Once she is on her own, she'll immediately Enrage, so be prepared! When the Succubus isn't taking advantage of her own allies, she is taking the opportunity to Charm the Heroes, strongly lowering their offensive capabilities when they fall under her influence.

VAMPIRE
Vampires might just be the most annoying enemies the lair of the big, bad evil has to offer. Every turn, they'll summon a new Bat to fight for them, and can control up to three of them at a time! Bats don't hit hard, but with every bite they take, they restore a little of the Vampire's life. Taking out the Vampire first should be a top priority for any Hero venturing into the realm of evil.

Progress Report

v1.4 Changelog

-Updated to work with RPG Maker MV v1.3.3.

-Fixed incorrect stats on a few of the monsters.
-A level up message will now pop-up after an enemy group is defeated.
-Slightly lowered the damage of Aslas, King of Dragons' Attack and Charged Breath.
-Aslas, King of Dragons is ordered to Hibernate again when falling below 50% HP for the first time.
-Aslas, King of Dragons can no longer damage Minion while it's under the effect of Immortal Bones.

-(Mac OS X only): The starter Hero will now be randomised correctly.

Currently known issue: Game freeze upon party defeat. Should not affect gameplay, other than skipping over the Game Over screen.

Game Design

About This Game

How it started:
People who frequent the forums have most likely stumbled across this advice aimed at people new to RPG Maker: don't start making the game of your dreams right off the bat. Start out small, and work your way up. Start with a game consisting of a single town, dungeon and final boss fight just to learn the basics of the program. Of course, I never did this, as I had my own ideas of what I wanted my first game to be - and surprisingly, it didn't even turn out to suck that badly. After my finishing my first RPG Maker game, I did start working on the game of my dreams, but despite the extra experience I'd built up, it still proved to be a humongous obstacle that I'm far from ever finishing. And so, last year, with the release of RPG Maker MV on the horizon, I thought "why the hell not? Let's try making something small and simple again." That's how I began working on this.

Starter inspiration:
Believe it or not, but one of my biggest sources of inspiration for this game was Sonic the Hedgehog (the 16-bit classics). I've always admired how it managed to tell its story purely through gameplay and brief cutscenes that didn't break the flow of the game. That was something I was wanting to try myself, especially since my other two games were already pretty event- and dialogue-heavy, it would be nice to do something different for a change.
In that sense, I think I succeeded with this game. Without needing a single box of dialogue or exposition, the game does tell its story through the gameplay. Another thing that I wanted to go for is that thanks to the fact it has no dialogue, it leaves everything open to the player to fill in. This is where the randomness aspects of the game come in. The chance of having your Cleric to wake up in a cell. What did she get arrested for? Or your Warlock beginning in the church. To what kind of god was he praying? Or your Berserker waking up as owner of the groceries store. What is his background story? These things were meant to stimulate the roleplaying aspect of those players who are into that kind of thing, without slowing down the game for the people who just want to get on with it and play the game.



Goals with combat:
As I view designing combat related things as one of my strongest points in RPG Maker, as well as the thing I probably enjoy doing the most (funny, since I thought it'd be the opposite when I made my first game, hence why it had no combat at all), I wanted the combat to be the main meat of the game. There were a few goals I aimed for with the combat system:

1. The number of classes, and making every combination of classes viable to beat the game with. I knew from the start that I wanted a decent number of different playable classes. In the end, I went with nine, which feels like a good number. Enough to keep things varied, but also not so many that it runs the risk of becoming too much to handle for what was supposed to be a small project.
I first began to try to balance each class by putting it up against the same single enemy, playing it over and over again until I was happy with how they dealt with it. In hindsight, I don't know if it was that good of a method, because it didn't take into account any of their possible synergy with other classes, but it turned out to work pretty effectively. Apart from some small tweaks, there wasn't that much need for changes after the initial balance run. Every time I play the game, or watch others play it, I never feel one class or class combination is way stronger than another. Yes, some combinations of classes certainly work better than others, and some classes are less reliant on support from others, but there's not any class in the game that doesn't feel like it's ever a non-viable pick.

2. Only four skills per class, but make every skill count. Well, technically, there are five skills per class, because the second skill always swaps out for a different one after use, but I really wanted to keep the skill window clean, without any unnecessary clutter filling it up. This limited set of skills per class meant there was only so much I could do for the monster encounters, because I don't want the player to create a party that happens to have a combination of classes that is unable to deal with a certain kind of situation. This is why I went for a couple of basic mechanics that nearly all of the monsters in the game follow, namely Enrage and Charge. No matter your combination of classes, you'll have at least one class in there that's able to deal with one of these mechanics. Or you have multiple classes that can, but all in their own different ways, allowing the player to make choices and plan turns ahead.
One final reason I had to keep enemy mechanics fairly simplistic was due to the fact I had no dialogue to work with to give the players tips or hints about certain things during the game. Everything has to be clear from the very start, and so I had to stick to easy-to-understand concepts.

3. Make it challenging, but never unfair. If there's one thing I dislike in RPG combat is when encounters can be won by simply using the Attack command over and over again. If the player doesn't at least use their skills a number of times in battle, then the encounter didn't do what I wanted it to do. As a result, monsters have been made highly resistant against regular Attacks. There are a few classes that get the ability to raise the power of their Attack, but the monsters have also been made threatening enough that ignoring their actions is going to result in a Game Over screen. This doesn't mean that Attack is worthless, but it's rarely the optimal option in a situation.
Despite the toughness of the monsters, I also made sure to not make it unfair. Whenever monsters are about to strike the party for high damage, they'll charge up for a turn, giving the player time to react to the situation. In very few situations should the player lose to an unlucky streak of actions.



Adding replayability:
Since my goal with this game was to keep it small and short, there needed to be something more to it than a single 30-minute playthrough. I've toyed with the idea of adding a time attack mode, or having a hiscore table, or having a whole set of achievements, but in the end, I pretty much settled for a bit of everything. At the end of the game, it'll factor in several different aspects of the game. Such as speed, survivability and a class achievement for each class. Getting the full 11-star ranking is the top goal of the game, and I'd like to see someone try to go for it. :)
Other than that, the general difficulty of the game should provide a sense of replayability, as I don't expect the average player to make it to one of the final bosses on their first run (but congrats to you if you did). I feel that some of the satisfaction should come from mastering the game and learning how to play each class and how they interact with the other classes in your party. I do hope that people who try the game will get that feeling.

Progress Report

v1.3 Changelog

-Updated a few skill activation texts.

-Paladin's Retribution skill description now correctly displays the damage accumulated in Vampire encounters.

-Glaiviel, Lord of Evil can no longer Enrage while under the effect of Cleric's Seal Enrage.
-Slightly increased Glaiviel, Lord of Evil's stats.

Progress Report

v1.2 Changelog

-Having the timer run out during a battle encounter no longer kicks the player out of the fight.

-Warrior is now able to counterattack Fairies.

Engardien, Grace of Heavens boss fight:
-Warrior is now able to counterattack Engardien, Grace of Heavens.
-Berserker no longer has his Power boost from Anger reset at the end of every turn.
-Screen no longer continues to flash after the fight is over.
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