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!WARNING!
This content contains graphical violence and references to suicide! Please consume this product at your own risk and verify that you know the implications.


Introduction
Tod ~ Birth Of Conscience is a strategy RPG with an ATB mechanic, reminiscent of old Final Fantasy titles. Battles are fast paced and require you to use the Guard mechanic. The Guard mechanic is rebuild so that it allows you to activate the Guard command the instant you select it. You are given a Hotkey (D) as a reactionary useful tool for it.
You can also control the pace of the battle with the Shift Key, to boost the ATB gauges speed for all participants in the fight.

Story
The Story revolves around a mutated Rooster that has been given the role of a Reaper and is controlled by an unknown entity called the "Unholy Cat".

How to play
In this Game, you break free of the brainwashing chains of the Unholy Cat to fight back against it. You will encounter obstacles that try to kill you and friends that will help you along your travels.
You have no safespace and you are required to fight your way through this Game entirely on your own. You will not encounter any Towns with Inns, any Equipment Shops or Item Sellers. Your only way to survive is to search for Items and Secrets, develop Skills and acquire special techniques to help you out in various ways and develop yourself powerful enough to defeat the Unholy Cat.

Extras
This Game features a LOT of New Game + content. And by a lot, I mean about 8/10 of the entire package is post game content.
After beating the Game, you can uncover some of the truth behind the incident and seek a way out of the Cats trapped Space.
Perhaps you will find medals along the way that tell you specific Passwords. Those Passwords hold a hidden secret inside of them. So be sure to look out for them.
You are also given helpful utilities to find and solve all of the mysteries and give information on how to acquire Passwords. Acquiring these utilities may prove difficult, however.

Challenges
If you have acquired Medals for Challenges in the Game, then those will be a test of true Skill for you!

The challenges are:
Time Attack: A challenge that requires you to beat the game in under 1 hour.
Lv.1: A challenge that requires you to beat the game with every character being only Level 1.
Lv.1 Time Attack: A challenge that combines the previous two challenge elements and puts them into one whole challenge.

Hard Mode
Additionally, you can also choose to fight much harder opponents by playing Hard Mode.

There are also Hard Mode challenges, based on the 3 regular Challenges:
Time Attack (Hard): This one requires you to beat the game in only 45 minutes.
Lv.1 (Hard): Basically the same, but on Hard Mode.
Lv.1 Time Attack (Hard): And again, the two previous challenges are a combination of this one.

Ultimate Mode
After beating all 6 of these Challenges, you are rewarded with one final Mode: the Ultimate Mode.

I'm not going to spoil the surprise.

Transferable Content for the Sequels
And lastly, perhaps the most notable "feature", the Story that you left off with will depend on which passwords and what final ending you got in your playthrough. To continue where you left off, simply input the Ending/Event passwords in the next Game.


Credits
Everyone who helped me/I used resources from is on this List. Some things I used from certain individuals aren't in the Game that were previously there, but I'd like to give credit regardless.
This list MAY be incomplete, as I have gathered a lot of stray resources from around the web and some I couldn't find the authors for.

IF YOU SEE SOMETHING YOU MADE IN MY GAME, I WILL BE SURE TO GIVE CREDIT IN THE NEXT PATCH! PLEASE PROVIDE PROOF OF YOUR WORK, IF YOU CONFRONT ME ABOUT IT!

Main Producer
ShinNessTen

Graphics
JWhitney, Mr. Bubble, Aweryn, Butler, BloodSugar, Closet, KEMOGURA, Zeirt, WinterBlossoms, ShinNessTen, Celianna, Pentagonbuddy, Michael Galefire, Kuro-chu, MazeranPickman, Heisenman, Jodis, WHTDragon, Dabnotu, TheMightyPunram, PinkFireFly, Ayene-chan

Management
ShinNessTen

Mechanics
Loriesquare/Eien Nanashi, Rukomura, A-Moonless-Night

Scripting
Ccoa, modern algebra, IXFURU, Moghunter, Woratana, Yanfly, Falcao, Mithran, Shu,
Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp, blackmorning, mark paul, CrimsonSeas, Kaduki, Enu, cyanic, MysteryMan23, Mangomight, Zeus81, Bizarre Monkey, Bulletxt, Synthesize, Exhydra, Lettuce, Zylos, Sandgolem, Anaryu, Pacman, ziifee, Diagostimo, Heretic, richter_h, KGC, Shanghai, Craze, A-Moonless-Night

(shamelessly "borrowed")Music and Sound
Ippo Yamada (Megaman Zero Soundtrack)
Yoko Shimomura (Kingdom Hearts Soundtrack)
Jun'ya Ōta aka. ZUN (Touhou Project Soundtrack)
Motoko Watanabe (Final Fantasy Tactics Sound Design)
Mark DiAngelo, Mike Koenig, Robert Nichol



Last Words
This Project was continued from an earlier build that was only made in one week. I had the desire to make this joke Game a fully fledged Video Game. And here it is, in all it's glory.
This Videogame is entirely non-profitable and perhaps will never be. I'm just glad I can create an adventure.
I hope you will have some margin of fun with it. :)

Latest Blog

Return

Hey, missed me?
It's been a year and a half and there hasn't been any activity regarding this little Game.

I decided to take a break from Game development and enjoy my time just hanging out in a fandom, messing around and what not. Well "take a break from Game development" wouldn't be quite right to say, considering I've finished an entire Game in the time I was gone.
Yeah, so I pulled a "disappear from the face of the Earth and return with a completely finished Game". Sadly, for the majority, it is a Game for the fandom I was in and it only concerns very specific people in the world. But hey, I learned a lot in the meantime!
(The Fandom and Game for said Fandom is Touhou btw. It was available on Gamejolt since late March and its just a passionate 8 hour shitpost lol: https://gamejolt.com/games/Reimu/483878 )

Anyway, now that I've gained considerable knowledge making a much (muchmuchmuch) smaller Project, I decided that this Game is complete and utter dogshite.
Excuse the vocabulary, but I've matured once more and decided that the way I wanted to tell my Story in Tod was just complete nonsense.

People who have read the previous blogs may be aware of the fact that I'm a indecisive Person and I keep changing things out of the blue, simply because I'm bad at blueprinting my Story.
Well, I'm happy to announce that that didn't change whatsoever. However, there was something that did change while I was gone. My attitude towards perfectionism.

While completely counterproductive, I decided to once again try my hands at this Project one last time. But this time around I will go with the same mindset that I've gone in for the Touhou Fangame: just have fun and let things be, damnit.
If I realize I am not having fun making my supposed "Dream Series" I will simply drop it like a hot piece of toast that burned my hands.

I do have good news though. Perhaps you'll be thrilled to hear that I'm making my own Battlers now. While I appreciate all of the assets I've stashed over the decade, I always felt it was less personal for me using these assets.
Since its a Game entirely about Monsters, the Battlers didn't speak anything to me and didn't stand out. So I decided to make my own... all 40 something of them.
It's been a lot of fun making them. Here's a sneak peak of a couple of them:

I'm not the best Pixelartist in the World, but for me it's way better if all the Battlers were made by me. And I'm actually already halfway through! (Which just took maybe 2 months, of which a whole month was maybe spent procrastinating.)
You can also see I'm going with some alternate designs as well and I'm having lots of fun designing Monsters. (Some designs are literally the same as the assets I've used previously. But hey, the art is at least mine)

On top of making new Battlers, I've also tweaked a little with the Battlesystem and made everything much smoother, much faster and I fixed some minor bugs along the way. The Endurance stat, for instance, now guards against Soul Attacks(Spirit in basic RM form) and Soul doesn't double as a Soul Defense stat.

There's still no luck regarding any composition, as I'm still too picky about the choice of music I want to go for. I do eyeball one composer at the moment though, but he's a very busy man and I must wait for an opportune moment (Like as if my now 6 year old game suddenly lost patience.)
But for now, have random junk from -redacted-.

Well, that was pretty much it. While I haven't shared much, it definitely felt like an entire different Journey that I've gone through with the Fangame. It made me realize that I actually am still passionate about making Video Games. I was just too focused on a single GRAND AS FUCK Project that would've literally taken me decades to finish, haven't I gone out of my way to take a break.
I need small time Jobs from time to time. Also I need to relax more, which I do.

Anyway, that's pretty much it. One last thing to address is that I played and finished SMT Nocturne. It made me realize something and it opened my goddamn eyes: my game isn't hard enough.

Thanks for reading, cya hopefully soon again.
  • Completed
  • ShinNessTen
  • RPG Maker VX
  • Strategy RPG
  • 11/04/2016 05:26 AM
  • 08/05/2021 12:33 PM
  • 07/12/2019
  • 38401
  • 12
  • 272

Posts

Pages: 1
This was pretty awesome. Makes me want to check it out.

Edit: Meant to be a reply to your blog post, "Just watch it", but I'm tired.
author=Gredge109
This was pretty awesome. Makes me want to check it out.

Edit: Meant to be a reply to your blog post, "Just watch it", but I'm tired.
Thx! :D Been taking good care of the Game since forever and it's time it get's finished this Year.
I looked through some of the images and I like your mapping. I like how you give them different "atmospheric"/mood feelings to them.
author=boos405
I looked through some of the images and I like your mapping. I like how you give them different "atmospheric"/mood feelings to them.
Thx! :) I was aiming for a mashup of atmospheric/mood + action packed, which is weird, but I myself dig it a lot.
4 dungeons, one for each season, and one additional final dungeon. This RPG uses the standard ATB but you are actively encouraged to abuse it and guard in the middle of an enemy's attack to reduce damage. That's interesting.

Story is vague and almost nonexistent. Only 1-2 characters speak in english for the entire game, and they sounded like ancient roman philosophers so I didnt really pick up on what they were trying to communicate. I only got a normal ending so maybe more story exists beyond the deep void.

The dungeons are all designed similarly, there is a boss and flower that represents a shop in each dungeon, except the final one which has several bosses. The difficulty is pretty fair. There is a crash upon meeting the second to last boss due to a missing file (graphics\battlebacks\senaclouds.png). Also some status effects appear to be heavily favoured over others. I guess I should also mention what strats I used.

Strats
Since this is an ATB RPG, I assumed agility would be OP so I went hard on agility buffs. I don't think it was as blatantly OP in this game as it was in other rpgmaker games that used ATB. Crow's heal spells werent very strong either. So I went with HP drain and item effect x2 for the robot. I had MP drain and debuffs for the third party member (almost every boss can be debuffed) and agility buff for the last guy. I really wanted the 1/4 damage guard because I guard alot in fights but it seemed the dev knew how OP those passives could be and had them be prohibitively expensive. Didn't feel like grinding for that even though I could get 4 souls in one turn just farming off the bats near the alcea. I died the first time on the second to last boss but I got past him when I opted to take out the armor first.


None of the passwords appear to work, so I'm not sure how those medals are supposed to be used. Anyway, this is a decent RPG that uses slightly different mechanics than the regular RPG's. Give it a go if you want to try something nonstandard and dont care much for storylines.
author=bicfarmer
4 dungeons, one for each season, and one additional final dungeon. This RPG uses the standard ATB but you are actively encouraged to abuse it and guard in the middle of an enemy's attack to reduce damage. That's interesting.

Story is vague and almost nonexistent. Only 1-2 characters speak in english for the entire game, and they sounded like ancient roman philosophers so I didnt really pick up on what they were trying to communicate. I only got a normal ending so maybe more story exists beyond the deep void.

The dungeons are all designed similarly, there is a boss and flower that represents a shop in each dungeon, except the final one which has several bosses. The difficulty is pretty fair. There is a crash upon meeting the second to last boss due to a missing file (graphics\battlebacks\senaclouds.png). Also some status effects appear to be heavily favoured over others. I guess I should also mention what strats I used.

Strats
Since this is an ATB RPG, I assumed agility would be OP so I went hard on agility buffs. I don't think it was as blatantly OP in this game as it was in other rpgmaker games that used ATB. Crow's heal spells werent very strong either. So I went with HP drain and item effect x2 for the robot. I had MP drain and debuffs for the third party member (almost every boss can be debuffed) and agility buff for the last guy. I really wanted the 1/4 damage guard because I guard alot in fights but it seemed the dev knew how OP those passives could be and had them be prohibitively expensive. Didn't feel like grinding for that even though I could get 4 souls in one turn just farming off the bats near the alcea. I died the first time on the second to last boss but I got past him when I opted to take out the armor first.


None of the passwords appear to work, so I'm not sure how those medals are supposed to be used. Anyway, this is a decent RPG that uses slightly different mechanics than the regular RPG's. Give it a go if you want to try something nonstandard and dont care much for storylines.

Hey, thanks for the review!
So far not everything has been implemented, that's why the medals are currently worth nothing. (I know I said that the game released, I was just too excited to share the core game.) I'll add that in the future as a final update, along with Hard Mode stuff.

Also that a file was missing is beyond confusing to me, since the background stuff should've been there this whole time. (that folder existed for months and I remember I never touched it, but I guess something went wrong :X)
And downloading this back and decrypting it shows me it still exists, actually... lol, I dunno.

But huge thx for giving this a fair shot!

Edit: Forgot to mention how there's also a fair chunk of optional content after the game ends. In all honesty, it's the same length as the regular game, but with lots more grinding for little stuff and piecing together environments and secrets. I think the story, funnily enough, begins after the game ends. I mean, I kinda decided to do that intentionally and I'm sticking with it because it looks nice for me personally and it throws you nicely in a messy situation in later entries.
I guess it would be kind of spoilery to say this, but this entire series will be dedicated to hard core players, who want to see everything. It's buckwild and I know it turns a lot of people off, but if anyone is willing to go hard, I'll gift them hard back with something trippy to enjoy... if that makes sense. lmao
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