• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Life isn't all that exciting in quiet Border Town for our hero, who spends most days hanging out with his best friend Benjamin. Long expected to take over the mundane life of tending the family inn, our hero wistfully craves a life of adventure. An even bigger burn: Some prophet visited Border Town a long time ago, and foretold that Benjamin would grow into the legendary hero. Talk about living under someone's shadow!

And live under a "Shadow" they did: For stories have increased in recent days of a great dragon of the same name, Shadow, rising up and amassing an empire to take over the land. Monsters have increased in number and strength, and some cities have fallen. It is clear that something isn't quite right.

Back in Border Town, things are peaceful... for now. However, on the eve of the dubious ceremony celebrating our hero's new job, Benjamin goes missing. When the would-be-innkeeper goes to search for him, he gets wrapped up in all the adventure he could have ever dreamed of, as his little journey takes him on a vast quest across the world, to Shadow's doorstep, and beyond.

It is time for the unlikely innkeeper -- and you -- to Begin a New Quest.


This game features a fully new world and new characters but inspired by the Dragon Warrior series for the NES. On the quest, many familiar monsters, spells, equipment, graphics, and music will be encountered -- mixed in with some new creations of my own in all of these departments. The game features:

-30-40 hours of gameplay.
-Some original music and graphics along with many old favourites.
-A huge bestiary of over 300 monsters, each with a Monster Entry for the library at Elderwood hidden somewhere in the game.
-A carefully-balanced mix of open-world exploration and focused linearity.
-Various sidequests including the monster library, the alchemy pot, the lottery, optional dungeons, and more.
-Fully functioning features that any Dragon Warrior fan would expect, including the "Imperial Scrolls of Honour," losing half gold/keeping items and levels upon defeat in battle; individual items carried in battle; Houses of Healing; Outside, Return, Chance, Sacrifice, and Farewell spells; Battle Mechanics that have been carefully tinkered with to strongly feel balanced in the same way that Dragon Warrior games originally were.
-A branching story with multiple endings and substantial postgame material, including bonus characters and a challenge boss.
-A packed-in world map. :)

Latest Blog

No blog entries have been posted yet.

  • Completed
  • Wonderslime
  • RPG Maker VX Ace
  • RPG
  • 01/06/2017 05:10 AM
  • 08/30/2023 01:50 AM
  • 05/01/2016
  • 141644
  • 21
  • 1818

Posts

Oh, it's no problem! Sometimes I have no idea what I'm doing, including in life.

Anyway, I would be surprised if you sold it -- it is worth 0 Gold. The boss at the end of that oasis cave is One Zombie and Two Night Wisps. The other thing you could have done is equip it on somebody.

In any case, if you really can't figure it out, you certainly do have the ability to start over and see for yourself... but I'm pretty sure that you must trigger the story event in which you receive that flute if you get past that boss!

Good luck - keep me updated with how you're doing and I'll be glad to help you out. :)
Linkis
Don't hate me cause I'm Cute :)
1025
wwwweeelllllll, my lead guy in fact was dumb enough to equip the flute without
telling me....can you believe that???? what a silly guy :(

Thank you Wonderslime for pointing out the dummy I hired to lead my group :)
Of course and no problem! I wanted it to be equippable as a usable item in battle, since the Fairy Flute has a history of putting things to sleep. Keep me updated!
I'm currently playing your game, Wonderslime, and I'm enjoying it so far, but now I need to kindly ask you for your advice:

What are the consequences of (not) placing the Glass Flower at Ramona's bed when she's unconscious in Anville? I only discovered the Glass Flower after the boss fight against Josephine, and now I seriously doubt/hope that reloading a previous save is worth losing hours of progress.


Thanks in advance for your help.

Edit: By realizing that I don't lose that much progress if I reload a save before the aforementioned boss fight, and by doing so, I found out by myself. It was definitely worth the effort.
Yay, fantastic! It's an optional little nugget that is really quite difficult to find unless you're super thorough. But, the item could come in really handy.

I am happy you're enjoying it so far! Keep me up to date with your progress. :) Good luck!
Help me , i am find alchelmy in Lona , i am in edelwood , i am not know where is go , help me everyone, find is what
Iona is a town/dungeon north of Elderwood, surrounded by this dark green poison stuff. You should have seen it when you first made your way to Elderwood.
Hi Phong,

If you find Iona, surrounded by that swamp, then you need to do a couple of things to make progress:

1: Find a key. There are the ruins of a shop in the northwest of the town. Search them, and you should find it.

2: With the key, head back to the east side of town to find the ruins of the weapon shop. Searching inside the counter, you should find a keyhole that unlocks a secret set of stairs.

This is tough stuff to find, and the monsters and terrain are rough too. Good luck!
I am find rainbow drop , but later i am know how this , where is go later ,,?
Good job. You also need to find a "Branch of Wishes." To find this, go and fight the Elder Trees in the forest just to the south of Elderwood. They have a very good chance of dropping this item. Once you have that item, you can combine the Branch of Wishes and the Rainbow Drop in the alchemy pot to gain the Magic Key.

The Magic Key will let you progress through the gate to the north, and bring you closer to Shadow's castle...!
Thanks you very much , world map is not info , neeb info town and dungeon
i am find 5 crest , where is that , i am have water , moon, i am have ramo have skill open ,how to find final key?
Where are find Gunpower Jar?
Perfect. With the Moon crest, you can travel down the rivers on the southern continent that are blocked by rocks.

That will let you go to the Sapphire Cave, which should be the next place you go - inside you can find the Final Key, which will allow you to explore much more freely!
In final place , hero and ramud boss , i quin but choise resuse 1 in 2 , can resuse all 2 , ramud have skilll ? Last skill ultima is how lv , neeb find serect skilll ?
i am beat boss but that is contioms . 5 crest open new place but i am not open serect .
Wow, this game can be extremely satisfying. During my recent lottery binge, using 99 + x tickets consecutively, I went with 22221. Having already decided that I will use 23131 during my next lottery binge, I got 23151 on the 86th try. So I thought: Why don't I use 23131 right now? You can already guess the result: 23131 on the 87th try. Now with the Golden Ticket I don't have to worry about getting lottery tickets, but there are still so many premium prizes to win, probability being 1/720 per try for the first prizes that require all the correct numbers. It's still a hell of a lot more fun than setting up some bullshit romance in a Mass Effect game. By the way: There isn't some way to increase one's lottery chances, is there?

On the other hand, I haven't been so lucky in regard to the Wizard Rings. As Animebryan already pointed out, there seems to be a bug/oversight. There were four times when I used a Wizard Ring, and they all crumbled upon the first use. Are you sure you didn't accidentally set the probability of breaking to 1/1 instead of 1/11, Wonderslime? That would be an honest mistake.

Another issue: Maybe I'm too stupid, but I think the Slime Crown (headgear?) and the Turtle Shell (armor) can't be equipped by anyone in my party. Though I probably don't need them, as I've already obtained complete Metal King sets. One thing I wish I didn't pick up is the Golden Claw. Hopefully, there's some way to get rid of it or to trade it for something else.

One last thing that caught my eye so far: The locked steel door in the dungeon north of Matarona (one of the roads to the Underworld) can't be opened with Ramona's "open spell". It's probably a measure to ensure the player's safety (to prevent him/her from reaching the Underworld early) or to prevent sequence breaking, but it's a small oversight nonetheless, as Ramona's "open spell" is supposed to work like the Final Key. Conversely, it's unfortunate that the player has to wait until acquisition of the Final Key to open the doors he/she hasn't opened with Ramona's "open spell" (or, dependant on perspective, it's just that early explorers are rewarded earlier). One "solution" would be to additionally "lock" this Underworld entrance with a cliff that requires the Golden Pickaxe, because the Golden Pickaxe seems to be a key item anyway (required to reach Carnelia, though I still haven't found this game's "aircraft" equivalent yet, so it's not safe to say for me). Then there wouldn't be any contradiction like "the one door that can't be opened with the spell that can open any door".

I really love your sometimes convoluted, but still logical dungeon design, Wonderslime. Well done!
Wow, great catches. Thank you very much. As a matter of fact, with regards to the door, that's a total oversight: I wanted the world to be as "open" as possible, and what probably happened was that I copy/pasted a door from before I'd implemented that spell. I will look into it for sure.

I've also checked into the Wizard's Ring, and I discovered that you guys are, of course, right! To be honest with you, there's a story there: it was originally an equippable item for most of the time I spent working on the game, but I had issues with implementing the usability of the item as a special ability WHILE allowing for the possibility of crumbling. So, I changed the item in the last couple of months of production. First, I added an "Old-Fashioned Wizard's Ring" as an additional item that is the current item you're using, and made a common event for that to experiment with making it work the way I wanted -- and then later dropped the original one altogether and fashioned a simpler event. The problem is that I forgot about this two-step process and have been looking at the wrong common event to "fix" things, by mistake. Well, I caught it! "Choose a random number between 11 and 11" rather than "between 1 and 11." Whoops. Long story short, thanks for pointing it out. :)

As for the Slime Crown, etc: There are actually bonus characters that are recruitable in the post-game! Those items are equippable by them, so their presence is nothing more than a cute underhanded hint that there is "more to come" for those who are really into it.

I really appreciate the feedback! There are a few things that I will hopefully iron out for one last release, before I start investing time in my new project, so these things will be addressed. Have fun. :)
Thanks for the developer's insight! Funny story how the Wizard Ring has ended up to always crumble. Fortunately, there's no need for Wizard Rings as soon as the player obtains the Golden Ticket, because then the 4th lottery prize consists of Magic Water. This insignificant Wizard Ring bug only underlines how brightly polished your game is.

I recently discovered that using Rattles of War (Medal King palace weapon) with their critical up ability to kill King Metals seems to be the royal level up road (despite the one turn charge delay and the almost always immediate cooldown). It's a shame I could only afford two of them due to unwise prior Small Medal investment (and I don't like to farm Morph Gas when the drop rates are so low). Hindsight is easier than foresight.
author=Wonderslime
Wow, great catches. Thank you very much. As a matter of fact, with regards to the door, that's a total oversight: I wanted the world to be as "open" as possible, and what probably happened was that I copy/pasted a door from before I'd implemented that spell. I will look into it for sure.

I've also checked into the Wizard's Ring, and I discovered that you guys are, of course, right! To be honest with you, there's a story there: it was originally an equippable item for most of the time I spent working on the game, but I had issues with implementing the usability of the item as a special ability WHILE allowing for the possibility of crumbling. So, I changed the item in the last couple of months of production. First, I added an "Old-Fashioned Wizard's Ring" as an additional item that is the current item you're using, and made a common event for that to experiment with making it work the way I wanted -- and then later dropped the original one altogether and fashioned a simpler event. The problem is that I forgot about this two-step process and have been looking at the wrong common event to "fix" things, by mistake. Well, I caught it! "Choose a random number between 11 and 11" rather than "between 1 and 11." Whoops. Long story short, thanks for pointing it out. :)

As for the Slime Crown, etc: There are actually bonus characters that are recruitable in the post-game! Those items are equippable by them, so their presence is nothing more than a cute underhanded hint that there is "more to come" for those who are really into it.

I really appreciate the feedback! There are a few things that I will hopefully iron out for one last release, before I start investing time in my new project, so these things will be addressed. Have fun. :)

Yeah, I noticed that problem with the Final Key door not opening to the Open spell as well. Thought it was just typical 'you can't go down there yet' shenanigans. Funny how you wait until someone else mentions the Wizard Ring problem before looking in to it (Grrrr). And what's this about recruitable post-game characters?! There was no hint at all about that!
Hexatona
JESEUS MIMLLION SPOLERS
3702
I dislike that the font looks like a higher resolution than the game itself, but that won't stop me from givin this one a try!
@Animebryan: You shouldn't be angry with Wonderslime, since you were the first one to complain about something that seemed exaggerated at best, improbable at worst. Two complaints, though - that's a completely different situation. Thus: Be proud. I wouldn't have said anything without your earlier statement, so it's your achievement after all. :)

Two oddities I stumbled upon today:

When a character reaches level 99, the amount of experience points needed for the next level - which doesn't exist - is a huge negative value instead of 0. And no, I won't grind for the rest of my life to see what happens when the counter reaches a value of (less than) -99.999.999. ;)

During my first battle against the Dire Groopi(s) (Monster Library Elemental optional boss), these things constantly called for reinforcements, but from the second battle onwards, the first Dire Groopi has never called for reinforcements again, no matter how long I stall or if I exit the game completely. Nevertheless, considering that the Dire Groopi can drop an Agility Seed, this could be an intentional design choice.