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In this game, you control Taylor, a jovial young lady fresh out of the Bardic College. She has come to the island of Delmarva to find the fabled Harp of Harmony, an item that apparently has magical properties. The legends weren't too clear on that one. Still! Our plucky heroine is determined to find it, and hopefully have a great time in the process.

This game is a 30 minute RPG that focuses on characterization and interaction with the world at large. Depending on the player's actions, some things will change- depending on whether or not you follow certain rules of the land, you may get different dialogue, for example. Players will get the most out of the game by checking and looking over everything, and talking to everyone is highly encouraged. Playing with archetypes, breaking down the fourth wall, and subverting tropes are all staples in this short game, and players will certainly have their work cut out for them facing the toughest challenge of all: not stepping on the flowers!

This is the first game that I have ever made, made entirely in RPG Maker VX Ace, and features the default tilesets, some default NPCs, and default music. Please don't let the generic look dissuade you, however; a lot of heart was put into this game, and I eagerly await advice on how to improve.

Latest Blog

We're done! + Gamedev Decisions

Hello, everybody! I'm proud to announce that The Search for the Harp of Harmony version 1.2 is done and released! At this point, I believe that the game is "done" in the sense that I am proud of it being the way it is, and now I'd like to turn my focus elsewhere to future projects and graduating college.

Changes made in this one include: Complete map revamping, bug and text fixes, small glitch fixes, etc. It's hard to believe how much my skills have improved in such a short time, and I would like to give a huge thank you to several people who helped me along the way: SgtMettool for helping me from the start and for introducing me to RPG Maker in the first place, NeverSilent for taking the time to give me so many useful tips, tricks, and bug reports, BlackWolf1992 for all of their help, my playtesters Satsy and TerraChained for taking the time to help me make it awesome, and all of you for being so kind and supportive and giving me fantastic feedback! Thank you!

It's been a long road in a short span of time, honestly. Before I started this project (and I know I mentioned this in my other blog post, so I'll be brief about it here) I never thought that I could make games. I felt that someone from a humanities background with low technical competency like myself could never transform their ideas into playable games. However, I was surprised and really happy to discover that this wasn't true. I could make games, and not only COULD I... but I did. The fact that I did is what matters.

So, people have asked me questions about why I made some of the decisions that I did for the game. Well, here are some answers:

Why is there no combat?
Since this was my first game, I was very intimidated by the idea of adding combat. The game was already meant to be short, and I didn't want to overdo it by adding in a combat system. I also didn't feel that with my current skills, I would be able to implement it well. However, there was one in the works at one point! Take a look:


Both Taylor and Dan would have custom classes and movesets, based off of the pre-existing defaults in the database. Marietta, the little ghost girl in front of the Cave of Delirium, and Hillary the Bee who gives you Honey were also both going to be playable characters! I think it was for the best I scrapped those ideas, though.


What's with collecting all of those healing items and then never having to use them?
All of those healing items were remnants from the days of when combat would have been considered for the game. However, because I didn't do combat, I had to rely on other gameplay elements like puzzles and riddles. I was initially going to have damaging terrain, but again, I felt that I was getting a little ahead of myself. After I decided that there would be no combat and no real means of damaging the player, I was considering taking the items out, but one of the main RPG experiences is gathering and hoarding items, and so I decided to play with the idea of hoarding items only to never use them, just like in many other games. It wasn't intentional , but it became part of the game (and led to some great interactions, like stealing the food from the fruit bowl in the Teahouse and the people berating you for it). I agree that this idea wasn't the most well thought out, and I'm not necessarily satisfied with the end result, but that's something that will be fixed in the next game, depending on what the next game is.


These "puzzles" could use some work; why were they so simple?

I 100% agree that the puzzles could have been better. Absolutely, totally agree. If I could go back, I would have liked to implement one of those slidey tile puzzles like the ones in the evil bases on Pokémon, or even something like the teleporter puzzles (also from Pokémon) but I just decided that I wasn't going to go that far this time. Part of creating one's first game is creating a baseline, so that in future games, you can push the boundaries and come up with new and interesting ideas to go beyond the standard that you set at the beginning. However, I would have definitely liked to create something more challenging, and that's just going to have to be something I incorporate next time.


What's with all the references?

What can I say? I love hiding little easter eggs. The Mayor's office has an Undertale reference, and the Bee and the Ghost outside the CoD are both homages to friends of mine. Dan is too, but I'm sure some of you RMN.net folks already know who he is. ;)


What are your future plans?
Current plan is to graduate this May, find a job, go to graduate school in 2018 and keep working on games. While I can't share anything concrete for now, please know that I have been brainstorming ideas, and I hope that you will enjoy my next game, whenever it comes out. <3


Thank you all so much for supporting me; I have had a wonderful time making this game, and it has taught me so much. I hope that you all get a chance to play it, and please, leave me any and all feedback! Feedback makes me want to improve! ;D

See you all next time!
~LadyTe-chan

Posts

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NeverSilent
Got any Dexreth amulets?
6299
I see. Best of luck with that, then! Though I hope in the meantime, you'll still come visit RMN now and then. I'm looking forward to seeing what you come up with in the future!
OK, am I the only one who experiences this now (version 1.2)?



The character is just stuck there and can't do anything.


It's a really charming game, but this one thing prevents me from completing it and giving it a review.
How strange! I didn't realize that was there; I may have to release another update then. I apologize for the issue.
Ok, so when NeverSilent gave me the original bug list for version 1.2, I fixed all of those immediately, but never updated the game because they seemed to all be minor things. However! Now that you've alerted me to what seems to be a major issue, I've gone back, added a fix for that, and will now re-release the game as version 1.2.1. Thank you so much for letting me know of this bug, and I hope that you enjoy the game. :)
Hey folks - got a note about a bug that popped up, so I patched it and updated the download file. It's still under the same name of 1.2.1, but just so you're aware, that's there. Hope you enjoy!

(To provide some context, it was a bug that was previously reported that I thought I'd fixed regarding entering the hidden room in the Cave of Delirium, but as it turns out, it was still causing issues, so I patched it further. I'm so sorry that it wasn't effective the first time; that is my fault in terms of quality control and I apologize. Please let me know if anything else pops up!)
I had some good, laughing fun with this game.

I will note that in the Find-The-Fairy game, after you find her the second time, the ice pillar she 'conceals' herself(?) in doesn't vanish.

Other than that, the jokes and puns are great, and I laugh at almost every one of them.

At least, you don't 'catch Holy Hell' for stepping on the flowers...but 500\G for a pardon? Ouch!

At least you can get free money from the traveler at the Inn, but still...lol
Simple adventure game. No combat. It was a nice simple experience with unique quirks you dont see in standard games. Would like maybe more dialog between party members and scenes, perhaps. Went both routes, with and without him, and it didn't matter much. A nice simple game.
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