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"You might find the festival strange now, Lunita. But the people of Merryday wouldn't be able to live the way they do if not for the blessings of the moon. I think you will understand. Perhaps not now, but one day when it is your duty to protect them as the Oracle."



Crescent Prism is a story-driven RPG that follows the story of Lunita, a young girl from the bustling hamlet of Merryday Village. Each year, the people of Merryday give their thanks to the moon during the Crescent Festival. Though antiquated as Lunita sees it, her mother Astrid is confident that she will one day understand its importance, as expected of the one who would take her place as Oracle.

Little do Lunita and Astrid know that a great disaster would befall them on the eve of the festival, changing their lives forever.



Crescent Prism aims to be a medium-length, 6-10 hour RPG with a colorful cast of characters and numerous monsters to fight. The Chapter 1 release brings you through the first segment of the game, chronicling Lunita's adventures as a child.

  • Colorful, custom graphics, sound, and music.

  • A fully custom User Interface thanks to the powerful Luna Engine script set.

  • Unleash powerful Astra abilities in battle, turning the Moon in your favor!

  • Skippable encounters! If you're a high enough level, flick those pesky random encounters away with the push of a button!

  • Light puzzle-solving with a stretchy dog friend.

  • Animated battle backgrounds. WHOA!




Crescent Prism originally began development in 2017 and has gone through a number of changes since its initial concept. While there is currently no timeframe for the full game's release, Chapter 1 will be a standalone release!

Scripts used:

Text Cache
Mithran

FullScreen++
Zeus81

Text Sound
Zerbu
Battle Reposition
Encounter Events
Long Choices
Permanent States
Event Conditions

HimeWorks
System Options
Extra Parameters
Actor Commands
Anti-Fail Message
Steal Items
Movement Restrict
Skill Restrict
Hide SKill
Skill Cost
State Animations

Yanfly

Galv's Vehicle On Off Locations
Galv

Basic Enemy HP Bars v 2.9
V.M of D.T

Luna Engine
Enterbrain
CP Addons by NeonBlack

OLD_RM_STYLE V. 1.1.2
Joke (biloumaster)

Latest Blog

Where do we go from here?

Hello again, everyone!

It's been two months since I released Chapter 1 of Crescent Prism so it's probably about time for an update about where this project is going.

I could sum this up in either three sentences or ten paragraphs and frankly, I won't know how this blog will turn out until I finish typing it. So let's see where this all goes.

As I've stated in a previous blog, Crescent Prism was put aside for a while in order to work on Brave Hero Yuusha EX, a commercial remake of an older game of mine. Due to a number of changes in my work life, Crescent Prism was proving to be too ambitious for my increasingly sparse amount of free time that I had to work on games in general.

Yuusha was a much smaller-scale project that felt right at the time. I figured that with the modest success of Soma Spirits' commercial release, a spruced up version of Yuusha seemed like the most logical way to follow up on that. Work began on Yuusha in the late summer of last year and it felt exciting to work on a new version of my first truly original game. And while it felt amazing to give an overhaul to my favorite project, there were a number of signs that everything wasn't quite going to go how I expected it to.

Public interest in the game seemed to have a fairly slow start. And there were a number of guesses that I could wager as to why. Maybe people hadn't really noticed it yet. Maybe it would just take a little while for the game to catch peoples' eyes, especially with how exponentially more crowded the gamedev scene had become in the two short years between Soma and Yuusha. I eyed the numbers carefully... compared to Soma, Yuusha's performance on Twitter and Tumblr was rather bleak and tended to pull in single-digit metrics. Even evidenced on RMN, Yuusha EX's game page only garneed 15 subscribers compared to the original's 63.



It was apparent in the months leading up to EX's release that the launch was going to be a quiet one. And somewhere in that time, it became clear that a Dragon Quest-inspired game like Yuusha just didn't have much of an audience. The game's launch came and went, and while I did have support from friends old and new, it wasn't quite like what I experienced with Soma Spirits and what that game meant to me when I was developing it, and how it helped me through once of the most bleak periods of my life.

For a while after Yuusha, I felt disappointed that it never really found its niche and fell into a bit of a slump. It was around that time that I began to think about why I was making games in the first place. I realized that, following the modest success of Soma Spirits, I placed too much emphasis on numbers and metrics. On units and likes and retweets.

That is not the kind of creator I want to be. I am a hobbyist at heart and I don't aspire to be anything more than that.

So I pulled myself back up and started cleaning up Chapter 1 of Crescent Prism, which was released for free two months ago. It was a similarly quiet release. But the difference this time was that I told myself that this is okay. That as long as I'm making games for myself, and making even just making a few people happy, I think I'm doing the right thing and should keep going. Even if it's something I don't have the time or ability to pour my heart into like I used to just a couple of years ago.



I also decided that Crescent Prism would not be developed with a commercial release in mind for the time being, and whether or not that changes down the road is a decision I do not intend to make for a good long while. It's a hobby project that I can work on here and there when I have the time; one that I do not want to bound myself to deadlines. Or fight the internal struggle of putting a price on my work: something that never gets any easier and I have no idea how freelance creators can do this no problem.

Crescent Prism is a game that will be there for me. For a hobby and to have a big goal to work towards. Even if Soma Spirits ultimately ends up being the game I'm known for, Crescent Prism will always be my big one. And I hope it will be there for you all someday, too.

It just might, yknow, be a while.

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Some glitches so far:
1. In the intro you had some invisible blocks in front of the upper pillars.
2. Each time you use a apprevation, you put a space in there, but it could be the font.
3. The "draer" has the Tarot Cards. (as far as I have seen it correct)
4. Once you leave the house, you can walk on the wall/fence to the house next door. Also between the Orange Bell and Willow Inn.
5. Flayt says "whereever" after the Laundry boss.

Played until the Chroma Tower.
Whew, glad there's been nothing serious so far! But that wall-walk sound pretty bad

I'm gonna add these to some other minor fixes I'll be uploading soon. Thanks!

Also yeah the "apostrophe space" is just a font thing.
Just beaten it and I'm gonna start redoing my review on the weekend. Also, wasn't there an optional boss in the basement cause I couldn't find him.
Cool! Looking forward to it.

Optional boss from the old demo got removed since it was just there to round off the end of the demo's content. It sorta didn't fit with everything else, plus there are bosses in this build, most notably Tetranome, that build upon that boss's mechanic a little more fluidly.
Omg, M(iniste)r Orange is so adorable.

Also, is that a Yuusha doll in her room upstairs?
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