AMOONLESSNIGHT'S PROFILE

Hi all, I'm A-Moonless-Night, but you can call me Shannyn.

The name 'A Moonless Night' comes from the title of a story my cousin and I wrote together when we were about fifteen. It was about two cousins getting lost in the woods on the night of a full moon. Werewolf shenanigans ensued. No idea where an actual moonless night factored into the equation though. Well, the name stuck and it has been my username for every website I've frequented for the last five or six years.

About me? Well, I'm from little old Godzone in the southern hemisphere. I love reading and writing, with a particular love for Stephen King novels and poetry. I'm an avid proofreader - seriously, I love it. I foam at the mouth about it.

I don't like MMORPGs or first-person shooters. I particularly love platformers (especially Metroidvanias), RPGs, action games and point-and-click adventures. Some of my favourite games include Wonder Boy III: The Dragon's Trap, the Tenchu series, Suikoden I and II, the Chzo Mythos (aka the John Defoe Quadrilogy), Minecraft, Age Of Empires, An Untitled Story and the Pokemon series.
Vermilion
One woman's quest to find her brother whilst an uprising is on the horizon ...

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Vermilion

Oh yeah, forgot about that. Yeah, the rock is something different, as Knightowl said.

I've updated the demo with a fix for the parallaxes not animating, so hopefully that's all good now.

Vermilion

author=kumada
You can move the pillar?! I kept trying to examine it and getting no result, but I guess I must've been walking to the left and breaking the grab every time. I thought it was supposed to display some sort of puzzle hint when you checked it.

As for the forest enemies, yes. I am running into loads of basiliks, but there's also flying enemies which I don't want to waste arrows on, so I use magic on them too.

The item I'm equipping for the percentage luck boost is the Copper Gauntlets. And I'm pretty sure the thing that's trivializing the enemies' attack damage is my Leather Cuirass.

Edit: wait, so is the pillar pushing puzzle unrelated to breaking the rock? I thought that was what the puzzle was supposed to be about, and that the black orbs would be bombs or something?

Yeah, you don't use up arrows in combat, they're just in the field. I'll make that a bit more obvious.

I'm not sure what you mean by 'breaking the rock'?

Vermilion

author=djbeardo
I've been pumped about this game - so happy about the update! :D

Thanks, hope you like it! :)

Vermilion

author=kumada
-Stat % bonuses aren't shown in your statline, are they? When I equipped a luck +10% item, I had 24 luck. It went up to 25 with the item's innate +1 Luck. But it did not go up by +2 from the 10%.

Which item is that? I'll have a look. As far as I know, they should all be showing correctly, but there might be an issue with Yanfly's Extra Param Formulas.

author=kumada
-Are enemies only supposed to do one damage for testing purposes? Nothing in the forest can threaten me, even with crits, and that's before leveling up.

They're pretty low-leveled. What do you have equipped? I had them stronger originally and a couple of my beta testers suggested making them a bit weaker, so maybe I went a bit overkill. I didn't want to make a difficult first dungeon, because that can be off-putting.

author=kumada
-There's no indication of what you're supposed to do in the cave puzzle. It tells you that the objects can be moved, and how, but gives no suggestion for what you're supposed to do with them. I tried pushing them together, I tried placing them on the tile in the leftmost corner, nothing.

It didn't work even when you placed the pillar on the tile? I thought that was relatively obvious because they're the same colour.


author=kumada
-Slow walk speed + high encounter rate + slow boulder pushing speed + slow in-combat mana recovery options + available weapons do not work against certain types of enemies = really slow gameplay. I'm glad mana recovery from guarding increases as you level, but I typically end up spending five or six turns every combat just guarding to get my mana back up. I haven't at any point been in danger of running low (or even towards the middle of the bar) on hp, and I haven't met a single enemy in the forest where I couldn't just guard my way back to full hp if I wanted to. I can just chug mana potions if I want to speed things up slightly, but because money is so scarce (which is good!) and combat where magic is required so abundant, I would quickly run out.

In the Roe Forest, the only enemy you can't attack with your weapon is the Forest Basilisk. Are you encountering heaps of them?

author=Punk_Kricket
Bug report - In Morrowmere I received a "Unable to find file: Audio/BGS/tm2_river002" when I approach the weapon shop. Not sure why.

Aside from that, the only other bug or mishap is with graphics. Is the water supposed to have any effects because they aren't moving for me.

Oooops, sorry dude. I'll update the demo file when I can.

You're the second person that's mentioned that about the graphics, but I can't see any issue on my computer? I mean, some of the water animation is pretty subtle, so I'll look into beefing it up, but it takes a bit of work (because it's all parallaxed) and may not get done for a while.

Vermilion

author=kumada
More feedback:

-Tutorials via Grandfather are really detailed and helpful.

-Walk speed is still somewhere between Mosey and Eventual Heat Death Of The Universe. I totally get the "player walks slow to really marinate in the feel of each environment" thing, but even a slightly faster walk would be helpful for when the player is done marinating and just wants to rummage through everyone's cupboards and leave town.

-Okay, for the archery range chests, you unlock the first chest for crossing left to right and putting an arrow in each target. You unlock the second chest for crossing back the other way, putting an arrow in each target. Shooting all the targets a third time does nothing. Nor does shooting the inaccessible target a whole bunch. I put 20 arrows in it. No reward.

However this is supposed to be solved feels like it needs to be telegraphed a little better. All the targets play the same chime when struck, so I have no idea when I'm hitting a target if I'm doing anything productive.


Cool, I'll look into making it a bit more obvious.
Try shooting the chest.


author=IAmJakeSauvage
This is so, so good! Your writing is awesome - and the mapping is amazing. It's kind of bizarre that the water isn't animated though.

Thanks man! All of the water is definitely animated. Is it not showing for you?

Demo-related update for the people

author=polarcactus
Wow, I can't believe you're still working on this after so long. ^^ Takes some dedication to stick to a project for so long.

Oh, hey there! I was so confused when I saw the name Polarcactus! How are you?

Yeah, I guess that means I'm dedicated, or perhaps just stubborn. ;) Maybe I can put that on my CV.

Have you considered being more interesting?

Man, I needed to read this. I just released a demo (finally) after 6 years of on/off development and was wondering about how I could generate any interest. *bashes the refresh button* WHERE ARE MY VIEWS

I fondly remember the good ol' days when one could just release a demo and become instantly popular! I guess it's a sign of how popular RPG Maker has become (and I guess, in turn, indie game development).

Going all custom with the graphics was one of the best decisions to make with Chronology. Here's some progress.

These are looking really awesome!

Vermilion

author=kumada
Okay, so I'm trying this out, and can we talk for a moment about how off the chain this intro is? Once it gets rolling, it communicates so much with just character facing, movement, and timing that it just skips out on dialog entirely for a couple minutes. That's insane, and insanely good.

I can't make any promises about how far I'll be able to play into this right now, but this caught my interest and I'll try to jot down my impressions here as I play.

-Combat feels good, and I really like the way initiative works. Having a little counter that runs down to zero each turn is a really good way of showing the player how the turn order is constructed.

-That Chrono Trigger victory music feels kind of garishly out of place, given how smooth and cohesive the rest of the game feels.

-Music, mood, and lighting are really wonderful here, and work perfectly in combination. The game looks atmospheric and gorgeous.

-Custom character portraits are a great touch. The font for the character names looks a little blunt, though. Kind of blockish and stock-content-y. It's a small tough, but a slightly more delicate font might fit better there.

-Oooooooh detailed stats and properly annotated gear! I am a huge nerd. Also I seriously appreciate these things in a game.

-Bestiary is a nice touch.

-No toggleable autorun? Sadness.

-Awww yesss. Items hidden in all the furniture. Also, this is a really nicely designed town. It tells a lot of small stories in unobtrusive ways (ex: the bottles next to the bed). This is really cool.

-Bug (?): In the archery range, you can't retrieve arrows from the leftmost target (the one up the cliff). It's also pretty unclear how to open the other two puzzle chests here.

-Aconite cordial?! That's like scarfing a Tide Pod to restore mana. I'm kinda concerned for all these mages.

Whoa, thanks man! I was nervous about how much I was going to be able to communicate enough in the intro, so pretty stoked that someone gets it. :)

I think the victory music is just the stock standard RTP one——been looking for a new one but can't quite find anything that fits.

I'm also a big fan of gear that actually tells me what it does, so glad you dig it, haha.

Yeah, no autorun ... I'm just not a fan. If enough people shout for my head from the rooftops, I might consider it, but hopefully it's fine.

You can't collect the arrows from the left-most target because you can't reach it.
However, if you hit it enough times, someone might give you something ...


Yeah bro, no one said being a mage was easy on your health, haha.

tumblr_p38dgyHXBq1vcrhjeo1_1280.gif

Super cute!