DECENTTREATMENT'S PROFILE
Game Developer • Project Manager • Illustrator |
Making dark jrpg 'THRONE: FINAL TWILIGHT'
Contact me: DecentTreatmentDev (at) gmail.com
Making dark jrpg 'THRONE: FINAL TWILIGHT'
Contact me: DecentTreatmentDev (at) gmail.com
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THRONE: FINAL TWILIGHT Review
Hey there, aquatorrent! I'm so happy to hear you played through 0.7, and even had a somewhat positive experience! I'll try give a thorough response, for both of us.
Graphics
I'm glad you enjoy the UI because I've thought a lot about it over the past year or so of development. I'm still working to make it look and function better. For example, the next update features an illustrated inventory menu.
The other graphics have also been a labor of love for me, and continue to be refined. I'm redesigning some characters from the ground up currently, which hopefully will bring more eyes to the project.
Story
I'll have to add subtitles to the opening speech at some point. It's likely that the intro will be changed, so I'll hold off on this until things are more solidified.
Yeah, the story is meant to be difficult to parse. Ideally, the final game should strike similar narrative chords to Dark Souls 1. To elaborate, a heavy mythology which drives players to uncover a story for themselves through item descriptions and NPC dialogue. Leaving room for players to derive their own meaning is an important element of this device. I'm in the process of learning how to make this work in my own style, so thank you for your patience.
I can see how establishing more evident context for limited time events would be beneficial. Partially, signposting like this will inform how a player manages their resources in Throne. Now that most gameplay systems are in place, I can focus on narrative issues more for future updates.
The Game
The combat has consistently been hard for people to understand during beginning parts of the game. A stronger warning and tutorial will be important to implement in the future, because this difficulty is often what causes people to stop playing.
Speaking of difficulty, the cracks in the cave need to be reworked. Ever since I implemented pixel movement, they have been a problem. To be noted, using the chariot allows you to run over the cracks without damaging them at all. Perhaps a revised description for the card which hints at this is an order.
I'm glad you liked The Chariot!! I really dig that idea too, but I'll probably change it to a non-tarot item in the future so players don't have to switch when they want to use one for battle.
You'll be happy to know that most of your criticisms are already taken care of for the next update, 1.8. For example, I've finally come up with an autosave system I'm happy with! Also, the crashes are gone.
Thanks for playing, and contributing your valuable feedback. If you think of any other suggestions, please don't hesitate to let me know :)
Graphics
I'm glad you enjoy the UI because I've thought a lot about it over the past year or so of development. I'm still working to make it look and function better. For example, the next update features an illustrated inventory menu.
The other graphics have also been a labor of love for me, and continue to be refined. I'm redesigning some characters from the ground up currently, which hopefully will bring more eyes to the project.
Story
I'll have to add subtitles to the opening speech at some point. It's likely that the intro will be changed, so I'll hold off on this until things are more solidified.
Yeah, the story is meant to be difficult to parse. Ideally, the final game should strike similar narrative chords to Dark Souls 1. To elaborate, a heavy mythology which drives players to uncover a story for themselves through item descriptions and NPC dialogue. Leaving room for players to derive their own meaning is an important element of this device. I'm in the process of learning how to make this work in my own style, so thank you for your patience.
I can see how establishing more evident context for limited time events would be beneficial. Partially, signposting like this will inform how a player manages their resources in Throne. Now that most gameplay systems are in place, I can focus on narrative issues more for future updates.
The Game
The combat has consistently been hard for people to understand during beginning parts of the game. A stronger warning and tutorial will be important to implement in the future, because this difficulty is often what causes people to stop playing.
Speaking of difficulty, the cracks in the cave need to be reworked. Ever since I implemented pixel movement, they have been a problem. To be noted, using the chariot allows you to run over the cracks without damaging them at all. Perhaps a revised description for the card which hints at this is an order.
I'm glad you liked The Chariot!! I really dig that idea too, but I'll probably change it to a non-tarot item in the future so players don't have to switch when they want to use one for battle.
You'll be happy to know that most of your criticisms are already taken care of for the next update, 1.8. For example, I've finally come up with an autosave system I'm happy with! Also, the crashes are gone.
Thanks for playing, and contributing your valuable feedback. If you think of any other suggestions, please don't hesitate to let me know :)
[RM2K3] RPG Maker 2003 facesets?
author=YeasterRight on, thanks! Keep me in mind if you ever need something for another project.
Beautiful artwork. I think I might have found someone I want to work with, but seriously, thanks for your interest.
[RM2K3] RPG Maker 2003 facesets?
Hey, I'm interested in learning more. Here's my Twitter for sample artworks: https://mobile.twitter.com/DeficiencyP
Are you looking for a paid service?
Are you looking for a paid service?
THRONE: FINAL TWILIGHT
author=aquatorrent
thanks for the help!I was referring to the tarot cards actually. do you need to keep the tarot card in your inventory? i already got most of the obtainable cards (the rest can only be obtained from the tarot reading daily) but i still can't access it.
yeah, i see the new change until day 3 (can't find more afterward except the red hazy thing on the last day) but i'm not sure if there is anything new to do from there
that sounds great. i don't have anything to do after finishing everything in day 1 so that would be a great addition to the game.
Try the tomb of the first Ominardix ;) Also, major props on beating Genesis!
THRONE: FINAL TWILIGHT
author=aquatorrent
what should i do with Shrine of High Devotees? i assume it has something to do with Ruins of Thence, but what exactly should i do?
also, is there nothing to do if you have finished everything by the first day except tarot reading?
Hey! Thanks for checking the demo out. Lets see if I can try to help a bit.
There's a timing puzzle in the Shrine of High Devotees, if that's what you're talking about. Otherwise, you'll have to seek the cards specified by the sentinel. There are a few things which change overtime, like the tent in the Flatland, and some events in town. There are also dream sequences.
New Lore Trailer!!!!!
author=DemonClausThanks Claus! Yeah I was lucky enough to have a video editor donate their time!
Yoooo this is rad!
THRONE: FINAL TWILIGHT
author=TheRpgmakerAddict
Look, already downloaded. After the first game I am curious to try this one. Looks really dark and creepy but portrait style somewhat reminds to me of Exit Fate. Nice, I am curious.
Awesome! Thanks for checking it out! Yeah I've been releasing updates every few days. As is , this is kind of an early proof-of-concept. I'm listening to all the feedback I can.
I had never heard of Exit Fate, but I'm glad you brought it up! The portraits look really well-rendered.
Hopefully you enjoy the alpha demo!
The Lost Demo
Right on! I love the custom artwork. There definitely needs to be more serious RPG maker games like this!














