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Dreams of Arcadia

This project looks very ambitious. I have two favors to ask of you right from the start, though. Two things I - and many other JRPG players - absolutely hate concerning JRPGs are time pressure and missable items/quests/etc. Secret Memoirs events seem to be time-sensitive side quests and therefore aren't able to win my favor. The same applies to the rare boss drops (transcendent weapon tier). It's a waste of time to have to repeat a boss battle by the dozen until it finally drops the desired item. Alternatively, you could implement this system using rare random boss encounters. Thus, battles would be repeatable (depending on the player's efforts) and battle spoils (EXP, money) wouldn't be lost. To my mind, it's great game design if the player is always able to obtain a "perfect game".

Penance

I just got two endings via the chaos route, now I'm satisfied. The chaos route is depressing and enjoyable as hell - good job!

There are two chaos-route-only bugs, though, that you might want to look into:

When the player enters the New Dawn base Nirvana Crystal map again (only from the outside) after having killed Rosa, the events inside the Nirvana Crystal are repeatable. Doing this, the player has to repeat the events inside the Nirvana Crystal (which seems to be viable, even though cutscenes, story fights etc. don't trigger again), because the outside map is reset so that the police cars block the way and the player can't progress. It's an annoying oversight, but it couldn't stop a save-scummer like me. :D


Inside the Mount Threznor New Dawn base on the screen where Zerph stands: Why does the crystal in the upper left corner take away all of Felix's awesome abilities and replace it with crappy abilities? This is gamebreaking for someone seeking the worst ending, and I can't see any relevance concerning the endings. As a funny consequence for the worst ending route, Felix is portrayed by Isabelle's sprite during the fight against Isabelle. This fight doesn't seem to be unwinnable (because guard still restores 4.000 HP for a level 99 Felix), but it drags on forever with each attack only dealing 250 HP damage. Thus, I wasn't motivated to test what would have happened if I had won the battle.

Penance

This is a surprisingly epic and fun RPG. I just reached the normal route true ending. A short ending guide describing the endings and how to reach them would be awesome, because I normally don't like to play through RPGs more than once, but I think I will at least try out the chaos route.

Humor, plot twists, the level-up system and the sometimes "preaching" dialogue lines are definitely hit or miss, yet I liked this "change of pace" compared to other old-school JRPGs.

Despite reaching the true ending, I probably haven't found all secrets. What's the purpose e.g. of

- the Runic Crystal?

- the Mysterious Key?

- the "Why is this in the middle?" boulder on Mount Threznor?

- the crystal, the amulet and Sans-Castle in Snowblibli Village?


There are also a few (possible) bugs, glitches, mistakes etc. I would like to address:

- You should change the window skin. The player can hardly see what he's clicking on, especially in window mode.

- Def Crystalines seem to work like Agi Crystalines: Def Crystalines raise Speed instead of Defense (though I'm thankful for that, because agility is usually the most important stat in RPG Maker 2003 battle systems).

- George can attack with 0 MP even though a normal attack costs (should cost) him 1 MP.

- Zaun's skill Expose Defence (level 2) doesn't inflict 3 % HP damage once.

- The guy guarding the Underground Cavern says his lines twice.

- Is it supposed to be Kingarden (guide book - Challenge House entry -, teleporation crystals) or Kingarder (sign on location)?

- When boarding the elevator on the Azkagon police station's 4th floor, the text should say "Go to floor 3" instead of "Go to floor 4"

- There are a few obstruction mapping errors, most noticeable the left wall on the first screen after having fought Papyrus for the first time (subsequent to the minefield passage puzzle - maybe this map even mirrors itself).

- Teleporting from Mount Threznor (entrance) to Mount Threznor (entrance) freezes the game. Thankfully, teleporting from other locations to Mount Threznor (entrance) works just fine.

- Lots of spelling errors, but I've seen much worse and it doesn't ruin the experience.

Thank you for a - nevertheless - very entertaining game. It was definitely worth my time.

Oblivion Quest

I would like to know: Is this game complete despite lacking the completed tag? Should I play this game now or should I wait for (a) future update(s)? This game looks promising, so I would like to play it right now, if there are only minor updates planned for the future.

The Phantom of Liberty

I really like Bloodsphere - the first RPG Maker game I ever played, the game that showed me RPG Maker games can be enjoyable. Your new project "The Phantom of Liberty" looks very promising. Hoping that you're still working on it, I wish you all the best in regard to this game's completion.

Dungeon Ranking System

Thanks for your consideration. Of course, the reward(s) for beating a dungeon within a given time shouldn't comprise something unique, though. If something optional (e. g. a certain piece of equipment) can't be obtained in another way, I - as a completionist who hates "missables" - always feel like "optional" turns to "mandatory".

I know that I'm a "wimp", but I prefer to say something now instead of complaining afterwards. On the other hand, your game looks so promising that I probably will forgive you if you break a few of my absolute nitpicky RPG rules. :)

Dungeon Ranking System

I'm looking forward to playing your game, but I really hate to be pushed for time in RPGs. Is it possible for you, KoopaKush, to change "time/speed" into an optional factor in regards to the dungeon rankings?

Feral Dreams 2

Once again, I took notes during my playthrough, which is always a good sign. If I didn't enjoy the game, taking notes would be pointless. Beware of light spoilers, and don't let my nitpicking discourage you from trying out "Feral Dreams 2".

(Possible) Bugs, mistakes etc.:

Sometimes (in the beginning) the MP value is shown as "X.0" (e.g. "14.0") instead of "X" (e.g. "14").

Enemies don't get their HP drained by the status ailments "poison" and "burn" when one of the player's party members also suffers from such an HP draining condition.

Lucian's overdrive gauge doesn't fill up when he heals himself. Is this intentional?

After having beaten Siara in the Southern Cave, the game crashed, giving the following error message: "Script 'Game_Map' line 405: SystemStackError occurred. Stack level too deep." General advice: Never load a save file after having reset the game via "F12", shut the game down instead.

The description of the item "revive" should be e.g. "revives dead ally with half of his HP" instead of "revives dead ally with some HP".

The description of Siara's skill "sleep" says "blinds an enemy" instead of e.g. "puts an enemy to sleep".

During the first chapters, there are too many Artifact Pieces in the party's inventory (2x respectively instead of 1x respectively).

Roquewell Village: By clicking on one of the three things in front of the inn/armor shop (right side), the player can initiate a (non-escapable!) battle against Eastern Grasslands enemies and bees (new enemy at this point from the following dungeon Roquewell Jungle) in front of the Eastern Grasslands background. Is this intentional? The bee can also be encountered in Roquewell Jungle, and the following enemy combinations also appear in Roquewell Jungle.
Left: 2 Bees, 1 Turtle Warrior
Middle: 3 Bees
Right: 2 Woodlings, 1 Bee

There's an obstruction mapping error in the Dars Train Station (first bay in the handrail, upper left corner). The same applies to the save crystal platform at the end of the Northern Tundra (right side).

Exiting the Nivlanta (central) map via the upper west exit sometimes leads to the same map (once or repeatedly).

Nivlanta inn has a two-sided entrance from the outside, but a one-sided exit from the inside.

During the first fight in the catacombs, Azura is named as Raiko in one dialogue panel.

When trying to backtrack later through the Deadlands southward, the map loops so that the player can't continue in that direction.

During the battle dialogue with the Evil Entity, Raiko is once named as "???".

When returning to the Temple of Praxis where the party has fought Amirah, the party can't leave the room in which the treasure chest containing the Fallen Angel has spawned.

Why can the Malfested Spirit (Northern Tundra) cast "stop" even though he's silenced?


Improvement suggestions:

The player should be able to leave the game via the "game end" option without having to save.

Why isn't there an opportunity to buy (high) ethers? This leads to some difficult times for players who want to take on the optional challenges early on.

Elemental weapons are overpriced and useless.

Why don't Lucian's levels carry over to chapter 2?

There are some people in Nivlanta that say the same things as in "Feral Dreams 1".

The description of Willis' sword "Gaia" ("does maximum damage") is misleading.

Concerning the Golem, the order in the MonsterBook should be different. The Golem, one of the strongest monsters in the game (and to my mind the single best enemy to grind), traversing the Northern Tundra, should be placed at slot 90+ like the other high-level monsters in optional areas. Placing him at slot 30 could lead to players roaming Mount Genevieve for hours in search of that one enemy they mistakenly believe to have missed so far.

I wrote down every black hole location and was disappointed when I found out that they weren't optional bosses during the endgame.

Feral Dreams 2 Review

I enjoyed "Feral Dreams 2" and agree with your review in general, though I think that the "1 hour chapter" structure hurts the game's "flow". Furthermore, it takes too long until
the whole crew is back together
. Having
a party consisting of only two people for at least one half of the game isn't my cup of tea
; this was also my main gripe when it comes to "Passage of the Hollow Moon". I'm also tired of these overpriced elemental weapons that aren't of any use, and I miss items that permanently raise stat points. Nevertheless, this is an entertaining and satisfying RPG. Like you said, Luiishu535: Whoever played "Feral Dreams 1" should at least try out "Feral Dreams 2".

Feral Dreams 2

I just completed "Feral Dreams 2". It's a fun game and a "must play" for those who have already enjoyed "Feral Dreams 1". Here's a list with (most of?) the optional stuff you might want to do/get. Spoilers ahead.

Lost Note locations:

Read the passage below as soon as you reach Mount Bealix de Perils summit.

Lost Note 1: Roquewell Inn

Lost Note 2: Lighthouse

Lost Note 3: Noxwood (boss map)

Lost Note 4: Fortress of Dahl

Lost Note 5: "???" (location at the end of the Northern Tundra - can be accessed after having beaten the optional Siros Tower boss)

Combination for treasure chest at Mount Bealix de Perils summit (Vetalas equipment): 58912. When you have first access to this treasure chest, you've only found the first three Lost Notes, but you can - and should - open the treasure chest via trial & error (you can try as often as you want) or simply via the combination mentioned above.


All golden and (spawned) silver treasure chests I encountered are listed below. This list might be incomplete as I didn't bother with another thorough search during the last chapter. Feel free to notify me of any additional treasure chests you've found.

Golden treasure chest locations:

Get the Earth Orb from the Secret Tunnel - Amon Sands Temple. Let the Earth Orb resonate with the Moon Orb in Nolucand to receive the Starlight Key that opens the golden treasure chests:

Cindel Island, beach (Caladabolg)

Temple of Angels, entrance (Requiem)

Bealix Station (Inferno)

Vedanta (Angel Staff)


Spawning (silver) treasure (chest) locations (after the events at Mount Bealix de Perils summit):

Roquewell Village (Aqua Staff)

Polestan, Airship Hangar (Rapier)

Temple of Angels, entrance (Crystal Lattice)

Cindel Island, Azura's house: sword icon (Zanmato, Azura's best weapon)

Cindel Island, Pirate King's Den (Sword of the Pirate King)


Spawning (silver) treasure (chest) locations (start of or during the final chapter):

Masamune (Grimoire Island, starting map - also dropped by Wanderers in the Fortress of Dahl)

Fallen Angel (Temple of Praxis where the party fought Amirah); don't bother: You can't leave the room!


Other stuff you don't want to miss:

Fortress of Dahl (available after the end of chapter 8):

Ribbon (prevents most status ailments)

Gaia (best sword for Willis, reward for beating both bosses)

Siros Tower (available during chapter 10):

Sorcerer's Pendant (halves MP cost, can be found after beating the boss)

Brilliant Targe (doubles EXP gain, can be found after beating the boss)

Secret Tunnel (Amon Sands Temple):

King's Attire

Earth Orb

Northern Tundra:

Shaman Coat

Hardest optional boss at “???” (can be accessed after having beaten the optional Siros Tower boss)