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Everlong Review

Even though this is your first review on rpgmaker.net, I wouldn't give it three out of five stars.

Let me get this straight: You criticize gameplay issues that are mostly a matter of taste and ignore all other redeeming factors (story, the game's length, the sheer amount and quality of the implemented features)? This is simply unfair to my mind.

I for one don't like the rebirthing mechanic (I don't like such a feature in general, and I had played Everlong before the update that introduced it), but I wouldn't deem this minor gripe worth (the subtraction of) two stars.

Hopefully, people will understand that your onesided, biased review doesn't offer any compelling reason not to try out Everlong.

Chronicles of Tsufanubra

Thanks for the interesting developer's insight, Ephiam. The important thing is to fix any actual issues, not to humor me. :)

Since Chronicles Of Tsufanubra is one of the first RPG Maker 2000 games I've played, I'm not that familiar with the engine, but thanks to you, I now know that I can enjoy other RPG Maker 2000 games. Keep up the good work, I'm looking forward to your next project!

Making an MP3 Version. Any recommendations?

If possible answers to your question can also mention copyright reserved music, I have one recommendation for the final boss fight: "An Earnest Desire of Grey" from the Nintendo DS game Radiant Historia. It's already an awesome boss battle theme from famous composer Yoko Shimomura (Kingdom Hearts, Final Fantasy XV) by itself, but it's also a perfect fit considering the fact that the final bosses in Chronicles of Tsufanubra and Radiant Historia both aren't typical one-dimensional lunatics (conveyed by the "grey" aspect of the title).

https://www.youtube.com/watch?v=9sCm__GcOPk

Dragon Warrior: Begin a New Quest

Thanks for the amazing developer's insight! I'm always eager to learn about all the secrets a game I've played has to offer, even if it just means reading about them online afterwards. Your game probably still hides secrets that most of the players, maybe even all of them, won't even come close to finding. Please tell Firefly all of them for her walkthrough. :)

During my endeavors, I had the feeling that the lottery numbers drawn weren't completely random, but that could have been just my imagination. If the lottery numbers are random, then the "chance merchant" would indeed be the way to go for the Sage Stones (unless the player still needs the experience from fighting the Small Medal dropping optional Monster Library bosses). It would have been even more awesome if the player had had the chance to get more Sanctuary Stones this way (for an at least six-figure sum of money), though I can't really tell if Sanctuary Stones make that much of a difference for high-level parties.

Dragon Warrior: Begin a New Quest

That's an awesome feature. Now I regret I didn't play around with "Chance", particularly since I had enough "useless" money nearing the end of the game. On the other hand, it probably would have been a faster way nonetheless to win a Sage Stone on the lottery, I suppose, unless the probability of the merchant appearing after having used "Chance" was higher than 1/720.

Dragon Warrior: Begin a New Quest

Firefly, let's talk about the Golden Claw again after your journey through Underworld mountain terrain on the way to either Balghast's Castle or the place where Rubiss is sealed. Moreover, I think that you - because of your testing expertise - have built up a lot more tolerance/resistance. :D

While I never used "Chance", I can't deny its charme. One time, I had to take an extra trip through the Star Crest portion of the place where Rubiss is sealed, just because "Chance", used by one of the enemies, depleted my entire party's MP.

Dragon Warrior: Begin a New Quest

Richard, try this setup. X means lighted, O means not lighted:

---2012
3 XOXX
1 XOOO
1 OOOX

As you can see, this pattern fulfills all conditions (especially that the knight in the lower right corner has to be "en garde" = lighted), so it should work - even though I can't test it right now.

Firefly, I'm looking forward to reading your walkthrough for this game. :)

Dragon Warrior: Begin a New Quest

There seems to be a misunderstanding. The fairy in Evandusk isn't the one you're supposed to show Mab's Sword. Wonderslime explained before where to find the Life Crest:

https://rpgmaker.net/games/9456/?post=799275#post799275

Please note that you need this game's aircraft equivalent (the Star Crest) to access the area where you can obtain the Life Crest.

Chronicles of Tsufanubra

So I finally finished the game, what a great ride. To my mind, the "bad ending" - if it can even be considered one - is too short, but apart from that, I can't think of anything substantial to criticize. That won't stop me from my usual nitpicking, though.

Considering the optional bosses, they're all manageable - if the player uses everything at his/her disposal (buffs, debuffs, status condition infliction, status condition protection, monster type weaknesses etc.). If he/she doesn't, well, he/she will be in for a lot of pain.

Now for the nitpicking (potential bugs and suggestions), based on my playthrough notes, in no particular order:

The description of the spell "corrosion" (in item form) states that it lowers an enemy's HP by 5% each turn (the same amount as the spell Toxin), while the description of the learned spell "corrosion" claims to lower an enemy's HP by 8% each turn (which is also stated when having successfully used the spell on an enemy).

The spell descriptions for "mega death" differ slightly. While the item form says "Chance of killing a group of enemies", the spell form claims it "Kills a group of enemies", indicating a failsafe characteristic that doesn't exist. The same applies to the "normal" Death spell.

Concerning the Ring of the Seven's description, it must be "INT +75" instead of "INT -75".

It seems that a party member equipped with the Book of Lightning loses a small percentage of his/her MP (about 0,5%) per turn in case he/she attacks normally. I can't imagine this is how it's supposed to work.

Why can silenced enemies still cast "gravity" (is it a physical skill instead of a spell?), and why can't "gravity" be cured with "purification"?

The warp device on Diaboros can also be accessed from behind (it's the same thing I mentioned earlier related to that one staircase in the God's Eye tower). There are also some obstruction mapping errors in Diaboros, but you should have received a private message from me depicting them, Ephiam.

Diaboros again: Defeating the western warp and southern warp guardians spawns a treasure chest respectively, but I couldn't find a new treasure chest for defeating the eastern warp guardian (in case there's supposed to be one). Maybe these two treasure chests should have been there from the start. At least then I wouldn't have questioned my sanity.

I find it very disappointing that the Meadowmite optional bosses (at least, which happened to me, the mage) can run away. (Optional) boss fights should always be a matter of life or death.

The optional boss fight against Shadow of Faulmah was too easy due to her status condition susceptibility (confusion in particular).

It might just be my personal preference, but a level cap of 45 is too low, especially when a player who kills all enemies in all dungeons and all optional bosses reaches it before the end of the game. With an increased level cap, clever players could - if they feel the need - grind in the final dungeon by continually pressing the wrong switch(es) in the "four switches room".

Does it work as intended when a party member equipped with a Three King Statue (+100% status protection) and the Tower Shield (+20% ailment rate) can suffer from a status condition? To my understanding, +100% status protection should cancel out +20% ailment rate instead of leading combined to +80% status protection. Also, is it intended that the Three King Statue doesn't prevent "down", "gravity", "bleeding" and "burning"?

I don't understand why Celes' color curse spells only target one enemy, whereas the enemies' color curse spells with the same names target the whole party. It seems the enemies generally use stronger versions of spells the player's party has access to, which is particularly aggravating when it comes to the spell "crystal wall".

There shouldn't be any passages in cities that are only one tile wide, as such passages tend to get blocked by roaming NPCs. Especially "navigating" in Ziazu is troublesome because of that.

Since I mute the sound of most RPGs I play, I would've have preferred a text message instead of a jingle to indicate that the player has defeated every monster in a dungeon.

Enough nitpicking. Thanks for another great JRPG with a distinguished story, a finely tuned/balanced battle system and superb dungeon design.

Dragon Warrior: Begin a New Quest

Search around the lake in the southwestern vicinity of Carnelia (this is hinted at during conversations with Carnelia's townsfolk). You'll find a hidden entrance on the world map to an underground passage where the Gunpowder Jar can/must be used.