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author=jhongyu
These errors "script is hanging" are in 2 caves beneath seledin temple blocking with rocks. The others are in the entrance to Gomblon Village( The one with blocking rocks downstairs) and the cave just outside Gomblon entrance ( not blocking with rock near savepoint) and lastly the cave lead to entrance to Angelin Areas
Thank you for sending me your save file. I've tried it with an older laptop, but the maps you’re talking about are slower, but they still run. Are you playing on Steam or have you download the RAR package? You might wanna use your save file in that last one, it's only available under 'Downloads' of this game page. Make sure you quit all other software running on your laptop and try it.

If that's not working, I'm afraid 1GB RAM is not enough to run some of the bigger maps. I'm still very honored you choose to play my game and that you've enjoyed it so far, but I'm afraid I can't help you with this one. I also asked the programmer to check it, but he also concluded that it's a hardware problem.

Twell

author=jhongyu
Specs
Resolution 1024X600
RAM 1.00 GB

1GB seems a bit low. Especially when running more software in the background. Thanks to you, I’ve updated the Steam page with the correct information. What you could do is try to load you save file on a different PC and check if you have the same problem. You could also send it to me in a PM so I can check if I have the same problem. You can find your save file in the Steam folder of Twell.

Twell

author=jhongyu
I could not proceed to angelin village due to error that says "script is hangin" i only used notebook not laptop

Thank you for your comment and thank you for playing my game. I will check the game. Angelin Village is one map that asks a lot of your system. What are the specs of your notebook (which to me is the same as a laptop)?

Twell

author=Kruk12509
I'm still playing, but something happened I really want to share, so I'll just talk about averything so far~
I like the game very much~ I didn't know I needed that walking here and there, fighting some monsters... The game's good for relaxing~!

I love boss fights. For now I've fought 4, the 5th's before me. Fights are not about hp and strong attacks, but they're like a small puzzles. Use Q item to hit a red dot on a serpent. I like that~
Also, thank you for 'respawn in the dungeon and everything you did will be saved.' It's incredibly useful :D

What I don't like is the lack of descriptions/hints what to do next in the quest list. I played the game two weeks ago, now I have time to play again and I totally don't remember my quest progress :D Like, there was a guy in hide-and-seek. After Gomblom he decided to hide somewhere else... Now, where's that somewhere. The funnies thing is that I walked here and there in Angelin and in Twellin, and I didn't notice the guy.
Or there's that puzzle with 3 key's fragments. I have two of them. One is from the big tree. I totally don't remember where I've found the second part and which third part I am missing :D

On the other hand - I like that all the quest are listed. That way I know how many of them I did~

I love the animations of skill learning!!! It's like - 3, 2, 1.. Knockout!
Our poor character... :D
It's so funny!!!

Thank you for letting me know what you think about the game. I will find a way to improve the side quests you mentioned. You make a good point. But I'm very happy to read that you like the game. And thanks for mentioning the respawn game over function. That was a lot of work to implement, but I wanted to encourage player to continue after failing.

author=Kruk12509
And now what I wanted to say. I'm in the Twellin Castle and there are the guards... I didn't want to count how many times I had to try again and again, but it was many many times.
I wished for the Invisibility Cloak.
And damn, I've found one in a chest! The best Q-item ever. And here I've thought nothing could beat Life Rod...

I've introduced the more original Q-items later in the game. Glad you like them. Personally, I think your next Q-item is the best one. :)

It was very hard for me to decide how hard the sneak puzzles should be. Because yes, you get caught a lot of times. You don't have to run too fast, you just have to follow the guards sometimes and run away at the right moment. I don't want to make it easy because getting the cloak must be satisfying and must give you a feeling of freedom. But still, I had to make sure that the distance to try it again was short.

Twell

author=Avee
How do you plan to implement the idea?

I’m not sure. They aren’t hiding or anything, so I don’t want to make it too easy. And some players are only interested in the necessary amount, so I don’t want to force them with a changing counter on the screen for every map. I was thinking to just put icons on the World Map and make them glow or checked if you find all of them in that specific location. That way you know where to find the last ones.

author=Avee
Another small mistake that I found today: the first location of the orbs near Seledin Temple and in the purple Cranium camp. Both show the Purple Orb sprite, but I think that you still obtain two different orbs. Fixing that can wait until the next update.
EDIT: Actually, if you take one of the Purple Orbs, they both disappear.

This is actually on purpose. For example, the Purple Orb does appear in 4 places. If you ignore one place, you will find it on one of the other places. If you collect it, it will disappear on all other places until you used them. It will be available again, only not on the place where you collected it already. The idea is that it’s easier for the player to collect them all.

Twell

I’ve updated the game. (v1.1.3) So make sure you download the latest version. Almost everything has been fixed.

It was pretty hard to decide the difficulty of the game. I wanted to reward the player for doing the side quests and for discover the extra area's. So I decided to make it hard to those that aren't doing the extra stuff and easier for those who play everything. I wanted to make sure it was still possible to beat the game if you just go from dungeon to dungeon.

author=Avee
I loved the puzzles in the 6th dungeon especially. They were clever and creative. One of them almost had me stumped too, and I appreciate being challenged. Still, none of the puzzles struck me as too complicated, so I think that you found a great balance there.
The final dungeon is also fantastic! Memorable moments and puzzles and despite there being a lot to do it's very easy to keep track of my progress and what to do next. I also loved the twist of how and where the Boss Key is acquired.
Thank you, really happy you appreciate them. I put all my most unique puzzle ideas in that 6th dungeon to create one big puzzle dungeon. And the final dungeon was ment to use everything you did earlier in the game, with a small twist here and there. Really happy you figured out all the puzzles.

author=Avee
One of the moments I liked the most is when the Gomblon you give a flower to meets the Angelin. I would have liked to see more peculiar interactions between NPCs like that.
Yeah, the idea was that you switch a lot of character to the different locations by doing the side quests. A Gomblon goes to Angelin Town, an Angelin goes to Twellin, etc.

author=Avee
I'll have to do a second playthrough and avoid leveling up too much to get a better idea of the balance of difficulty, but it seemed appropriate in the end. Nearing the final dungeons, I ended up with plenty of Gold, enough to buy whatever I needed to become much stronger. And there are enough Red Potions to find that I never had to buy one.
That's quite an achievement that you didn't bought any red potion. Nice job. Yeah, at the start it feels like you are short of gold, but that's just a way to encourage the player to go and explore for more.

author=Avee
I'm wondering if there are any Passwords available though, and what they'll do.
They are used for some small extra's, but nothing that you will mis out. If you complete the game 100% and beat the final boss again in the adventure, you will receive some passwords. (Which I won't spoil) 100% means getting all equipments, beat Battle Mode R2, beat Boss Rush, getting all orbs 4x, do all side quests. Getting all skills is not needed.

author=Avee
I give Twell a 4.5 out of 5.
It's a great way to start 2023! I recommend it to anyone who enjoys Action RPGs similar to the Zelda series and Alundra, or even Ys, semi-open worlds and Metroidvanias.
Thank you very much! I am honoured. You were a big help in this game. :)


---------------


Now for the fixes. Really happy none of the bugs really stopped you from playing. Still, they have been fixed:

author=Avee
-The Paralyze spell seems to work fine, but the paralyzing effect of the Thunder Sword doesn't, which makes the Thunder element useless at the moment.
This was a bug, thank you for finding it. The short paralysis on the swords didn't work fully. Now it does. So thank you very much. And it has also has been raised by one second.

author=Avee
-About the seed-shooting pod/plant puzzles: Is it normal that the red plant never shoots? Once the green plants are in place, I can attack one of them to make them shoot. For instance, I can strike the last plant in the line (the one directly pointing at the target) to make it shoot the target.
I was under the impression that you wanted the players to strike the red plant and have the seed pass through every green plant in order to reach the target, but it doesn't seem like that's the case at the moment.
You discovered something very good. This was not supposed to happen and I've never tried to hit it with a sword this way. So thank you. It has been fixed.

author=Avee
-The 6th dungeon boss: One part of its body was following the camera as I walked around the room, staying near the edge of the screen:
https://rpgmaker.net/media/content/users/15964/locker/twell_bug_04.png
-A similar bug happened with Deff when he was doing his flying attack.
-And Din's sprite froze in place once after he was supposed to teleport. The sprite vanished after a few seconds. Maybe it happened because he was stunned by a hit from my Ice Sword at that moment.
I thought I was just pushing RPG Maker XP to it's limits, so I just accepted that. It was sporadic and had no effect on the game. But I removed the Anti Lag script and the problem was gone. So maybe the programmer Frank Nieuwland can fix it, but we have to wait.

author=Avee
-Din is not fought in the Boss Rush mode. Is that intentional? (I know he is fought in the Battle Mode, though)
I explain this below. But Boss Rush was also long enough without him. :)

author=Avee
-During the credits, you mispelled "Grammar", lol.
Have to say, that is funny.

author=Avee
-About the elemental swords: At Level 3, I think that the Ice Sword is the obvious best upgrade to have because it can stun enemies. The Fire Sword might be more useful if there were more enemies weak to fire. And the Thunder Sword could be a good choice if the paralysis effect worked properly, but only if enemies are prevented from attacking for longer than with the Ice Sword's stun.
So this was the fault of the bug you mentioned earlier with paralysis, which is fixed now. I think there is a good balance now. Maybe the Fire Sword should do a bit more damage. But I highly recommend to switch sword element based on the dungeon you will enter.

author=Avee
-I beat the game at Level 36 and felt overpowered despite missing... two skills, I think. Reaching Level 45 to acquire every skill would require quite a bit of grinding. There's also a secret skill, right? That we can learn when all other skills are learned? But I don't think it would be necessary to have it in order to beat the game.
Maybe if enemies gave more experience so the player can level up faster but stats would not rise as much to keep the game balanced. That way it would be common to reach Level 45 or so before the final boss and learn all skills. This isn't a suggestion but simply a possibility.
I never wanted the player to reach level 45, because you have to make a choice which skills you want to learn. I simply added the final skill as a reward for those who really wanted to see what happens if you get all skills. It simply is a bonus. Skills are also not part of beating the game 100%.

author=Avee
-The 7th dungeon, the spiders' lair, could be a little more difficult by adding a few medium-sized gray spiders.
-Maybe you could also add a few medium-sized enemies in the 8th dungeon to make it more intense. Medium bats and medium skeletons would be nice.
I've raised the difficulty of these dungeons a bit.

author=Avee
-The battle against Din is easy and a little disappointing because of that. But the final battles after that are intense and cool. Maybe you could add a new attack that Din would use occasionally or whenever he teleports: how about a number of fireballs that start at the edges of the screen and fly toward the player? It would be similar to Deff's flying attack.
It was sort of my intention to disappoint the player about the battle. Like Deff said before it, you will win the fight, to indicate that it won't be much of a challenge. But, I wanted to surprise the player with the true final battle. That's why it is also not part of the Boss Rush. It simply is not the true boss. I wanted to put him in the Battle Mode because he is almost a normal mid battle and I wanted the final challenge to be something special in Battle Mode.

author=Avee
-I was missing 2 Soul Fragments. After searching every location several times during the game, I gave up trying to find them. So I was thinking that maybe you could show a number in a different color next to the Soul Fragments' count, to indicate how many Soul Fragments remain in the current location... Or any other way to let players know.

-Another quality of life improvement that I would suggest is to add a small dot on the world map for every location in the game, including small caves. That would make it easier to remember where to keep exploring and if there's anything that players have missed or forgotten about.
I like these ideas, especially the Soul Fragments idea. I was thinking to put these on the map for every location. I like this idea because collecting all 50 Soul Fragments is kinda worth finding. It is a lot of work to do this, so it's not in this update, but maybe in a future update it will.

Everything I didn't mention is fixed. :)

Twell

That’s pretty brave of you to challenge the 5th dungeon so soon. But it was always meant to be possible. :) It’s great to read how you approach the game. It’s also very nice to read that you enjoy the game so much.

I’ve updated the game. (v1.1.2) So make sure you download the latest version. Everything is fixed or improved.

author=Avee
In Angelin town, the shop at the eastern side has an Inn sign instead of a Shop sign.
This isn't really a shop, but it's not an inn either. So I’ve changed the sign to a drink sign.

author=Avee
The woman with red/brown hair and twin tails in the southern area of Twellin city: When I talked to her after the 5th boss, though unrelated, a new challenge was unlocked in Battle Mode. I think that might have also happened much earlier when I talked to another random person in Twellin.
This is not really a bug. When you make certain characters happy, it will unlock a new challenge or stage. (Not counting side quests) I did it because I want players to remember some dialogue and return to them and be surprised that they still receive something from it. It’s kinda hard to receive all challenges and stages by doing this, that’s why you can buy the rest after you finish the game. But, to make it clearer, you will now receive a message when you receive the first challenge or stage.

author=Avee
Does the Protection Weed cancel all damage? If so, the word "Environmental" in the description might be confusing. Maybe it's best to remove that word.
No, it will cancel damage from boulders, spikes, that sort of stuff. They can do a lot of damage in some tricky situations. But I removed it from shops and replaced it for something else except for one shop. Just to let player know that it is not really that necessary. I also changed the description.

author=Avee
So far I found 4 Fire Stones, 2 Ice Stones and 1 Thunder Stone. Maybe you could replace one or two of these Fire Stones with something else?
The amount of stones should be equal, but you can get some earlier than others. That’s why I changed it. You now get a random stone. But you will get them equal. So for example you get randomly the Fire Stone, after that you will randomly get the Ice Stone or Thunder Stone. After finding all three, it will reset again. (However, because of your current save file, it will reset anyway so you might get a Fire Stone again.)

author=Avee
Is there a way to see my HP and SP numbers?
It’s now available to see it when going to a save state. I removed it from the start menu because it simply does not matter in the game. But I realize that if you buy a lot of upgrades, you want to know it anyway. But I want to keep the start menu small and useful.

author=Avee
When I got the Bronze Bracelet, I thought the 20% extra Gold was not worth it, especially since I had already opened so many treasure chests with Gold inside. But I probably haven't seen enough of the game yet to gauge how much money would be right to have at different points.
I would recommend to equip it when you in need of money. Let’s just say that there is more.

author=Avee
I didn't find the V-Slash and P-Slash skills to be particularly useful, especially after getting the Golden Bow.
With an Attack of 16 and range, the Golden Bow seems overpowered at the moment. My sword is Level 2 with an Attack of 12, so the only way I can deal more damage than the bow is to hit an elemental weakness. But here again, maybe I haven't seen enough of the game to judge.
You were never supposed to receive the Golden Bow yet. But it’s kinda cool that you did get it though. Still, it’s too early. The number to receive it was an early development number. This is now fixed. (To prevent spoilers, I won’t explain how you received it. I already send you a fixed save file because it can break some puzzles.)

The rest is fixed. :)

Twell

author=Avee
A couple of things I would change is to make the music a little louder in the Cave and the Lantern's light could be automatically on instead of having to go through the Q-item Menu (unless there's a reason you'd want to stay in the dark in certain places?).
I also found a bug in the Skill Menu: at the beginning of the game when you don't have any skills, trying to equip one makes the C-Slash icon appear.
There's also a strange Picture that shows up in the Temple's room where you get the first Lantern or when you light up torches. No major bugs though.

There is a new version available. All of these things have been fixed.

You *could* toggle the option to automatically turn on you lantern when you enter a dark place. But I haven't tested a full playthrough with that option on. That's why I made it available in the 'Options'. You can see the options when you interact with a save state. You can still always turn it off whenever you want, which is necessary at a certain mini game.

The strange picture will not happen anymore, but if you have a save file from the older version, you have to enter the Main Menu and return to your adventure to fix it. (but it might not be necessary at all)

Twell

Thank you so much for your reaction. I’m really happy to read this. I’m going to focus on the bugs that you found. Putting the lantern on and off will be used in one of the 4 mini games in one of the locations. I don’t want to spoil too much, but from where you are now, let’s say that there is more to see. :)

I truly hope you are keep enjoying it. My main focus was to keep the player engaged until the end, I hope that it succeeded.

Shindra Duel Adventures

author=bicfarmer
This is presented as a card game, but it play very much like a pokemon game. Cards level up and learn moves at fixed levels like pokemon. There is a team rocket-like organization running around and your primary goal is to defeat them. The game length is about 1/3 the length of an actual pokemon game, with about 3 towns. That said, there's alot of features and cool stuff in here. Try it if you are looking for something that looks like RTP but plays like pokemon. (no 1v1 battles though)

strats
I picked blob as starter, but traded it away like an idiot. My final party ended up being chimera (fire is a very good element that alot of enemies are weak to, also has strong heals), ice lady (good mix of ice spells, buffs, and attacks), ogre (slow, but high attack damage after buffs), and god dude (heals, revive, debuff, confusion). I didnt have to actually use revive at any point but it's good to have. The game is about as easy as a pokemon game anyway, so there wasn't anything too intense.


BUG: At event park when i talked to the EOC man, the scripted main menu got partially stuck on the screen after i backed out of the EOC there, disabling all my menus and turning my character invisible. I could still move around the map for some reason.


Hi bicfarmer! Thank you so much for playing my first game. I will look into the bug as soon as possible. That shouldn't be happening. The difficulty was pretty hard to make. If you play it the right way and trade your cards with NPC's or fuse your cards, you can get a pretty good team.

There are some harder challenges in the game. (Some are locked behind passwords.) One you can unlock by beating my second game complete Eling: First Dimension.
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