WHEELMANZERO'S PROFILE
WheelmanZero
947
Just a guy who loves rpg's. Thanks to some serious encouragement from several new friends and the community at large, I was able to complete one of my own. Game making is my favorite hobby, so you can expect more games on the way. Play on fellow gamers, play on!
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Umbral Soul
Not to worry guys, I already found that random npc bug and erased it. It won't be in the next version. Gryger's base form is pretty average, but in berserk mode he deals ridiculously high damage, especially when buffed. It's all a matter of offsetting his constantly decreasing HP with healing and charging his TP. I designed him to be used in combination with a healer, so he dies pretty quickly on his own.
I left plenty of cliffhangers in there, I can think of 4 right off the top of my head. This was done for the sake of setting up interesting quests and storylines for the sequel. Don't worry, all the loose ends will be tied up in Luminous Soul.
Some more spoilery commentation
I left plenty of cliffhangers in there, I can think of 4 right off the top of my head. This was done for the sake of setting up interesting quests and storylines for the sequel. Don't worry, all the loose ends will be tied up in Luminous Soul.
Some more spoilery commentation
I've already planned the sequel to the point where I know who you'll be playing as for the duration, but don't worry, it's going to be plenty of fun. The two boys in the final scene are actually 2 of the main protagonists of the next game.
The reason why Serene was overwhelmed by Lumielle's power was because she took in all of it herself, where as with the acolytes, it was spread out across six people.
The reason why Serene was overwhelmed by Lumielle's power was because she took in all of it herself, where as with the acolytes, it was spread out across six people.
Umbral Soul
Caution: The following response involves spoilers. But then hey, at this point what response doesn't?
Oh don't worry, Lilith's boss themes aren't going anywhere. They happen to be two of my favorite tracks in the game, particularly the theme for the second phase. I wasn't planning to tinker with the soundtrack in general anyway, since I think it's pretty solid.
Unfortunately playing as Ragnarok for an extended period of time would contradict the story, since he can only use his power in short bursts. Plus he'd be pretty OP. I mean completely, utterly, ridiculously OP.
Unfortunately playing as Ragnarok for an extended period of time would contradict the story, since he can only use his power in short bursts. Plus he'd be pretty OP. I mean completely, utterly, ridiculously OP.
Umbral Soul
Can't...stop...laughing. Thanks EnricBlack, I will treasure this forever! And now to enact my devious plan for getting the "Best Sequel to a Villain Origin Themed Rpg Maker Game" award.
Umbral Soul
EnricBlack Yeah, I was disappointed by the lack of games of this type too, which is why I decided to make one. There's limitless potential out there for possible games, you just need an idea, some time and boatload of patience. Thanks bud, I will accept this award with dignity and honor. Oh who am I kidding? I'm doing backflips right now. Backflips of pure joy.
guillaume Stole this little snippet of information from dictionary.com. Umbral is derived from the Latin umbra, meaning "shadow". It ties into the game's overall theme of wielding darkness. The shards of Ragnarok's power don't really have a presence in the game outside of flashbacks, but they serve as the driving force of the quest the ancient heroes pursue 200 years before the events of Pandora's uprising.
Many of the allies you make in Umbral Soul will become enemies in the sequel, including the summons. The acolytes strength will have grown by the time the next game starts, so they will possess more powerful abilities when you face them.
There actually is quite a bit of story regarding Marcus' father, but it might be easy to miss. If you snoop around Marcus' room in Lindale enough, you'll find an item that will add some more detailed lore to his past.
Oh, and here's a useful tip for you, guillaume! If you want to start a new post without having to quote an old one, type it into the box at the bottom of the page and hit "submit." If you want to say something else but no one has commented since your last post, use the "Edit" button at the bottom of your last post to add to it. Welcome to rmn!
guillaume Stole this little snippet of information from dictionary.com. Umbral is derived from the Latin umbra, meaning "shadow". It ties into the game's overall theme of wielding darkness. The shards of Ragnarok's power don't really have a presence in the game outside of flashbacks, but they serve as the driving force of the quest the ancient heroes pursue 200 years before the events of Pandora's uprising.
Many of the allies you make in Umbral Soul will become enemies in the sequel, including the summons. The acolytes strength will have grown by the time the next game starts, so they will possess more powerful abilities when you face them.
There actually is quite a bit of story regarding Marcus' father, but it might be easy to miss. If you snoop around Marcus' room in Lindale enough, you'll find an item that will add some more detailed lore to his past.
Oh, and here's a useful tip for you, guillaume! If you want to start a new post without having to quote an old one, type it into the box at the bottom of the page and hit "submit." If you want to say something else but no one has commented since your last post, use the "Edit" button at the bottom of your last post to add to it. Welcome to rmn!
Umbral Soul
Thanks for the tips guys. Don't worry, I wasn't planning on making the game grindy, but that healing spell's gotta go. The sequel will be called Luminous Soul.
Umbral Soul
Thanks Iknight, I thought healing was out of character for Pandora as well. I gave it to her because I thought perhaps the first build of the game was too hard, but it seems like players are leveling faster than I imagined. It might cause some story issues for the sequel as well, so I've decided to remove it and tweak some of the enemies stats.
There are only 2 moves in the game that revive, since having easy access to revival would've made it even easier. Overall I wanted the flow of combat to be slightly different from a standard rpg.
I'm going to spend some time fixing this game up before continuing on to the sequel. As it is, laced with bugs, spelling and balance issues, I don't feel comfortable leaving it alone. Thanks for playing, and I hope to see you at the sequel!
Oh, one more thing. Thanks for the tip off about that reflect spell. I'm going to increase its MP cost to prevent spamability.
There are only 2 moves in the game that revive, since having easy access to revival would've made it even easier. Overall I wanted the flow of combat to be slightly different from a standard rpg.
I'm going to spend some time fixing this game up before continuing on to the sequel. As it is, laced with bugs, spelling and balance issues, I don't feel comfortable leaving it alone. Thanks for playing, and I hope to see you at the sequel!
Oh, one more thing. Thanks for the tip off about that reflect spell. I'm going to increase its MP cost to prevent spamability.
Umbral Soul
It's a little difficult for me to type right now, because I cannot put into words how happy I am. As always, I'll try to address everything in your post. It's going to be pretty spoilery, so I'll hide it in the tab below.
I realized a little while back that having to remove Marcus to evolve monsters was tedious, so I'm making it so he does not have to be in the party to do so in the next version.
Despite its many characters, I had designed this game with minimal grinding in mind, which I think is causing a lot of problems. The fact that players actually grinded up to levels I had not expected them to reach seems to be throwing off the game balance. The truth is, you were probably strong enough to beat Odin the first time you faced him. His ultimate attack was meant to one-shot even a decently leveled party, or at least severely damage them. Ultimate Aura is a red flag for the player to guard for the upcoming 1 hit kill. I figured after getting vaporized once, the player would see his pattern and adjust their tactics accordingly.
Being able to see everyone's stats all the time would be excellent, but unfortunately, I don't know of any scripts that would make it possible. If I could do it, I definitely would.
I think your suggestion about buffing up the enemies is a decent one. For the last few battles of the game, I wanted the player to be able to use every resource, every character, every hard-earned experience point against one overwhelming foe. I wanted them to see the culmination of everything they had done, going from controlling a lone dark mage to commanding a virtual army of powerful monsters, demons and mages. Aegis in particular must have been underwhelming for you, being at such a high level. When I fought Aegis, everyone's level was around the mid 20's! Since Aegis is meant to be the ultimate test of the strength you've gathered, I think its stats are in need of some readjusting. Athena could probably use some work too.
Having slightly more unconventional relationships between heroes and villains is a theme that will continue on in the sequel. I spent this game developing the personalities and backstories of the villains, so that the player would see them as actual people rather than simple enemies to be vanquished. The next game will explore the personalities and pasts of the heroes, and how they clash with those of the villains. I wanted to make a story where the player was attached to characters on both sides of the conflict, rather than just the heroes.
I want you to experience all the game has to offer, so I will be more than happy to e-mail you a walkthrough when I get the chance. I'll be sure to put you on the testers list for the sequel as well, and send you a download link when I finally finish it. Thanks for all the kind words and feedback, it really means a lot to me.
I realized a little while back that having to remove Marcus to evolve monsters was tedious, so I'm making it so he does not have to be in the party to do so in the next version.
Despite its many characters, I had designed this game with minimal grinding in mind, which I think is causing a lot of problems. The fact that players actually grinded up to levels I had not expected them to reach seems to be throwing off the game balance. The truth is, you were probably strong enough to beat Odin the first time you faced him. His ultimate attack was meant to one-shot even a decently leveled party, or at least severely damage them. Ultimate Aura is a red flag for the player to guard for the upcoming 1 hit kill. I figured after getting vaporized once, the player would see his pattern and adjust their tactics accordingly.
Being able to see everyone's stats all the time would be excellent, but unfortunately, I don't know of any scripts that would make it possible. If I could do it, I definitely would.
I think your suggestion about buffing up the enemies is a decent one. For the last few battles of the game, I wanted the player to be able to use every resource, every character, every hard-earned experience point against one overwhelming foe. I wanted them to see the culmination of everything they had done, going from controlling a lone dark mage to commanding a virtual army of powerful monsters, demons and mages. Aegis in particular must have been underwhelming for you, being at such a high level. When I fought Aegis, everyone's level was around the mid 20's! Since Aegis is meant to be the ultimate test of the strength you've gathered, I think its stats are in need of some readjusting. Athena could probably use some work too.
Having slightly more unconventional relationships between heroes and villains is a theme that will continue on in the sequel. I spent this game developing the personalities and backstories of the villains, so that the player would see them as actual people rather than simple enemies to be vanquished. The next game will explore the personalities and pasts of the heroes, and how they clash with those of the villains. I wanted to make a story where the player was attached to characters on both sides of the conflict, rather than just the heroes.
I want you to experience all the game has to offer, so I will be more than happy to e-mail you a walkthrough when I get the chance. I'll be sure to put you on the testers list for the sequel as well, and send you a download link when I finally finish it. Thanks for all the kind words and feedback, it really means a lot to me.
Umbral Soul
rebel1223- One thing I wanted to avoid was having this game feel like a typical rpg with a villain wrapper slapped over it. Heroes rely heavily on potions, but I wanted the villains to play a bit differently, which is why I made potions almost useless in this game. The battle rhythm I was going for was to have the player start with offensive summons, switch to a healer when necessary, then switch back to an offensive summon. For that reason I was careful not to make any enemies that could one shot a decently leveled party member, and had most of them focus on gradually dealing damage. I wanted the player to use the summon mechanic as much as possible.
In hindsight, I'm not too fond of Pandora having healing powers. Each character has a certain specialty, so having her be able to summon, attack and heal takes away from her main gimmick; being a summoner. Demora is designed without any offense so players would use her quickly, then switch to something that could actually do damage. I do appreciate your suggestions though. As always, thanks for the feedback, bud.
EnrickBlack- The Sacred Sanctuary is tied to a specific side quest. Try poking around the Tamer's School in Arcfall to kick it off. It's great to hear you're having a good time! I had always wanted to play a non-comedic game where you could be the villain, but I was having trouble finding one I liked, so I just went ahead and made one. A game built around the origin story of a villain seemed to have endless potential to me.
And yeah, you'll be playing as heroes in the sequel, but don't expect it to be any less fun. I already have the story planned out, so it's just a matter of execution now. I have a lot of ideas that I believe will make it something special. Thanks Enrick,I hope to be able to provide you and the good folks here at rmn with even more entertainment in the future.
In hindsight, I'm not too fond of Pandora having healing powers. Each character has a certain specialty, so having her be able to summon, attack and heal takes away from her main gimmick; being a summoner. Demora is designed without any offense so players would use her quickly, then switch to something that could actually do damage. I do appreciate your suggestions though. As always, thanks for the feedback, bud.
EnrickBlack- The Sacred Sanctuary is tied to a specific side quest. Try poking around the Tamer's School in Arcfall to kick it off. It's great to hear you're having a good time! I had always wanted to play a non-comedic game where you could be the villain, but I was having trouble finding one I liked, so I just went ahead and made one. A game built around the origin story of a villain seemed to have endless potential to me.
And yeah, you'll be playing as heroes in the sequel, but don't expect it to be any less fun. I already have the story planned out, so it's just a matter of execution now. I have a lot of ideas that I believe will make it something special. Thanks Enrick,I hope to be able to provide you and the good folks here at rmn with even more entertainment in the future.
Umbral Soul
Nah, don't sweat it bro. That first battle was supposed to be unwinnable, but the addition of Pandora's new healing spell apparently makes it possible to win. (That blasted spell is really coming back to bite me in the butt...) I'm looking into that barrier issue as well.
Seems like there were a lot of situations I didn't think to test for because I knew exactly how to play the game, but I'm squashing all the bugs as people report them. That being said, thanks for the heads up, the next version should be much cleaner.
Sorry for the hiccups you've been encountering, but I hope you've been having fun in spite of them.
Seems like there were a lot of situations I didn't think to test for because I knew exactly how to play the game, but I'm squashing all the bugs as people report them. That being said, thanks for the heads up, the next version should be much cleaner.
Sorry for the hiccups you've been encountering, but I hope you've been having fun in spite of them.













