I am simply a dangerous tester. Don't believe me? Then give me a game and I'll prove it.

Fear the lord of darkness!



Umbral Soul

Looks like I haven't commented since...2017? I think it's time I throw out another one. I'll probably hold off for the update before I do another playthrough, but I have been keeping tabs on this. As someone who did a bunch of testing back then, perhaps I'll be the one to find the next generation of thiers. I doubt there will be too many bugs for me to find at this point, but new updates leave room for unexplored territory.

This game has a way of blowing most other games sidequests out of the water, and then blowing them into space before they can retreat back to the water.

Good luck with finishing the updates!

Reliquia (The Prototype)

Edit: Remembered some bug details.

I went ahead and gave this a shot since I enjoyed theia so much. The writing is good for what's there. The gameplay didn't give me any kind of trouble though. 0 losses and maybe a character ko'd maybe 3 times total throughout the whole game, and this is with the hidden boss killed. Also found some minor bugs. None of em hurt anything though.

1. Whenever you pick up a rune shard, it will sometimes leave collision behind. Not a big deal and doesn't always happen. It might be the one in the bottom right outside of the main entrance of the ancient runes (bottom right of locked door). That's the one that sticks out the most in my memory.

2. There is a passability error just outside the lightning runes. It's one of the walls.

3. There is a passability error inside the lightning runes. It's a wall near the bottom right torch (the torches that light automatically when you light a different torch).

4. In the lightning place, the ground doesn't light up to show a random encounter on top of the jump rune spot. Not a big deal but it did get me once because I thought it was safe. Ended up having to kill the tanky mob instead.

5. Kaba's helm drains your hp on the overworld, but I'm not sure what the point of that is when you start battles at full hp anyways. Even if it actually did drain my hp, I had a plan to just unequip it and then reequip it right before battles since they aren't random.

6. Burn status being disrupted by attacks makes inflicting burn on enemies kind of pointless. Not sure if this was intended.

Next I'll give my thoughts. I'm not going to comment on the writing because there wasn't all that much of it. Only so much you can do with a time contraint game and I thought what was there was fine. I could question things from a logic standpoint, but for a game focused on gameplay I think it's better to enjoy what writing is there.

The end game dungeon weapons are way better than anything else I got. Gunmetal rose in particular hits all enemies with high damage and barely misses despite claiming low accuracy.

Memento's are a bit weird. I don't particularly like the resist ones much because I have no way to really know what I'll be fighting against. I found the stat buff one's really good though. Kaba's helm pairs nicely with vagrants end game weapon ability in particular. Hunter had tristans boots (swapped to azaros memories after my boss win). Sorceress had cideris's gloves and the lich staff. Death touch is op and my main source of locking down the damage on the hidden boss.

Runes I felt like only the third one really help. The rest were just there as a bonus. Vagrant crit, hunter aggro, and sorc all stats are what I went with.

I found the strat was to pick two good skills, ignore the third and invest in healing items. I didn't even grind and I still ended up with quite a bit.

Vagrant: Learned slashing step (very first thing I learned because aoe op) and second wind. Honestly I think I used second wind a single time for the heal. The buff in his other stance didn't feel worth the turn with the sp drain going and him having a buff for the very first turn of it anyways. I think I probably wouldn't of used his last stance. I didn't really ever need less aggro with hunter protecting me when low, and I wouldn't have wasted turns trying to counter when there was no guarantee he'd get it off when I could be attacking in shaytan form.

Hunter: I never infused his bullets. There was no good way to know elemental weaknesses or even how much they'd help. I'd much rather be using fan the hammer, devotion, or protection. Gunmetal rose replaced fan the hammer for me in the late game. I'd still use shot against single targets though.

Sorceress: Avoided the aggro skill because hunter still kept me alive just fine. Her concept is pretty cool although I think staying in her light form is the strat for an emergency aoe heal. I found her lunar forms heal not as useful because I could just do that, and having her already low max hp drain wasn't ideal. I can kind of see it with hunters protection skill though. In the end game she spammed death touch for me because that debuff is a major help.

Overall I think the gameplay was the most interesting aspect of the game. I liked the form shifting and some of the skills. There was never any reason for me to attack, and I only ever saw a point to guarding if the enemy announced a powerful attack coming.

I think it was a pretty good game overall, especially so since it had a deadline.

Theia - The Crimson Eclipse

Been awhile since I've played an rmn game, especially one this well made. Figured I'd leave my thoughts here. I fully S ranked the game, although it would of been nice if I could select an area and it told me how many chests/gaia shards were left. Could be something for your next project. Anyways, I'll start with the bugs. I didn't try to actively test as I just wanted to enjoy the game, but I still ran into a couple.

1. I've no idea how to replicate this but I broke the battle system once. It thought a character had a turn when their atb bar wasn't full. It could of been a multitude of things between as simple as me trying to choose who I wanted to go first (I think it happened at the early stage of a battle), or an enemy action could have done it. Probably not worth tracking down and I had a recent save when it happened, but I figured I'd note it regardless.

2. If you press shift while talking to the alchemist you can glitch the menu. It sort of backs out while having the menu cover up your screen. Fixable by talking to her again. I initially found this because I was wondering if I could press shift to get like a description of her items (particularly in the unique section) so that I knew what I was buying. Would of been nice to have that in the arena as well, although after using the save/reload trick to check them all, I have no idea why you'd buy anything that isn't the epic garb. It's just way too op and made me skip the character uniques.

Anyways on to my thoughts. I'll toss this section in spoiler tags. so that I can go into more depth. It got wordier than intended so be ready for that. Some of it's probably me nitpicking a bit though.

The writing was really well done. Having read the e-books as well as the action figures, I can tell this game received a major overhaul that was well worth the effort. I'd say it's even better written than some commercial games as there were some things I didn't even predict. I'd say the major one was the twist with grant. There were multiple things that made me not suspect him. First is his personality at the time which showed no hint of a dark side. Secondly is the fact he was playable in a section (not commonly done), and finally because of the ladermis section (I probably spelt that wrong). Because of the red glow I thought it was the oricalcon influencing the prince. I think the fact that you kept the twists well hidden, as well as not being afraid to wound/kill off characters worked in your favor here too.

Characters: Again well written so not much to say on that front. I've seen some comments on the balancing in the comments so I wanted to touch on that a bit. I think in some ways they work fine, as they each only cover certain enemy weaknesses, and during the party splits this wasn't a problem. The ferion/nimrod section comes to mind against the golem type enemy. I generally find ferion to be really weak again bosses, but antitank does make him useful in the event that you are fighting a golem. I generally thought most characters were fine for their sections of the game, but sort of fell off in the final chapter where it made sense to just pick some of the stronger characters that can cover most things. I think one reason this happened is due to the sheer amount of playable characters. I enjoyed having them, but it's also hard to balance that many characters around end game. One thing I do want to add is I kind of wish the mage type characters basic attack did damage based off their spirit instead of their strength. The game tossed out tons of sp items even on hard mode so it wasn't that much of an issue, but I think it would of helped dale some as she had 0 offense capabilities. Truly op healer though with aoe heal and a medidate option so this is probably more of a nitpick than anything. Not even sure if it's possible in 2k3. It mostly bugged me in random encounters where I didn't need healing.

Gameplay: I went more in depth than I intended in the character section. I enjoyed the battle system as well as the weapon/gear system. One thing I disliked is the jamming sections though. Not so much the intended purpose as the fact that I had to remember what I had to equip after the section ended. I'm not sure how hard it would of been to equip the last thing that was equipped after the section ended. There were times I even forgot to re-equip my stuff. My other nitpick here is the fact borghetti didn't sell any type of normal armor that isn't related to weapon slots. I had my seth setup a certain way and his equipped weapon didn't have a defensive slot. I was having a little trouble with the 1 on 1 duel with horus and the only way to get any type of lightning resistance was to change my weapon since borghetti didn't have an armor section. I was too stubborn to change my weapon so I equipped him with an octopus for the slow resistance and won that way. At the level I fought horus my self heal at max level healed around 800 I think, whereas horus's lightning move did around 1080 I think. I also really liked the camp feature, but I felt like I didn't really get a new camp section that often. Would of been a nice touch to let the other party groups set up a camp too I think. One other thing that would of been nice is if npcs got updated every so often (maybe once a chapter if you can revisit a town you've been too. I'm the type that likes to explore and checks for that sort of touch. Rip that poor guard who is still on his first day in the castle even though it's the final chapter.

Endings: Gameplay section got wordy so I'll talk about these here. The portion leading up to the ending was impressively made. I have no idea how you scripted all of that in 2k3 but I enjoyed it. Too bad it wasn't an actual battle with seth in that form, but I can live with that because that section was great. I really like that you added npcs I could use to switch endings, as I probably would not have replayed huge sections of the game right away to get those. I do think this made it more obvious that the martia/natia endings where you choose to be the vassal are basically the same dialog wise which was a little unfortunately. The different backgrounds were nice though. Also not sure how I felt about the natia ending where seth just ditches everybody. The martia one was fine as it felt like he was trying to make amends, but in the natia one where he straight up disappears from everyones lives and doesn't really seem to be doing anything but wandering...that felt a little bit uncharacteristic of him to me. I'd almost preferred another not-vessel clone ending I think. I'll touch on the 99 shard ending here too. Having a demo for a possible sequel was interesting, but the way it played was a bit weird. Using the hamster didn't really feel that obvious to me, and the first puzzle section with the spikes felt like rng to me. I didn't get the same spike rotation every single time, and sometimes the spikes would stay up too long and make it actually not possible to beat the timer. I did like most of the section, but the gameplay just didn't feel very fleshed out to me.

Music/assets: Not much to say here. You chose from a good selection of games. I know custom is really hard to do (I'm no artist myself) so I think that route was fine. I enjoyed the music selection.

Minigames: Most of these were fine. I one shot all the required minigames. I could not beat the drinking game though. I've never been great with button spamming on a keyboard, but I may of been able to manage it with a controller. In the end I didn't bother after I googled the reward.

There aren't many rmn games that I rate highly, but I'd say this is up there as one of my favorites now. Not to give the wrong impression here as I do think most of the smaller games are fine and are decently made, but those don't give me the same feeling as a well made game with a good length to it.

Monster World RPG

I just got past it after asking a friend for some advice. I was looking of those colored floor tiles like switches, and that I needed to push the colored blocks onto the same colored floor which wasn't correct. I'll leave that as my hint, but I'm also going to pm my thoughts on the puzzle because I don't want to make it too obvious.

Edit: Now up to just before the last dungeon. Got the legendary gear, all star shards, and yet...I am still missing a rainbow secret for rainbow secrets 2. I was careful so it's probably just a random gold bag somewhere..and since I have the legendary gear I'm thinking of just skipping it than search every dungeon again. Sucks to leave just this one thing unfinished, but there is no telling which gold bag I missed, and I just don't have the will to search for it.

Anyways, been enjoying the game. I ignored the dialog issues since I don't think you are a native english speaker, mini-games were fun and not too difficult (except the button smash one), terrain changing from events was nice, and plenty of secrets. Battles were far too easy but that was more due to the engine being limited I think.

As for bugs: I mentioned before lucky sword doesn't always give the correct gold. Lot of items say they are multi-target when they are actually single target and when I tried the debug set it only changed my weapon and left my armor alone. May have been others too but that's all the big ones that stick out in my mind.

Edit 2: game demands that I find whichever gold bag I missed. This is going to be awful...

Edit 3: Found it!

Monster World RPG

Dao's prison...I can see why you are confused. I'm not even sure how to solve this. I've exhausted most of my ideas. This room needs some sort of hint. Even with the color wheel in mind, I'm not really sure what I'm supposed to be aiming for. Art has never been my thing to begin with, so that could be part of the reason I'm not getting this.

I'll try a couple more things but overall I don't think it will matter when I don't even understand the goal here. Is it to use two colors to make a color that isn't there to fill up the gray spots? I think this room could have been better if it also had some sort of riddle in it to give you a clue.

Monster World RPG

That was a lot of exploring. In the end I made myself go back through each dungeon (moreso for rainbow secrets than anything). I suspected the chameleon might be in the next kingdom, but I kept it in mind since I had to backtrack for all those spots.

I did notice that destroyed areas had no secrets. I've also enjoyed how certain events can change the landscape.

Now that I have reclaimed my rainbow sword it is time to move on.

Edit: Forgot to mention, I used all those pots of gold that hotta found for me to buy out tom's hardware. Now I'm broke again :(.

Monster World RPG

Alright, that helped. I didn't think to use sniff golf for those rainbow spots (In fact I had been actively ignoring the skill because I was never low on gold). One of the underwater spots (the one with the gold bag), was my fault. I had looked at it wrong and thought that whole section was a cliff (even though I had ventured into other shadow areas...I really don't know why I thought that single section was a cliff).

That video did help for the last lair I needed. I tried to go that way once, but I just approached from the front and got stopped by the two seaweed, and just assumed the rest would block me as well. That was cleverly hidden.

All that's left is to actually go back there and conquer the lair, travel around the world for those gold rainbow spots, finding the chameleon chef before leaving for the new kingdom (though I'm not certain I can find the chef, it's possible the area he left for is that new kingdom), and talking to all the royal guards.

Edit: Talking to my new ally isn't crashing me this time. Could be a one time thing...I have no idea. I do remember seeing something about a memory error when it happened, so maybe it was the engine being dumb.

Edit 2: Got most of them now, though it seems I'm still missing some spots. I guess I'm going to have to check every single dungeon, which I don't feel like doing right now.

Monster World RPG

I'm not there yet but I'll try to help if it isn't answered when I get there. Also, a couple bug reports to possibly fix in the next version. Keeping my post vague in some sections so there aren't any spoilers.

1. I've noticed that with lucky sword, not every enemy gives you double your money back. I didn't note every single one, but a good example of this is the shroom monster in route to the coliseum. I forgot how how it rewards in battle (I think like 16g?), but after battle the lucky sword will give you 86g per shroom if you have it equipped. There were other monsters like this too, so it could be a good idea to double check them all (assuming rpg maker 2k3 doesn't make that a pain, in which case maybe just ignore it as it's not really game breaking and just lets you farm gold easily early on.

2. This is really the one I came to report. When you get your last party member (I just recently got him), and then talk to him on the boat, then the game crashes. I have to rewatch this new chapters cutscenes, as well as redo three royal knight conversations as a result.

Now to report my progress:

I have 22 star shards at this point, as well as well as the rainbow sword inserted into a certain place. I actually found most of those hidden doors on my own, but there were maybe 3 or 4 that I missed as I rechecked old areas. I see a few rainbow spots where I can't seem to do anything, so I'm left to assume that I'll need a later power for those.

As for the mini-games, I've actually been breezing through them fairly easily (except for that damned button smash one since that's really not my thing, but I got through it). Nice touch on having different dialog on the flying saucer minigame. I only found out because I had to redo it once (the first time I didn't know exactly what I was doing and took a few hits, whereas the second time I already had a feel for it and didn't take a single hit).

Lastly, I could use some help finding an area that I've probably overlooked.

The only unfinished business I have right now in the aqua kingdom is I feel I'm missing a section of underwater exploration (when I go in the normal way, you can see a big money bag to the right, but I cannot figure out how to get over there. I also feel that area has the monster lair that I'm missing.)

Given I've been all over this kingdom like 6 times (Had to revisit areas each time I got a new gene and such), and I still don't know how to get to that section of underwater, I can only guess two things. Either I'm overlooking something, or I don't have the means to go there yet. I'm thinking I'm overlooking something giving I'm only missing a single gear, and one of the evolution quizzes involved that lair I hadn't visited. Almost forgot, gotta find the chameleon chief as well, so I'll probably be going over this kingdom again.

..I ended up posting a lot more than I intended. Oh well.

Monster World RPG

Alright some updates.

Junior: Finally beat his minigame. You were right that using multiple enter keys at the same time was causing conflicts, and focusing on one turned out to be the consistency I needed to overcome it.

Hotta: I actually met those moles earlier in the game before I had recruited Hotta. I just forgot to go back and check them afterwords. I just tried his first dig and I actually first tried it (came close though).

Priscilla: Got the first receipe on the third try. It really wasn't that bad, but the fact I had to hit the up key twice after each cycle was throwing me off at first.

Looks like I can do more of priscillas, but I'll need to go get the ingredients.

Monster World RPG

Been trying this myself and I agree that some of the mini-games are difficult. I've done a few mini-games so far. I don't think I've done any memorable story wise ones yet (the castle just opened up for me), but I can comment on some of the ones I do remember, as well as one I currently can't seem to beat (and I don't like leaving things behind).

Pepes minigame: I've beaten two libraries so far and found this one to be rather easy. The later ones could get harder but I can't comment since I'm not there yet.

Priscillas minigame: I haven't beaten this yet but I only attempted the first one once because my focus is on another one. It doesn't look that tough and would probably be in the moderate range because it does require some speed. This one could be tougher than I think, but I won't know for sure until after some more attempts.

Juniors minigame: This is where I'm stuck. I've been spamming three different confirm keys at the same time at full speed, and I can only make it to the second to last bar and it bothers me. I cannot see how I'm failing given my mash speed, and the description of the minigame did not sound like there was any rhythm involved. Either there is another factor I don't know about, or this is borderline impossible. Smashing keys is a lot harder on a keyboard than with a controller as well, but I would think my speed would be enough.

Casino Minigames: I'm only going to mention the two important ones as they give you a piece of gear. The music one isn't hard at all and only requires you to recognize the music. As for the RPS minigame, this one took me a few tries but I beat it in the end. I recognized on my first time through that the decisions aren't entirely RNG, and then it only took me noting which ones tripped me up, and picking the right choice when I got to that round again. I think on my first attempt I got to round 8, and then it only took me a couple more tries to beat it entirely.

Other than that: Secret wise I've found 3 golden stars so far, a golden watering can, perfume, and the star charm. I'm not sure if I have missed anything up to where I am so far, but I tend to be observant.

I've had to take a break because of juniors minigame, and I refuse to let it beat me. I am at a loss on how to complete it though.

Edit: I don't think you noted it anywhere in game, but I wasted gold on gauntlets when they first appeared in the shop without knowing that they can break after battles. This was back when I still had limited funds. I also saw that the helmet is breakable when I tried it. There should be a note somewhere on the accessories telling you that they can break, and possibly give the odds of breaking as well. This made me wary of equipping the sunglasses and perfume when I got them, but giving that they are unique I don't think they will break on me.