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Found 17 results

  1. Nirwanda

    Pathway: Desire+

    ​Pathway: Desire+: Abstract: A wanderer has to find her way out of a cave. Genre: Fantasy, Dungeon crawler Average Play Time: 1:30 / 2 hours Game Progression: Finished! Story / Setting / Purpose: During Indie in a week V, I created what I thought would be a fun and simple dungeon crawler. Unfortunately, not enough playtesting led it to be too difficult and not very enjoyable at all. So I had to rebalance it. This rebalance has come out somewhat on the easy side, but I can live with that, maybe with some feedback, I can reach the exact balance. Alone and afraid Erika finds herself trapped in a mysterious cavern where inscrutable forces pull at her and danger lurks at every corner. Can you help her survive the hordes of monsters standing between her and the truth? Character Bios: Erika: Little is known of this wanderer, she's very confident on her own skills and more than a little naive, but she is determined to find the truth even if it costs her her life. Will her desire be enough carry her through this dark pathway? A pure melee character, Erika learns only one magical skill and a few support ones she's your tank and she can take the punishment as well as she can deal it. Valda: A traveling priestess Who has also found herself trapped in the cavern. Sarcastic and somewhat violent, she's still an steadfast ally. With few and far between offensive skills, despite her personality, Valda is mostly a support character. It falls on her shoulders to keep the team alive and healthy and she's well equipped for it. Faith: A mage and scholar from the Lyseria university, Faith unlike our two previous characters has been exploring the caves out of her own free will. Untrusting and with a sharp tongue Faith has some trouble fitting in your party; but her need for survival is stronger than her mistrust... for now. Taking advantage of elemental weaknesses (most enemies have them *wink, wink*) Faith is the most offensive minded character of the party, sadly she's sorely lacking in the defense department making her fall to enemy attacks and strong breezes alike. Be sure to keep her alive! Credits: Scripts: Yanfly Modern Algebra Tsukihime Fomar Craze Wavelength Redoo Great Red Spirit Music: Teknoaxe Evan King Rolemusic Windowskin: Retro Halloween tileset SFX: SubspaceAudio Graphics: Enterbrain Crazy_leen Lannea Zimmerman Nightblade Nirwanda Screenshots: Treasure chests, goblins... adventure! No time to pray when your life is in danger! This forest is not at the edge of the world. Features: - Character customization and many diverse skills to suit your playstyle - Mystery based plot - Custom graphics Download: Without RTP (45 mb): http://www.mediafire.com/file/oimnofunye41xm6/Pathway+-+Desire+1.2+NO+RTP.exe With RTP (231mb): http://www.mediafire.com/file/7vz2stscx2srgba/Pathway+-+Desire+1.2+RTP.exe Known Issues: If you are in the skill learn screen and switch party members with q or w, the new party member's skill menu will still feature the previous one's skillset Trying to learn anything will crash the game. Just move your cursor up or down to fix this. You can also nab for yourself the game graphics, here if you want: http://www.rpgmakercentral.com/topic/39560-pathway-desire-resources
  2. Squishybrick

    rpgmakervxace Dungeon Master 2

    Mature Warning: Possible unintentional/accidental drug usage and very few but some foul language included. Abstract: A dungeon crawler with rogue-like elements, and great variety. Genre: See "Abstract" Game Progression: Complete, releasing demo Recruitment: Game entirely made by single person, none needed. Game Length: Full Game - 9 to 12 hours Demo - 45 minutes to 1 and a half hours. http://www.mediafire.com/file/1k5j4iieoxsa0e0/Dungeon_Master_2_Demo.zip [The Demo] Story: You control a group of adventurers seeking the "Dungeon Master", a strange overlord of an even stranger realm, which is responsible for the disappearance of many noble adventurers. You are tasked with heading through "The Paths", an enigmatic system of pathways dotted with strange symbols that teleport you to various realms all across this dimension. Can you survive the onslaught and reach the dungeon master? Or will you be but another tale of woe? Character Bios: The game is more focused on the gameplay itself, rather than the characters, and though your characters may individually fall victim to traps or avoid them, there isn't any real development going for them. Credits: Creator/Ideas - Squishybrick Scripts-------- Item Rarity - Hime Item Stack Size - Hime Mana Shield - Hime Active Cost - Hime Toggle State - Hime Chest Drop Randomizer - AdiktuzMiko Anti-Fail - Yanfly Passive States - Yanfly Passive Skills - Neon Black Drop Options - modern algebra (rmrk.net) Custom BGS------ Thunder - Squishybrick [The player heading through "The Path", in the demo] [The player visiting one of the "Temples".] [A screenshot of the inventory page, with some various collected items] Features: The demo perfectly encapsulates most of the main features my game has to offer, and, if beaten, will tell you everything you need to know about what the full game offers.. But obviously it'd be lazy to just let my demo do all the talking, so here's a basic explanation/run-down on how the demo/main game works.. The gameplay is quite simple. Once you're actually in the path, you're set on a non-deviating path leading down. In this path are "nodes", miniature portals on the ground which teleport you to various locations each time you step on them. Growing stronger in this game is not done by EXP, but instead, equipment and stat-ups.. Some of the "nodes" may take you to a realm known as a "temple", which contain one of the various demi-gods that rule over this dimension.. Most of them offer you one of two choices. A free permanent stat-up if you pray to them, or, a different special reward depending on which god it is.. For instance, kaiser, the god of wealth, may offer a chest which gives a random amount of gold to you. Brutus, the god of endurance, may offer a random piece of armor-based equipment, and so forth. Among the nodes, there are two other main types you will encounter.. One being "Village" nodes... Stepping on one will teleport you to a random village. There are various different villages you may end up in, each one unique.. Some villages don't sell weapons, but extra-powerful armor, some villages might include a higher chance to encounter special merchants wandering around, some villages may sell special items which you may use to help you along the way, and some villages may offer discounts or special services unique only to that village. The last thing I'll explain, is dungeons.. Among the nodes, a dungeon node is also something you will encounter often. A dungeon node will take you, unsurprisingly, to a dungeon, which to your dismay/pleasure merely looks like "another path, but horizontal this time".. Within a dungeon, you will face enemies, specific to that dungeon.. There are many flavors of enemies you may encounter. Some strong, some weak, some fast, some dangerous, but each one has their own unique attacks and strategies to employ, so never expect the same battle twice. Also within dungeons you may find random items, or bump into/dodge traps. Some of which may hurt a party member, debuff them, or even help them, depending on the situation and dungeon-type. I don't wish to explain my demo/game any further than that, because my game is rogue-like in nature. It's just as much about exploring new avenues and encountering the unexpected, as it is "a generic dungeon crawler".. Known Issues: I've play-tested the full game and beaten it over 6 times, each with a roughly 10-hour play-through, my goal was to merely continue playing and beating the game, until I ceased to find a single bug in a full play-through, and then play-test it once more to make sure, which I've done. That does not mean my game, or the demo for it, is perfect. If there are any bugs, I have not seen them, but I won't deny that they could exist. There ARE balancing issues, where taking advantage of certain events may end you up with a disturbingly over-powered party, but this, I like to think, is similar to the :"binding of isaac" form of exploit, where though said exploits may openly exist, you'd be required to do perform very specific long-term actions to ensure said exploits were possible, and I guarantee you won't even be aware the exploits exist on your first few play-throughs. Future Plan / Ending notes: If you play the demo, and successfully beat it, you will be rewarded with a credits screen showing you what the "full" game offers.. If you hated the demo, I promise you, you will hate the game, because besides having a lot more content all-around, the gameplay remains mostly the same to the demo at its heart. If you loved the demo, and end up playing it multiple times just to see the various places you end up, the items you can gain, and things to see and do, then let me know on this thread. Three last points to make.. 1. I'm releasing the demo as an installer in a zip file, without the rtp data or whatever it's called.. If this is considered "bad" please let me know, and I'll re-upload it with said data included. 2. I'm not "holding the game hostage until I think enough people like it".. In fact, it might be easier to just personally ask me for a copy if you like it, so you don't "have" to publicly praise/shame the game on the thread if you don't want to "give me attention".. 3.The full version of the game, if given to everyone or just through a PM, will come with a free copy of a full guide that I created for the game, completely explaining every mechanic in the full version, as well as hints, tips, secrets, and even a few basic strategic exploits. I suppose that's all I can say for now.. Hope you enjoy the demo. Post what you think about it (if you want), and if you find any bugs in the demo, let me know. I play-tested the demo as well, but I'm not perfect, who knows what a fresh pair of eyes might catch that I missed.
  3. Darkblade

    Let It Die

    Anyone tried this game? Its WAY cool! (TRAILER) https://youtu.be/CJWn--OAqco Its free to play, Playstation only I think, kind of like Dark Souls a little bit.
  4. Download: https://rpgmaker.net/games/9189/downloads/8500/ About: A McBacon Jam 3 game, featuring the collaborate work of four members of RMN, including aspects from various games and genres compiled together which have inspired us on our game making journeys. Cold at Heart is a sci-fi dungeon crawler, where you experience what it means to survive in a brutal environment, being hunted by an enemy you do not understand. Alone, on an icy planet, wading through an abandoned colony. Will you survive? What horrors await you in this colony? You and your intelligence drone step into the maw of darkness in search of your wife. Embark on this dungeon crawling sci-fi experience with custom graphics and music as you journey into the remains of an environment overcome by a nightmare. Screenshots: Features: - A party of two! - No leveling up! Characters mainly progress through equipment and various upgrades. - Skills learned through equipment. - Setting inspired by Metroid and John Carpenter's The Thing. - Tons of things to examine that will both provide you with items and small pieces of the game's story and world. - On-map encounters (not featured in the current DEMO). - Exploration-based gameplay inspired by "Metroid/IGAvania" games. - Survival horror gameplay mechanics (limited inventory, haunting atmosphere, horrifying enemies). - Fully custom graphics and music reminiscent of the classic SNES games. - Turn-based battle system. Credits: Lead: Gredge109 Tileset and Sprite Art: Gredge109 Level Design: Luiishu535 Musical Composer: Luiishu535 Character Portraits: Ratty524 Battler Graphics: Ratty524 Consultant: LockeZ (Things may change over the course of the game's development. Estimated release date is set to late September, 2016.)
  5. ​Forest at the edge of the world: Abstract: A villain gets dragged into a quest to save a village. Genre: Fantasy, Dungeon crawler Average Demo Time: 1:30 / 2 hours Game Progression: 50% Story / Setting / Purpose: As Desmond, hot and upcoming villain your life was simple: exploring crypts and ruins in search of the ultimate power while (non-lethally, you're not very good at this evil thing) fending off would be heroes. This all changes when your life is saved by a feisty fairy named Meera and a woman named Dinah and you end up unwittingly questing to save Dinah's hometown. As a side note, this game takes place in the same universe as my other game and roughly at the same time as well. So they both share lore and a few nods. This game was originally made for the Indie in a Week 4 contest. Character Bios: Desmond: (I was very tempted to call him Oscar, if you know what I mean) Our hero, or shall we say villain. A self proclaimed force of evil whose megalomania is crippled by certain thoughtful tendencies. He sees himself as a smart individual and a creative mastermind, but it remains to be seen how much of that is true. Mirroring Riev from The Messenger and the Cursed One, Desmond is a magic/melee hybrid, though he has a higher emphasis on magic. His skillset is very varied and he can cause several crippling status effects on foes. Meera: (No, it's not KilloZapit, stop asking) Having left the fairy kingdom, this knight wanders the land in search of a purpouse. She seems to have found one as a Jiminy cricket styled conscience for our wayward villain. She quickly strikes a deal with him to be his familiar, only to start bossing him around the next minute and force him into helping Dinah's village. Also mirroring a character from TMatCO, Meera acts pretty much like Gia: she's a straight up melee warrior, though unlike her predecessor, she has a variety of support spells to keep her relevant when things require Desmond's magical touch. Eric: You know him, you love him. Eric is your typical hero and right now his mission is stopping your villainous plans whatever they might be. In his free time, Eric enjoys dabbling into psychology, and when not dazzled by the complexity of human mind he likes mixing different types of tea to create unique drinking experiences. In battle Eric is exactly what you would expect: a one trick pony. That trick being sticking his axe in you. While powerful the very limited nature of his combat skillset make him less of a threat than some of his allies. He also has a hidden potential. Credits: Intensive playtesting: Eien Nanashi Scripts: Yanfly Modern Algebra Tsukihime Fomar Craze Mr. Trivel Music: Kevin Mc leod Bensound.com Purple-Planet.com http://www.danosongs.com/ Windowskin: Rpgmakersource.com Screenshots: Eric tries his psychobabble on you. You're kind of an smart-ass. Not everything is sunny forests. Features: - Charm and humor (hopefully) - A variety of skills give you different tactical possibilities in combat - Made with Celianna's beautiful Ancient Dungeons tileset Download: http://www.mediafire.com/download/0x9k1qjte6unsgl/Forest+at+the+edge+of+the+world.exe Known Issues: In the opening cutscene an attack animation is supposed to play over Desmond, but for whatever reason despite being set up right, it displays in the middle of the screen.
  6. The messenger and the cursed one Abstract: A messenger and a cursed woman team up to deliver a life or death message Genre: Classic fantasy with dungeon crawling and a little twist here and there Average Demo Time: an hour and a half Game Progression: 40% Story / Setting / Purpose: Follow the story of Riev a wanted man carrying a message that could decide the destiny of the kingdom. He is joined by a misterious mercenary woman named Gia. Together they must make haste to the capital before it's too late.The story is mostly a tale of friendship I don't intend to make some grand epic, but to make you care about these people. Hopefully, I've succeded at least partially. The game is a simple town-dungeon-town classic rpg and a little on the hardish side of things, I've worked pretty hard on this and I hope you enjoy it. Character Bios: Riev A messenger commited to his cause, he may seems too obstinate and single minded at times and he struggles to understand that duty and honor don't trump common sense and good will. Still, his heart is in the right place. During battle Riev is a jack of all trades, able to use magic and melee skills, he'll be there to support whatever other party members need of him. Gia A mercenary with a misterious past and a carefree attitude, she tries to get Riev to smile more, which will not always be appreciated. In battles Gia is a stereotipical warrior, big and tough, but known to faint when a rabbit is pulled out of a hat in her nearby area, her curse actually bolsters this as she takes an extra 25% magic damage. Soanna An envoy of the mage's guild in the town of Levin, she joins the duo in their attempt to protect the town from orc attacks. Scatterbrained, yet extremely intelligent and a little ruthless Soanna will puzzle (and even entice a little) Riev. As magic user, Soanna is exactly what you would expect: a glass cannon, nonetheless she's very powerful and her spells will be a necessity in order to explore the forests of Levin. Credits: Screenshots: He needs all the help he can get! Ever played Luxaren Allure? The city holds many misteries Features: -Blends action and humor! -Hopefully charming characters! -The ds tiles are beautiful! Testimonial: "I liked talking to the hermit's cat. It was cute" - Tenshi Download: Once you talk to Aldes after meeting the thieves guild PR guy the demo is officially over. But there is quite a bit of city for you to explore if you haven't done so already. http://www.mediafire.com/download/7n92ycolcn8tnjy/Messenger+and+Cursed+1.28.exe Changelog:
  7. A remastered version of the game will be available in future, for now the game is removed. Thank you. ~ Crescent
  8. Luiishu535

    Castle Oblivion: Remake

    Developer: luiishu535 Main Writer: the13thsecret “I want to return.†Have you ever made a mistake you regretted so much that you wish it possible to turn back time? That memory will never release you from its agonizing grasp for the rest of your life. But even if the present gave you the privilege to relive the past, would you have the strength to confront it? Or would your sins damn you into oblivion? In our remake of Castle Oblivion, we've done a complete overhaul: Story, Character Development, Maps, and Gameplay worthy of current RPG players. The Castle welcomes newcomers and old-timers alike. And if you played the original, you’ll definitely want to revisit the Castle again. Story: Characters: Screenshots: Even More Screenshots: Features: - A rewritten and more expanded take on the original plot. Filled with tons of BANG! - Re-balanced battles, designed for an enjoyable challenge, rather than frustration. - Remade, detailed maps filled with variety. Makes the Castle feel more deep and alive than ever before! - Stronger development for the different characters in the game. - Save anywhere! - Interesting and creative puzzles to solve! - Rescue other trapped souls (NPCs) from the Castle! - Find Recovery Crystals, which you can either use to heal or break for stat-increasing items! - Witness Vincent's hometown, Port Brinks, evolve as the story progress. - Lots of secret rooms and treasure are rewarded for the dedicated explorer. - Find Huge Gold Coins, Gold Pouches, Gold Blocks and more! - Optional Bosses and Floors to test your might and uncover more information about the game's world and characters. Estimated game length: 20-30 hours WATCH THE TRAILER! Download: http://rpgmaker.net/games/7548/downloads/7704/ Credits:
  9. I've looked through multiple threads about mini maps and such, but they're all for third person RPGs. I have no idea how to go about making a mini map for my own game (or even just a map that can be displayed through a script call). Here is how my interface looks: It would be nice if the player could push a button to bring up a mini map in the top right corner or access a large map by opening a map (key item). Could someone explain to me how I might go about adding this feature to my project?
  10. First, I'd just like to say that I originally started this project because I realized that there actually aren't that many dungeon RPGs out there from RPG Maker, unfortunately. I know the genre itself has never been that popular, even back during the days of Wizardry and Sirtech, but I do enjoy DRPGs, even today, so I'm attempting to make one of my own. Now, I'm not going to promise you that this will be the best game you'll ever play or anything like that, but I'm going to try and put forth as much effort as I can to make it enjoyable. I've already lost a bit of sleep since I started the project about a week ago, so hopefully that will let you know I'm serious, haha. Anyway, let's get down to the details then! Game Title: Project Excellus (this title is still pending, but I am leaning towards just calling it Excellus) Abstract: An old school dungeon crawler. Genre: Fantasy/Modern/Sci-Fi/RPG/DRPG (I include Modern and Sci-Fi here for story related elements later on) Average Demo Time: Less than an hour since it's just one floor to basically give people a feel of what to expect. Consider it a tutorial, basically. The floors will be bigger after this. Game Progression: Too early to say since only this has been finished. It's far too soon to begin talking about release dates. Recruitment: N/A Story / Setting / Purpose: I haven't hashed out all of the details yet since I've been focusing on the battle system and such first, but I'm thinking something along these lines... The world you currently live in, Excellus, is on its third cycle. During each cycle, the world becomes reborn I guess you could say. During this time, "ancient" technology can still be found scattered across the world from during its previous cycle and so on. So, take Earth for example. It's currently 2015. What would happen if our world became reborn and started over once it reached the year 3000? Later on, the Middle Ages would occur again, but the remnants of our past would remain, so it wouldn't be surprising for someone during the Middle Ages to find a gun, computer, or something else from our time. I guess it's hard to describe, but it explains why there will be modern/sci-fi elements in the game in one way or another, despite it being fantasy based. There is someone who wishes to control this cycle though in order to win a war... The war will continue long after he's gone, so in order to change history, he must prematurely start the next cycle, so it's up to you to decide the fate of the world. Character Bios: There aren't any characters from your party that actually tie in with the story since I'm giving the player the option to create their own. Credits: MGC Nicke Kread-EX Trihan Hime Works modern algebra California Macky a.k.a. Neil Fomar0153 Bigbadke12 De Mack Galv Mr. Bubble Neon Black V.M of D.T Jeneeus Guruman Venka KilloZapit CLOSET (also goes by F) Presence of Music RMN Music Pack (Jasprelao, Jeremiah "McTricky" George, Jude, Gamesfreak13563, Tarranon, Cornflake, Xcalnarok, Lana42, Kunsel, Subaru, NathanGDay, Snowy Fox, ReclaimedGlory, Apoc, hyde9318 and 800 M.P.H.) Screenshots: Features: - Alchemy system. The Alchemy system was introduced to give me an excuse to include an Alchemist Technomancer as a class. However, despite the Alchemist Technomancer being able to create a multitude of items, please don't feel forced to have one in your party. The game will still be playable without one. - Despite being in a fantasy setting, there is a gun type weapon for this game. I originally decided against it, but I couldn't figure out what to have the Alchemist Technomancer use as a weapon, so I assigned them a gun. Chalk it up to "ancient" technology and Alchemy as to why they can even use it. There will also be poison bullet, fire bullets, etc. that you can get later on as well. As of now, guns are specifically locked to this class. - Combo system. When using specific skills/spells, you will be able to activate a combo depending on which skills/spells you have combined. Only two characters can combo though, so please keep this in mind when you see that one skill/spell combos with two other ones. - Auto/Rush system. I know we all get tired of having to select 'fight' repeatedly during battles, especially when it's against trash that we've been killing for the past hour anyway, heh. With the implementation of the Auto/Rush system, the player will be able to skip the needless command picking and make the battle go faster. When selecting Auto, each player will be controlled automatically and may use skills or spells if they have the TP/MP to spend. When choosing Rush, every character will simply attack without wasting TP or MP. - Switch system. The game will allow you to have 6 characters in your party at all times, but only 4 will ever be out in battle at any given time. Now, the game is already set up to distribute exp so your reserves get a fraction of it, so don't feel obligated to use the switch feature unless you want to since they will level up (albeit at a slower pace) regardless. When choosing the Switch option from the party menu, you will be allowed to immediately swap out with a reserve member and they will be able to take an action during that turn. However, if you choose the Switch option in your character menu (when each character chooses their own action such as fight, special, guard, etc.), the character will not be allowed to take an action until the next turn. This is to allow the player to plan ahead and decide how they wish to use the Switch feature. From the party menu, the Switch feature can only be used once per turn while from the character menu, you will be able to switch with each individual character however many times you want... You just won't be granted the immediate action like you would if you used Switch from the party menu, so they both have their ups and downs. - 160 faces to choose from. Since this is a DRPG, I've decided to remove the sprite aspect from the game altogether since you won't be able to see them anyway. Instead, I spent a few days creating transparent facesets to use for the game. Some of the faces still need some touching up, so I'll go back and work on those when I can, but most of them are presentable, I think. - Over 10 classes to choose from. On top of the default classes, I've also added Alchemist Technomancer and Ninja. Both of these classes will have a steeper exp curve due to their potential. Ninjas have always been powerful in games like Wizardry and D&D, so I want to make sure the player has to work for it. So, it will take longer to level the Ninja, but once you get over that hump and you've managed to stick with it for a long time, the reward will be worth it. I've also got a document filled with over 20 classes I could implement to the game, but I'll probably just narrow it down to 20 if I can. - No treasure chests in dungeons. Due to the nature of the engine, I have been unable to find a way to actually incorporate these into the dungeons since it's in first-person. The graphic I used from VX Ace was very tiny and floating in the air when I tried using it, so I knew this was out of the question, haha. Instead, I've decided to reward players that explore. Since the floors won't actually be that big (maybe 30x30 or so), you will be rewarded with loot when stepping on random tiles. Sometimes it will just be an item sound effect followed by a display message, but maybe other times there might actually be a little backstory before you obtain the item, so please be sure to check every tile of that room, even if the room looks empty! - Busts for NPCs. A lot of DRPGs use portraits as a staple for NPCs, so I wanted to do the same in my game. While I do like the faces since they show different emotions, I believe the busts are better for this type of presentation and will help with dialogue since they are more lifelike. - Custom battlers and BGM. While I will be using stuff supplied in the RTP, no doubt, I have also gone out of my way to find over 200 battlers I can use (but I probably won't even get to use all of them, lol) and over 100 new songs for a multitude of scenarios. I believe these artists have made some really great stuff here and I think you'll like it too when you see it or hear it. - Storage system. If you're a packrat like me, you're probably going to need a place to store all of that stuff you don't know what to do with. Well, thanks to a helpful script, you'll be able to do just that. I'm not entirely sure how many items it can actually hold, but I will say this... I haven't found a limit, heh. However, there isn't actually a storage system in the demo since I have it implemented for use in a town, not inside of a dungeon, so it's not included in this demo. Storage system is in the demo. - Bestiary system. It's going to be a lot of work, but I've included a bestiary system so you can keep track of all the enemies you encounter. After killing a certain amount, you will unlock new information about them, such as their stats, their weaknesses, so forth and so on. On top of this, their description will also change as you kill more of them. - Appraisal system. The current appraisal system can be accessed through a shop (set up in the church) or out on the field. You can either have a class which has learned the identify skill in your party or find a magnifying glass. Either of these will help you appraise the unknown item. Normally, there would be a service fee, but because I can only restrict this by item and not the shop itself, I've decided to keep it free all around (in other words, if I set the item to cost 200 gold to appraise, it would work for the shop, but it would be pretty silly to have to pay that when you do it yourself on the field, right? I mean... Who are you giving the money to anyway?) - Quest system. Quests in a DRPG are a little more complicated to manage, but they're doable. I've got the general idea of them anyway, so I'll be including them in my project. Please just don't expect a whole lot of them (there might be 100 or so, I guess, maybe more if they're a bunch of easy ones to write up, lol). - Trait system. Every now and then, your character will level up and receive a trait (also known as passive). Depending on your class, you will see an increase in the character's Max HP/MP, AGI, ATK, DEF, etc. As you progress, the effect of the passives will begin to increase (maybe 3% early on, but around 10% when level 20? something like that). - There may also be additional systems implemented in the future that I haven't thought of yet or there may be changes to the current systems in place. Please bear this in mind when playing the demo. Download: This is the latest version of the project so far. Project Excellus v1.02 demo (272MB) Project Excellus v1.02 demo (non-RTP) (272MB) Project Excellus survey (something you can take after you've completed the demo in order to submit feedback if you'd like) Known Issues: - Sometimes when opening a door to a new floor, you may still see brown/orange in the hallway for a second or two. I haven't determined what exactly causes this graphical error, but it's random and usually happens maybe once out of every five playtests I run and it doesn't last for long. There's a similar experience when you leave the town and re-enter the dungeon. You may see the bricks of a wall on the screen (usually transparent) for a second or two, then they go away (again, pretty random occurrence though). I've done everything I can think of to help alleviate problems and/or bugs in my project, but naturally... I'm only one person, so something may have very well slipped through the cracks. If you encounter a bug of any kind (even if it's a spelling error), let me know and I'll do my best to fix it.
  11. Proudly Presented By DarkEnd © 2014 Kodots Games "An End is just a new beginning" <This is an unfinished Title Illustration> Original Opening Animation http://www.youtube.com/watch?v=1rfgJq3mwgc&feature=youtu.be Demo trailer https://www.youtube.com/watch?v=4F8aw-DRR1o&feature=youtu.be Introduction RPGs of the olden days are usually and masterfully coated with simplicity, yet somehow are very enjoyable. We aim to make such an RPG, which is very simple in terms of game design and yet enjoyable to the core, complimented by stunningly beautiful artworks to recreate the modest and addictive gameplay experience of the golden age RPGs. If you're a classic RPG lover, who's tired of modern graphic-focused games with superficial plots, DarkEnd is the game for you. DarkEnd, a pure RPG maker game, with high production value, carefully balanced between amazing visual and classic game-design won't disappoint you. STORY SYNOPSIS Features : - Play as one of four unique characters, who will each reveal their own perspective of the DarkEnd. - High replay value! Over hundreds of stunning maps, filled with unique treasures and monsters and everything changes on random basic every time you replay it. - Enjoys the artistic and beautiful work of art ever found in 2D games. -Story driven game with stunningly illustrated and semi-animated cut-scenes. Characters Screenshots Buy now on Steam! Buy now on GamersGate to get exclusive artworks! Demo v.2.0 available now! (261MB) Mediafire Google drive ** Update - An Expansion is coming! ** A FREE expansion is coming up! It will feature: - An additional 5+ hrs of gameplay - A brand new storyline in an elusive land called Avirdel - New Skills, Weapons/Armours, enemies and dungeons - Some graphical updates. This expansion will be accessible once the player reaches the end of the original game Here's what we have done so far. Please take a look! More updates about the expansion will be coming soon! Please let us know what you think! Credits Kodots Games Members @SomaelCK @HaruAkira Silvalight Fanart: Support Us If this game piques your interest and if you have something to say about it, please kindly comment your opinions. And if you would like to support DarkEnd, please feel free to set the link below as your signature. Much appreciated! Support us on Facebook: **News** We have posted DarkEnd on indiedb.com as well Please check the page out on
  12. Progression Story: 100% Music: 90% Graphics: 80% Gameplay: 20% Overall: 73% (No demo) Genre RPG, Puzzler, Dungeon Crawler Hi! EpicFILE here! First of all, thank you for dropping by! What you see above is my "icy" game, Father's Trace. So what is this Father's Trace anyway? Okay, let me provide the details Enterbrain _ RPG Maker VX Ace and it's resource M. Feraldy N (me) _ Story, Gameplay, Music, and some Graphics (windows, art, some actors,animations and tilesets) Yanfly _ Button Common Event Script And... That's it! Currently I'm still working on the gameplay balancing and adding some details to make this game more polished. I cannot give the specific release date, though. So be sure to follow this post and wait for the launch! You can leave your comments below. Have a nice day! EpicFILE
  13. Let's be brutally honest for a moment. Anyone who'd purposefully sign up for an adventurer, either through an organization or just word of mouth, is probably any of the following: Kleptomaniac/Loot hound Violently repressed psychopath Sociopath of varying colors Egomaniac Religious zealot, in the event the adventurer constitutes obtaining a religious MacGuffin or pilgrimage Death seeker Sadomasochist Collector of artifacts, trophies, books, etc Idiotic/insane Criminals working off their sentence/just escaped from prison and have nothing else to do/running from the law My question is are there any other people who'd purposefully sign up for an adventurer full of mutilation, pain, and probably death? This is for the sake of characterization of course, as my entire game's party is full of the above characters.
  14. Ladies and gentlemen, here's to an unfinished, unpolished piece of work that took a staggering 8 hours to build. Project 8 was a little idea I had in mind when I challenged myself to create a game within 8 hours, the result is a fast paced dungeon crawler where you take control of 3 out of 20 possible characters chosen at random to enter a sprawling dungeon and vanquish the evils that lurk within. The result is also one big mess, and testers are appreciated (and sorely needed). Welcome to GLADIATOR! Where the mightiest of average joes take up arms and fight evil for honor, fame, and cold hard cash! Gladiator is a team based reality game show jam-packed with action, drama, and adventure, broadcast on live television! Which of these teams can conquer the fearsome dungeon and win the grand prize of $500,000?! Who will survive? And who will fall victim? Stay tuned! Features: - Randomly generating dungeons, no two dungeons are ever the same. - 20 possible characters to control. - Fast paced, turn-based battles. - Dozens of items, weapons, and armour to customize your battlers. - Crafting system that takes advantage of the ton of loot obtained. Screenshots Credits Yanfly Saba Kan Szyu Adiktuzmiko DOWNLOAD
  15. Luiishu535

    Castle Oblivion 3

    Liked Castle Oblivion 3? Check out the Remake of the original Castle Oblivion! http://www.rpgmakervxace.net/topic/31580-castle-oblivion-remake-updated-with-characters-story-target-completion-date/ History of the Castle Oblivion Series: Story: A scientist known as Evan has his own hobby of exploring places all around the world. A rumor has been told that a treasure is hidden somewhere on a very rare island that is said to be hidden deep within a fog so thick that not even the eye of a deaf captain could see it. As the young scientist prepares to sail out in the sea in hope to find the hidden island, a greater evil awaits them that neither Evan or his companion are aware of. Will this treasure hunt turn out as it was expected, or will a drastic wave change the course of this adventure? World: The story takes place on the ancient island of Strombidge. This island isn't the normal paradise you'd travel to on your vacations, this is the island that's so well hidden that no one's ever found it. The story also takes action in a place beyond reality. Is it a dreamworld, or is it a paradise? Is it even real? You'll have to find out about that yourself! Characters: Screenshots: Gameplay and Mood: The gameplay takes place in 2 different worlds! On the mystic island, Strombidge and inside the floors of The Castle. The game is meant to be fun to play, exciting, emotional, scary and challenging. CO3 will deliver an epic mix of both reality AND imagination. So if you're the fan of games based on true reality or the fan of the games that are surprisingly imaginable, stay on, this game might do the trick for both of you. Features: - A mysterious castle filled with over 9 different worlds to explore! - Exciting and climactic story with twists! - Fun gameplay with a good mix of exploration, battles, puzzles, scenes and more! - Well mapped areas with beautiful, creepy, mysterious and unique atmospheres. - Minimap system that displays in your upper left corner which you can turn on/off at almost any point! - Secrets! Hidden arrows, items, skills, bosses, rooms, side quests and all kinds of goodies! Gives the game a good replay value. - A challenging difficulty. The game requires thinking, rather than repetitive button mashing. - Two endings! A good and a bad one. - Expected game length: 30-40 hours. Download: http://rpgmaker.net/games/4242/downloads/ Credits:
  16. Proudly presenting by Skymoon's Productions... Do you think four silly heroes can survive the holy fairies who are trapped by a wild dragon? Basic features- 4 unique playable characters, upgrade their basic skills to special skills. Depending on your style! Cute art by Makio and neat maps by Skymoon adds some smile to the player's face. Special items that gives all characters a new skill or upgrade their basic ones. Lighthearted dialogues and story. An appealing battle system by Yanfly. No gameovers. Try as many times as you want. Equip the accessories carefully, they make a helpful difference as well as reduces a specific parameter. Progression & Details CURRENT PROGRESS - 50% ~ Genre - Fantasy, Comedy, Winter Recruitment - None Story Four citizens received a strange letter about a rather odd favor, there weren't many details mentioned, but only a single line of text caught their eyes: "Please hear our plea" with a location name "Mountains of Frostford". They assume that letter was from some of the local cavelings, but it was soon proved false, Instead, it was a letter sent from the holy fairies that resided there. They were being held captive by a ferocious dragon and his vile troops. After much consideration, they decided to travel afar and help them. After reaching the designated location through a magic teleporter, they noticed that there were a swarm of fairies floating and flying about and some horrid monsters that the heroes must keep at bay. Cast Pink the Lucky Girl Class: Hunter - Gender: Female - Age: 21 - Weapon: Spear A Japanese girl who took up adventuring as a hobby. She enjoys riding, breathing in fresh air and chatting. Pink is famous in her town as a very cheerful girl who makes true friends, but no foes. Pink is the leader of her party and one who decided to help the trapped fairies. Chris the Shadow Class: Hexblade - Gender: Male - Age: 24 - Weapon: Dual Swords Chris works in a small library. He likes silent environment and reading books about politics. Chris also once worked on as a journalist, but he left the job because his destiny is to become a successful story writer. He has a boring and serious personality and gets straight to the point of things. Peter the Runner Class: Archer - Gender: Male - Age: 18 - Weapon: Bow Peter is a easygoing and straightforward boy. He once joins a race at his hometown and got the first position and the trophy for his agility and speed. His destiny is to become an famed archer. Although, he is still learning the ropes and is still a novice, but he is full of hope! He talks too much in a kind and cheerful manner. Loona the Blueheart Class: Caster - Gender: Female - Age: 22 - Weapon: Staff A model who failed to gain fame, although she isn't ashamed of herself and is trying to leave this field of modelling. She hopes that one day she will be a very successful top model. She likes to flirt and attract others to her by her unique fashion and tries to make more boyfriends... or girlfriends? Screenshots Still polishing ~ Credits Huge thanks to these people who helped me out in development! Shiny Credits For those who are helping/had helped me raising the funds for this project via commissioning me some maps, love you all! <3 Current Supporters Lydyn --- Someone requested a support banner, so here you go. :> For those who really support this game and wants to help me out in development, please take a little time to read this note. Thank you! Plea for a little Help
  17. Hirion: an ordinary beautiful world filled with joy and prosperity. Everything seems to be perfect in this place; the people live long and peaceful lives and there hasn't been any war for as long as anyone can remember. However, in the mysterious Eternal Void, a place that brings balance to the world, something terrifying is about to happen. You have been summoned there to uncover whatever secrets it holds and to find out what's going on... A customized ABS (Active Battle System) to enjoy and will bring a unique experience. Solve intriguing puzzles to uncover ancient secrets. Watch out for deadly traps and monsters as you explore. Discover and use exciting items, weapons and skills to advance on your journey. A resurrection option which will revive your character but at the cost of some experience and gold. As you level up you will gain points to customize your attributes. This game feature no party (you are the main character) and therefore you can't rely on any allies. Screenshots Special Features Spiritual Stones: These objects are scattered around the world of Hirion and are activated when the player are near it. If activated they will bring the player back from the dead and also let the player regenerate any lost health or mana. Credits Graphics & Animations: Timmah, Celianna, Enterbrain, IceDragon, Mack, Indrah, Liberty, rgangsta, Ksi. Music & Sound Effects: Matthew Pablo, Fonogeri, David John, Apoc, IceDragon, Atomic, Oblivion, Bernard Kahlen, artisticdude, DoKashiteru. Scripts: Victor Sant, Moghunter, Falcao, Khas, Arevulopapo, PK8, BigEd781, Hevendor, SheolShade, Lune, Galv, Vlue, IceDragon, Yami, Yanfly, Mithran. Demo TBA
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