VXAce - Concordia Eternal (update 24/01/26)

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Started by CalculatorCat 41 posts Page 1 of 3 View original ↗
  1. title_banner.png
    Long ago, four goddesses united their divine power to cast the Concordia Spell, banishing the demon lord Malum and restoring peace to a fractured world. But as centuries passed, the spell began to fade and now, demons have begun to return.

    When a disturbance rocks the Church’s sacred archives, newly certified Demon Hunter Bradley is tasked to investigate. What begins as a simple assignment quickly unravels into a far-reaching conspiracy that threatens to bring Malum back and plunge the world into eternal darkness.

    Travel across ancient ruins, crumbling cathedrals, and forgotten passageways. Recruit a party of unique heroes, each with their own combat roles and backstories, and stand against the growing tide of demonic power.

    Features
    • Classic Active Time Battle (ATB-style turn-based combat)
    • Flexible job system for customizing your party’s skills
    • A rich world steeped in ancient history
    • Hidden side quests, secret dungeons, and powerful relics
    • Retro-inspired pixel visuals
    Screenshots
    Screenshots
    scene_forest.png
    battle_HP_skills.png
    map_storm_chasm.png
    map_underwater_grove.png
    map_shadowwall.png

    Download Link: Click Here! (itch.io) (updated 24/01/26)



    This project has been just for fun for me, trying to figure out the engine, play around with scripts and try to recreate gameplay elements as the inspiration struck. I've been keeping an eye out for feedback and bugs that the community reports, and making little revisions regularly. I hope you can get some enjoyment from it!
  2. This game looks promising, but I would like to know one thing: Could you please tell me whether the Active Time Battle system - ATB - features a (full/automatic) wait function (at least optional)? "Full" means the ATB bar stops completely and not only while browsing menus, and "automatic" means the ATB bar stops without the player, for example, having to press Enter for it to do so. Of course it's technically possible to implement a (full/automatic) wait function using RPG Maker VX Ace, but its availability completely depends on what you're going for.
  3. Spermidine said:
    This game looks promising, but I would like to know one thing: Could you please tell me whether the Active Time Battle system - ATB - features a (full/automatic) wait function (at least optional)? "Full" means the ATB bar stops completely and not only while browsing menus, and "automatic" means the ATB bar stops without the player, for example, having to press Enter for it to do so. Of course it's technically possible to implement a (full/automatic) wait function using RPG Maker VX Ace, but its availability completely depends on what you're going for.
    Hi!
    The ATB bar stops completely on each character’s turn and the battle does not progress until an input is made!
  4. Thanks, that's exactly what I hoped to hear. I'll give your game a try soon then.
  5. I've just started my playthrough, the game has been fun so far, requiring just the right amount of brain power. The class system is also a strong suit, because classes can freely be switched at all times and nothing gets lost or reset. Well, challenging a Fire Dragon this early obviously didn't go well, but I couldn't resist the temptation. Always run and save anywhere features would be nice additions, yet I can live with holding Shift to run and using save crystals (which are so frequent that I'm even more puzzled as to why the game doesn't offer a save anywhere feature).

    Fun fact: The very first treasure chest contains an accessory that negates random encounters, but even though it's hard to miss, it seems to be permanently missable. No clue if there's another opportunity later to acquire such an accessory.

    The stealing mechanics confused me at first, but I think I get it now. You can steal (at least) one item and Gold, and if an enemy doesn't carry anything (anymore), such a message is displayed (which is clearly different from the message displayed when simply failing a stealing attempt). Now here's what makes it confusing: Some enemies carry (at least) one item, but not Gold. Let's assume you're a diligent player and try to steal through all enemies: After stealing an item (i.e. all items that the enemy carries), all further attempts to steal an item will fail, no matter how high your thief's luck stat is, but if you already saw the "has nothing left to steal" message once when stealing through a different enemy, you're now led to believe the enemy must carry another item, which in fact he doesn't. Yet when you steal Gold from that same enemy, all further stealing attempts (no matter if aiming for an item or Gold) will lead to the "has nothing left to steal" message being displayed. It gets even more confusing when trying to steal Gold from an enemy that doesn't carry Gold (and from whom you haven't stolen all items yet). Then you'll get the "failed" message instead of the "has nothing left to steal" message, leading you to believe it should be possible to steal Gold from this enemy, even though it isn't.

    Conclusion: Enemies carry (at least) one item and (sometimes) one portion of Gold to steal. Start with stealing the item(s) first (because some enemies don't carry Gold), then steal the Gold (if available). If an enemy carries more than one item (probably only non-random encounters), steal one item, then steal the Gold (if available) - since enemies only carry one portion of Gold (if at all), after stealing the Gold, you'll know for sure if an enemy has any items left to steal. Finally, when the "has nothing left to steal" message is displayed, you can safely kill that enemy. I hope I got this right, since there could be another explanation behind it all (though it's unlikely).
  6. Spermidine said:
    I've just started my playthrough, the game has been fun so far, requiring just the right amount of brain power. The class system is also a strong suit, because classes can freely be switched at all times and nothing gets lost or reset. Well, challenging a Fire Dragon this early obviously didn't go well, but I couldn't resist the temptation. Always run and save anywhere features would be nice additions, yet I can live with holding Shift to run and using save crystals (which are so frequent that I'm even more puzzled as to why the game doesn't offer a save anywhere feature).

    Fun fact: The very first treasure chest contains an accessory that negates random encounters, but even though it's hard to miss, it seems to be permanently missable. No clue if there's another opportunity later to acquire such an accessory.

    The stealing mechanics confused me at first, but I think I get it now. You can steal (at least) one item and Gold, and if an enemy doesn't carry anything (anymore), such a message is displayed (which is clearly different from the message displayed when simply failing a stealing attempt). Now here's what makes it confusing: Some enemies carry (at least) one item, but not Gold. Let's assume you're a diligent player and try to steal through all enemies: After stealing an item (i.e. all items that the enemy carries), all further attempts to steal an item will fail, no matter how high your thief's luck stat is, but if you already saw the "has nothing left to steal" message once when stealing through a different enemy, you're now led to believe the enemy must carry another item, which in fact he doesn't. Yet when you steal Gold from that same enemy, all further stealing attempts (no matter if aiming for an item or Gold) will lead to the "has nothing left to steal" message being displayed. It gets even more confusing when trying to steal Gold from an enemy that doesn't carry Gold (and from whom you haven't stolen all items yet). Then you'll get the "failed" message instead of the "has nothing left to steal" message, leading you to believe it should be possible to steal Gold from this enemy, even though it isn't.

    Conclusion: Enemies carry (at least) one item and (sometimes) one portion of Gold to steal. Start with stealing the item(s) first (because some enemies don't carry Gold), then steal the Gold (if available). If an enemy carries more than one item (probably only non-random encounters), steal one item, then steal the Gold (if available) - since enemies only carry one portion of Gold (if at all), after stealing the Gold, you'll know for sure if an enemy has any items left to steal. Finally, when the "has nothing left to steal" message is displayed, you can safely kill that enemy. I hope I got this right, since there could be another explanation behind it all (though it's unlikely).
    Hi!

    Thank you for these comments, its great to get a fresh insight in some of these things.
    I had not thought about this before - but yes, it does seem that this chest is completely miss-able although this was not specifically intentional.

    Also I will admit I had not noticed this odd combination of messages with stealing and perhaps this is something I need to look at.
    From memory I don't believe any enemies carry any more than one item to be stolen!

    I'm glad you have been enjoying the game so far, my aim really was to try to recreate some features from other games that I personally enjoyed!
  7. I thought offering an accessory to negate random encounters this early was odder than making the related treasure chest permanently missable, but it's definitely great to have this option available.

    Yeah, I just thought a bit of clarification concerning the stealing mechanics doesn't hurt, so that other players - unlike me - don't try a hundred times to steal an item that doesn't exist (at least the AP bonus is tremendous by prolonging a battle through defending, though I probably would have gained the same amount by normally fighting and defeating enemies). :D

    It's possible to steal three items (including an Elixir) from the Fanatic in the Ice Cavern, which is the whole reason why I adjusted my post about the stealing mechanics. Of course, it's perfectly possible that was the only enemy that carries more than one steal item, but I will keep stealing to confirm the matter. :)
  8. Spermidine said:
    I thought offering an accessory to negate random encounters this early was odder than making the related treasure chest permanently missable, but it's definitely great to have this option available.

    Yeah, I just thought a bit of clarification concerning the stealing mechanics doesn't hurt, so that other players - unlike me - don't try a hundred times to steal an item that doesn't exist (at least the AP bonus is tremendous by prolonging a battle through defending, though I probably would have gained the same amount by normally fighting and defeating enemies). :D

    It's possible to steal three items (including an Elixir) from the Fanatic in the Ice Cavern, which is the whole reason why I adjusted my post about the stealing mechanics. Of course, it's perfectly possible that was the only enemy that carries more than one steal item, but I will keep stealing to confirm the matter. :)
    Yeah, personally I like being able to alternate between grinding and then flying through areas so I made that accessory available should the interest be there haha

    Excellent, well steal away!
  9. Could you please provide a hint with regards to the password that's needed to enter the Fire Temple in the desert? I've tried most of the possible passwords that aren't too far-fetched, including the names of the former Kings as shown on the graves in the desert. If it's just the Fire Goddess' name (provided it was even mentioned), I simply forgot it after grinding for a few hours in the Ancient Temple.

    Speaking of which, I think I will be alternating between grinding and flying through areas from now on, too. :D

    Also, an early trip through the Ancient Temple, having random encounters deactivated, is fair game, even if it was only for snatching the Ribbon and the Comet Pendant.
  10. Spermidine said:
    Could you please provide a hint with regards to the password that's needed to enter the Fire Temple in the desert? I've tried most of the possible passwords that aren't too far-fetched, including the names of the former Kings as shown on the graves in the desert. If it's just the Fire Goddess' name (provided it was even mentioned), I simply forgot it after grinding for a few hours in the Ancient Temple.

    Speaking of which, I think I will be alternating between grinding and flying through areas from now on, too. :D

    Also, an early trip through the Ancient Temple, having random encounters deactivated, is fair game, even if it was only for snatching the Ribbon and the Comet Pendant.
    Hello!
    It does have something to do with the graves in the desert…not sure how much of a hint you want.

    The number of graves is the same as the number of letters in the password.

    You’ll probably notice that the name of each grave has a number…
  11. Thanks, that was all I needed. It was obvious that there could be a connection between the names on the graves and the password, but it was a bit too obscure for my taste (at the end of a longer session). If I had written down the names on the graves one below the other in numerical order, I probably would have noticed the password right away.

    It seems I need to up my game. Maybe I shouldn't have praised myself as an "omnipotent gamer" in that certain other thread. :D
  12. I'm curious: Is there a way to save the Forest Beast? Since I'm already at level 99, it would be good to know if I, for example, need to prolong the battle for as long as possible, or if I need something that I can only find later.
  13. Spermidine said:
    I'm curious: Is there a way to save the Forest Beast? Since I'm already at level 99, it would be good to know if I, for example, need to prolong the battle for as long as possible, or if I need something that I can only find later.
    Wow, you have done some battles!
    There is not any way to do that!
  14. Thanks, it's probably most players' instinct not to kill a harmless enemy willy-nilly, unless there is no other option.

    Yeah, I wish I hadn't fought so many battles before I discovered the genie in Shadowwall. :p
  15. Spermidine said:
    Thanks, it's probably most players' instinct not to kill a harmless enemy willy-nilly, unless there is no other option.

    Yeah, I wish I hadn't fought so many battles before I discovered the genie in Shadowwall. :p
    Yeah…I’ll admit, I don’t mind an occasional OP cheat on a game every now and then ahaha
  16. I've just completed my playthrough. It was a solid and fun adventure that delivered exactly what had been advertised.

    There were some loose ends, for example:

    - Can anything be done in Fuzou Village to help Christian's mom?

    - How many dragons are there and what's the purpose of the Dragon Hearts? I defeated five of them (Fire, Ice, Wind, Holy, Grand), but because of the elemental connection, it's obvious that there could be more of them lurking somewhere.

    - It's indicated the player gets something in return later by helping the "Tough Guy" in Lyndchester's item shop, but he never repays the party.

    - The tutorial indicates that the game offers several endings, dependent on the player's choices, but I was under the impression that the player's choices only determine who joins (or doesn't join) the party. Maybe Malum's offer can be accepted during a "completely dark playthrough"?

    I don't know if it's intended, but your game becomes a walk through the park as soon as Christian is able to "Stop" enemies. Like other states, "Stop" seems to last forever, and - apart from a few scripted enemy actions - none of the enemies has any resistance against it. You can just "Stop" all the dragons and even the final boss - and then pummel them to your liking. I like to use exploits from time to time, I just wanted to notify you in case this is not what you were shooting for.

    Other than that, these are the (potential) bugs and oversights I encountered:

    - Opportunities to permanently lose the ship (game-breaking):
    -- Entering the Isle of Reva (town) from above or the right side (since the town can only be left to the south and the way to the north/east is blocked or not available).
    -- Entering the Magic Store southeast of Lyndchester from the right side (since the location can only be left to the south and the way to the east is blocked or not available)
    -- Entering the Thunder Mountains from above (from the ship).

    - Once when fighting against Morgana, the game crashed when she cast "Zombie" on a party member (the same happens every time when the Occult Tower's Vampire boss casts Reflect on himself, which can only be avoided by dealing so much damage at once that this phase is skipped), displaying the following message:
    Script 'formar atb' line 458: NoMethodError occurred.
    undefined method `stamina_cost' for nil:NilClass

    - By returning to the Storm Chasm cave's boss room later, the boss fight against the Chimera can be repeated, resulting in a black screen afterwards (game-breaking).

    - Is Hansen supposed to be a playable character? After recruiting him (I recruited him as number 8 following Bradley, Mariah, Christian, Luella, Sophia, Challes and Tobias), he appears in the camp (and in some locations where party members can be talked to), but not in the menu.

    - Tobias' "Graviga" skill shouldn't be usable outside of battles (from the menu).

    - When the subtracted amount of HP is shown during battles, poisoned party members lose HP not at this point, but sometime later.

    - Spiritualists gain 1 AP for each usage of a heal or cure skill outside of battles (might or might not be intentional), which can be easily abused (nail traps, poison tiles).

    - Ice Cavern: The big door in the northern part can be opened without lighting the four torches using the four Ice Crystals (though I don't know if this is only possible while carrying the four Ice Crystals).

    - "Mars Bracer" is actually called "War God's Belt" when opening the treasure chest in Lyndchester.

    - Morgana's Tower: When leaving (to outside the tower) and reentering the dark area while a candle is lit, the dark area suddenly becomes dark instead of lit. Fortunately, after a while a battle against a zombie (guaranteed candle drop upon defeat) is still triggered.

    - Lyndchester Castle: It's obvious from the outside and that one cutscene that there's a second floor inside the castle, but nowhere are stairs leading upstairs to be seen.

    - Lyndchester Castle, guard in southeastern corner: He claims there was a demon attack on Southshire University, whereas he probably means the demon attack on Southshire's Magical Archive (which might or might not be a part of Southshire University).

    - Lyndchester Castle: The "They're gone" message can be triggered on all three tiles in succession, whereas triggering the first one should disable the remaining two triggers.

    - Lyndchester Castle, basement: When opening the treasure chest that contains the "Saturn Bracers", they're called "Defense Piece".

    - After completing the Lyndchester Castle basement dungeon, camp cutscene: When talking to Sophia, she tells Bradley about Morgana and how she needs to be stopped, even if the party already took care of that before advancing the plot at Lyndchester.

    - NPCs in Lyndchester don't have updated dialogue after completing the Lyndchester Castle basement dungeon. Other NPCs in other villages also don't react to
    Spoiler
    their leaders having been abducted
    , but it can be argued they simply don't know about it yet.

    - Ancient Ruins: The Grand Dragon can be fought an indefinite number of times.

    - The Desert Roses aren't removed from the inventory after handing them over.

    - Fuzou Village: Rune Rings (which double max MP) cost as much as Gold Rings (which increase max MP by 60%).

    Despite all that, I think you did a good job, considering this is probably your first game (of this scale). Thanks for this experience.
  17. Hello. I'm about an hour and a half into your game (started playing it instead of working on my own, the guilt is building up) and I'm thoroughly enjoying it. It has (at least for me and at this point) a Final Fantasy feel, which makes me feel nostalgic :LZSsmile: (an automatic plus). I like the battle visuals (like showing the damage on the character instead of in the text as is default in RM), although I'm not sure how unique that is, since I haven't really played that many indie RPG Maker games.
    I'm not sure if you're planning to update the game based on feedback here, if so, let me know, I made some notes - all of it is just cosmetic (haven't encountered anything game-breaking yet), but if you're a perfectionist, maybe you'd like to know :LZSwink:
    Well, back to developing, I'll post when I have time again to play.
  18. Spermidine said:
    I've just completed my playthrough. It was a solid and fun adventure that delivered exactly what had been advertised.

    There were some loose ends, for example:

    - Can anything be done in Fuzou Village to help Christian's mom?

    - How many dragons are there and what's the purpose of the Dragon Hearts? I defeated five of them (Fire, Ice, Wind, Holy, Grand), but because of the elemental connection, it's obvious that there could be more of them lurking somewhere.

    - It's indicated the player gets something in return later by helping the "Tough Guy" in Lyndchester's item shop, but he never repays the party.

    - The tutorial indicates that the game offers several endings, dependent on the player's choices, but I was under the impression that the player's choices only determine who joins (or doesn't join) the party. Maybe Malum's offer can be accepted during a "completely dark playthrough"?

    I don't know if it's intended, but your game becomes a walk through the park as soon as Christian is able to "Stop" enemies. Like other states, "Stop" seems to last forever, and - apart from a few scripted enemy actions - none of the enemies has any resistance against it. You can just "Stop" all the dragons and even the final boss - and then pummel them to your liking. I like to use exploits from time to time, I just wanted to notify you in case this is not what you were shooting for.

    Other than that, these are the (potential) bugs and oversights I encountered:

    - Opportunities to permanently lose the ship (game-breaking):
    -- Entering the Isle of Reva (town) from above or the right side (since the town can only be left to the south and the way to the north/east is blocked or not available).
    -- Entering the Magic Store southeast of Lyndchester from the right side (since the location can only be left to the south and the way to the east is blocked or not available)
    -- Entering the Thunder Mountains from above (from the ship).

    - Once when fighting against Morgana, the game crashed when she cast "Zombie" on a party member (the same happens every time when the Occult Tower's Vampire boss casts Reflect on himself, which can only be avoided by dealing so much damage at once that this phase is skipped), displaying the following message:
    Script 'formar atb' line 458: NoMethodError occurred.
    undefined method `stamina_cost' for nil:NilClass

    - By returning to the Storm Chasm cave's boss room later, the boss fight against the Chimera can be repeated, resulting in a black screen afterwards (game-breaking).

    - Is Hansen supposed to be a playable character? After recruiting him (I recruited him as number 8 following Bradley, Mariah, Christian, Luella, Sophia, Challes and Tobias), he appears in the camp (and in some locations where party members can be talked to), but not in the menu.

    - Tobias' "Graviga" skill shouldn't be usable outside of battles (from the menu).

    - When the subtracted amount of HP is shown during battles, poisoned party members lose HP not at this point, but sometime later.

    - Spiritualists gain 1 AP for each usage of a heal or cure skill outside of battles (might or might not be intentional), which can be easily abused (nail traps, poison tiles).

    - Ice Cavern: The big door in the northern part can be opened without lighting the four torches using the four Ice Crystals (though I don't know if this is only possible while carrying the four Ice Crystals).

    - "Mars Bracer" is actually called "War God's Belt" when opening the treasure chest in Lyndchester.

    - Morgana's Tower: When leaving (to outside the tower) and reentering the dark area while a candle is lit, the dark area suddenly becomes dark instead of lit. Fortunately, after a while a battle against a zombie (guaranteed candle drop upon defeat) is still triggered.

    - Lyndchester Castle: It's obvious from the outside and that one cutscene that there's a second floor inside the castle, but nowhere are stairs leading upstairs to be seen.

    - Lyndchester Castle, guard in southeastern corner: He claims there was a demon attack on Southshire University, whereas he probably means the demon attack on Southshire's Magical Archive (which might or might not be a part of Southshire University).

    - Lyndchester Castle: The "They're gone" message can be triggered on all three tiles in succession, whereas triggering the first one should disable the remaining two triggers.

    - Lyndchester Castle, basement: When opening the treasure chest that contains the "Saturn Bracers", they're called "Defense Piece".

    - After completing the Lyndchester Castle basement dungeon, camp cutscene: When talking to Sophia, she tells Bradley about Morgana and how she needs to be stopped, even if the party already took care of that before advancing the plot at Lyndchester.

    - NPCs in Lyndchester don't have updated dialogue after completing the Lyndchester Castle basement dungeon. Other NPCs in other villages also don't react to
    Spoiler
    their leaders having been abducted
    , but it can be argued they simply don't know about it yet.

    - Ancient Ruins: The Grand Dragon can be fought an indefinite number of times.

    - The Desert Roses aren't removed from the inventory after handing them over.

    - Fuzou Village: Rune Rings (which double max MP) cost as much as Gold Rings (which increase max MP by 60%).

    Despite all that, I think you did a good job, considering this is probably your first game (of this scale). Thanks for this experience.
    This is very thorough!
    Thank you for playing through and highlighting these errors and such.

    I will admit - I think I had forgotten about some of the things that I intended to include, or decided to remove some features but didn't remove all references to them (such as dialogue choices!)

    Thank you for the feedback - this was my first game at all so all of this information is very valuable! One day when I have some free time again I will try to fix some of these errors!

    To answer some of your questions:
    Nothing can be done with Christian's mum - example of me forgetting that I started something haha.
    There are 5 dragons, and the hearts were more of a trophy I guess!
    Also Hansen is not playable! The 8th playable character is Morgana, but you can't recruit both Morgana and Sophia!
    Everything else are just errors that I (or friends) didn't pick up in playtesting!

    NoPatience said:
    Hello. I'm about an hour and a half into your game (started playing it instead of working on my own, the guilt is building up) and I'm thoroughly enjoying it. It has (at least for me and at this point) a Final Fantasy feel, which makes me feel nostalgic :LZSsmile: (an automatic plus). I like the battle visuals (like showing the damage on the character instead of in the text as is default in RM), although I'm not sure how unique that is, since I haven't really played that many indie RPG Maker games.
    I'm not sure if you're planning to update the game based on feedback here, if so, let me know, I made some notes - all of it is just cosmetic (haven't encountered anything game-breaking yet), but if you're a perfectionist, maybe you'd like to know :LZSwink:
    Well, back to developing, I'll post when I have time again to play.
    Thanks for playing!
    Thank you for the feedback!

    I will one day probably try to fix these errors and such, and update the download file so if you have anything feel free to share! I'm not necessarily a perfectionist but always happy to receive feedback!

    Happy developing!
  19. Thanks for the clarification. Since I didn't know if "8 playable characters" meant "8 playable characters altogether" or "8 playable characters in one playthrough", I thought I should mention the potential Hansen issue. I checked out all options during the Morgana segment, so I knew that Morgana can be recruited, though I'm glad I chose Sophia, since it was very convenient being able to sp*m (Mega-)Elixirs late-game after obtaining those ultimate weapons/skills that use up all MP with one usage.

    I think the one issue that should be fixed quickly is the Vampire/Reflect NoMethodError (if possible), since I'm afraid this part/issue will make many players give up.
  20. Spermidine said:
    Thanks for the clarification. Since I didn't know if "8 playable characters" meant "8 playable characters altogether" or "8 playable characters in one playthrough", I thought I should mention the potential Hansen issue. I checked out all options during the Morgana segment, so I knew that Morgana can be recruited, though I'm glad I chose Sophia, since it was very convenient being able to sp*m (Mega-)Elixirs late-game after obtaining those ultimate weapons/skills that use up all MP with one usage.

    I think the one issue that should be fixed quickly is the Vampire/Reflect NoMethodError (if possible), since I'm afraid this part/issue will make many players give up.
    No worries - yes I will endeavour to fix this issue asap, along with some others!