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

● ARCHIVED · READ-ONLY
Started by CalculatorCat 41 posts Page 2 of 3 View original ↗
  1. I'll add my notes if you want to include them in the update (as I said, mostly cosmetic, nitpicky stuff):
    • at the end of the battle, when characters receive EXP, the sound is too loud compared to other sounds
    • the message telling you what was stolen in battle is quite fast - until I learned that I have to look there immediately I often didn't catch what I got
    • in the ice cave you can walk over the tent in the area where you fight the fanatics
    • a couple of typos I caught: truly in Ice goddess' dialogue, lightning in Young wizard's
    Also the texts are not aligned properly in the text boxes (I mention this because when I was making my game, I was hounded by my partner in charge of QA for every misaligment :LZSlol: ), but I don't think you want to deal with that, it would be too much work. Just something to think about in your future work.

    One maybe bug I came across - in the basement with the skeletons, I couldn't get into the storage room, getting a message that I need 3 keys, but when I checked inventory, I had 3. I tried this after I helped Sofia, maybe that's the issue?

    If I find anything else, I'll let you know, but I don't know when I'll get to playing again :LZSsad:
  2. NoPatience said:
    One maybe bug I came across - in the basement with the skeletons, I couldn't get into the storage room, getting a message that I need 3 keys, but when I checked inventory, I had 3. I tried this after I helped Sofia, maybe that's the issue?
    I didn't have a problem when opening the room before helping Sophia, so you are probably correct.
    Aren't you supposed to be working on your sequel?

    Desert Roses? I have red/green color blindness to certain shades. What am I looking for in the desert? The NPC mentions the roses are in green plants in the desert.
  3. The Desert Roses are the red plants on green grass. You need to stand directly above them and then press Enter. They might be difficult to spot for you according to what you said. If you can differentiate between the green grass areas and the yellow desert sand areas (or brown arid wasteland areas), then you should be able to spot the flowers in the grass areas.

    Yeah, the items in Morgana's basement storage room can be permanently missed. I also snatched them before helping Sophia, and at least after resolving the whole story around Morgana and Sophia, it's not even possible anymore to enter Morgana's basement. If I remember correctly, you didn't miss anything unique or of importance in the long run.
  4. Spermidine said:
    The Desert Roses are the red plants on green grass. You need to stand directly above them and then press Enter. They might be difficult to spot for you according to what you said. If you can differentiate between the green grass areas and the yellow desert sand areas (or brown arid wasteland areas), then you should be able to spot the flowers in the grass areas.
    Thank you. I found the problem was that there is no acknowledgement by the game that a desert rose had been found. On one color eye chart I can see both numbers, but you are only supposed to see 1 number. It's shades of green and red that can be a problem. Mahalo nui loa.
  5. Broke the game!
    If you talk to Hansen, he moves aside. But if you go shopping and return to the church, he blocks the church door and says "I'm sorry, I didn't know what I was doing ..."

    It sure looks like a movement pattern is wrong.
  6. Thank you all for all of this feedback - looks like I have a few things to fix when I have a bit of time!
  7. Oooh this game looks like a lot of fun, love the premise (anything involving demon hunting I find to be really cool and promising!) I'll give the game a whirl soon and come back later with some thoughts ~
  8. Kokoro Hane said:
    Oooh this game looks like a lot of fun, love the premise (anything involving demon hunting I find to be really cool and promising!) I'll give the game a whirl soon and come back later with some thoughts ~
    It's certainly not an easy game. Make sure you find the "Pendant of Peace" and equip it when the enemy encounter rate gets to be too much.

    The Pendant is found very early in the game. I think the first map (or so?).

    Good Luck!
  9. So far I am enjoying it!

    I've gotten up to the part of the Ice Goddess. It's very useful that you can change classes, since the ice cave definitely was easier when everyone can do fire magic (but I kept Mariah as a Spiritualist so she can be our healer). Being able to rest at your own camp on the world map is a nice touch, too. I also like having that Pendant of Peace equiped, although the random encounters so far have not been too bad, when I was starting to get depleted of MP and didn't want to waste what little Ether I had, I equipped it. So I'll probably be putting it on and off, as I want to level up, but also at times the battles can get cumbersome when I am looking for something, so it creates a nice balance.

    Btw what scripts are you using for the ATB system? I always like how at the end where it shows levels up, what you get, and character dialogue to go along with it. I also like how you can see what everyone's name is when they talk.
  10. Hello there! I am looking forward to play this game because the art style looks good, however, I want to inquire one thing. Does this have random enemy encounter? If yes, can it be disabled? I prefer enemies to have a line of sight & stuff so that I can get in fights if I want to.
    Thank! PS, your game looks good!
  11. XdnaX said:
    Hello there! I am looking forward to play this game because the art style looks good, however, I want to inquire one thing. Does this have random enemy encounter? If yes, can it be disabled? I prefer enemies to have a line of sight & stuff so that I can get in fights if I want to.
    Thank! PS, your game looks good!
    There are random enemy encounters - but they can be disabled by equipping the Pendant of Peace, which is found on the first map of the game.

    Also apologies to all that have given feedback so far - my life has taken some interesting turns in the last few months! I look forward to improving upon this project in the future, when I have some time. Thank you for downloading and playing my game :)
  12. Hello all!

    I have re-uploaded the game at itch.io with hopefully some of the bugs fixed!

    • Can no longer enter the Isle of Reva, the Magic Store or the Thunder Chasm from directions that can cause you to permanently lose the ship.
    • Game no longer crashes during battles with Morgana or Vampire.
    • Chimera boss battle can only be triggered once.
    • Hansen no longer blocks the doorway to the church in Shadowwall if returning to the map after triggering the quest.
    • "Graviga" spell can now only be used in battle.
    • Some item names have been fixed in message boxes when opening chests.
    • The Grand Dragon can only be fought once.
    • Some item gold costs have been fixed to make more sense!
    • The "Stop" status effect persists for less turns now, and bosses are immune (NEW! 4/9/22)
    Thank you all for the feedback, I attended to these most important glitches first, with cosmetic and/or plot holes taking a back-burner for the time being!
  13. Hello. I tried your game. Unfortunately, the game is programmed so that the normal walking speed is slow, and the only way to speed it up is to hold shift down for the entire game. Shift is also the key to instantly skip through the dialog when characters talk. Because of this unfortunate combination, I had to stop playing the game. My recommendation: Set the basic speed to the sprint speed, so that the player doesn't need to hold shift the entire game, and can just use that key when they want to skip dialog. Cheers!
  14. Hello!
    I have re-uploaded the game at itch.io with some more updates! It has been a while, but I just had the inspiration to fix a few things this week so I've jumped back in!

    Major Fixes:
    • ATB system is now counting turns correctly, allowing for the proper functioning of all battles.
    • Expanded the sidequest in Fuzou Village.
    Minor Fixes:
    • Fixed a bug where candles could be used outside of Morgana's tower, causing an error.
    • Fixed a bug where Morgana's basement storeroom could not be unlocked after collecting keys and speaking with Morgana first.
    • Added messages in the Storm Chasm to let the player know how far they have progressed.
    • Added some basic shops to Soutshire and Fuzou Village.
    • Peace Pendant accessory can now be purchased at accessory shop in Southshire.
    • Battle messages slowed down slightly for easier reading.
    • Minor changes to some background music and sound effects.
    You can download the game on itch.io using the link in the main post!
  15. Hello all,
    A few minor fixes have been made in the game!
    • Player no longer needs to hold down the SHIFT button to run. Instead, the SHIFT button toggles between walking and running.
    • Fixed a minor graphical issue in a cutscene in the Southshire Archives.
    • Choices made when speaking with the Fire Goddesses in the Southshire Archives now have a small impact on player stats.
    • Peace pendant can no longer be used in the Ancient Ruins.
    • Fixed some BGM volume levels to be more consistent with the rest of the game.
    The file has been updated on the itch.io link in the first post!
  16. Here is an update! I've actually made quite a few little fixes and changes since posting on these forums. Currently working on a new project, but have also been fixing things in this one as I get better at this whole thing! Here are the changes since the last post here:
    • Fixed some elemental weaknesses with random encounter enemies
    • Adjusted AP and MP cost of the Thief's Luck skill
    • Fixed a glitch where a candle could not be obtained upon re-entry to Morgana's tower
    • Reserve party members now earn EXP
    • Fixed prices with equipment to make them more consistent with similar items
    • Some item drops from battles fixed throughout the game
    • Descriptions of weapons, armour, items and skills rewritten to include more information about stats, elements and useage effects
    • Some shop inventories modified slightly
    • Fixed a bug where Grand Dragons could be battled more than once, causing the game to crash
    • Updated some minor text issues, spelling and grammar
    • Fixed the Sophia boss battle so EXP and Gold are actually awarded
    • Added an image and music to the background of the main menu
    • Removed the unused "save" option from the menu
    • Fixed an issue where Sophia appears at the Sanctuary of Light even if she is not a member of the party
    • Fixed an issue where a key item could be missed in Shacasir
    • Added "scan" ability for gunner class to reveal enemy information
    • Added a beastiary to the main menu (and subsequent fixes)
    • Fixed an issue in the battle arena so that Meredith, Cordelia and Leon can only be battled once
    • Fullscreen mode can now be accessed by pressing F5 for a less blurry (and more pixelated) experience
    • Fixed some spelling and icon errors in the database
    • Fixed thief abilities "steal will" and "steal mind" so they no longer miss all the time
    Additionally, I have also created a PDF game guide and walkthrough, which is available on the itch.io link in the first post, and I have posted a few gameplay videos (with no commentary) on YouTube.
    These updates are more for myself and learning how to make a better product, but please enjoy!

    The updated game is available via the first post, or here on itch.io.
  17. I keep coming back to this project and tinkering away with little things as I work on my current project and am now better at doing things! There have been quite a few little updates to this game since the original release. The itch.io link has been updated again, however, these fixes have been made since the last update here:
    • Game no longer crashes due to a missing audio file on the world map
    • The player can no longer move or open the menu in a specific cutscene, which caused an error under specific circumstances
    • Player can now use 8-directional movement
    • The revival animation now plays when reviving dead party members in battle
    • Music file no longer restarts when boarding ship
    • Fixed a bug which caused the game to crash when an enemy is defeated by magic reflection or counter attacks
  18. @seangcrombie , I reviewed your game for the Festival
    30 Minutes Review
    I tried playing the game pass 30 minutes, but I just couldn't, and here's why. The first dungeon is, unfortunately, a glaring weak point. Players are thrown into an uninspired labyrinth with little guidance, resulting in a frustrating and aimless experience. The lack of proper signposting or logical progression makes navigation feel more like a chore than a challenge. The encounter rate, pacing, and overall design fail to engage, turning what should be an exciting introduction into a test of patience. Another major misstep is the game's opening. Concordia Eternal starts with no meaningful storyline introduction, leaving players disconnected from the world and its characters. A good RPG hooks players early with an intriguing narrative or memorable characters, but here, the absence of context or emotional investment makes it difficult to care about the journey ahead.

    On a brighter note, the game’s bestiary system is a standout feature. It’s well-designed and provides detailed information about encountered monsters, rewarding players who enjoy collecting data and strategizing. This system adds depth and shows that the developers put thought into creating something unique and engaging for RPG enthusiasts. The learn skill system is another highlight. It gives players a sense of control over their character progression, allowing them to tailor skills to suit their playstyle. The system feels intuitive and satisfying, adding a layer of customization that enhances the gameplay.

    The game has some commendable ideas, such as its bestiary and skill-learning mechanics, but these positives are overshadowed by the poor dungeon design and lack of a compelling narrative introduction. With some refinement, especially in its early-game experience, the title could reach its potential. As it stands, it’s a game that may appeal to those willing to look past its flaws to appreciate its unique features.

    Score: 5/10
  19. Renzoffeyzenki said:
    @seangcrombie , I reviewed your game for the Festival
    30 Minutes Review
    I tried playing the game pass 30 minutes, but I just couldn't, and here's why. The first dungeon is, unfortunately, a glaring weak point. Players are thrown into an uninspired labyrinth with little guidance, resulting in a frustrating and aimless experience. The lack of proper signposting or logical progression makes navigation feel more like a chore than a challenge. The encounter rate, pacing, and overall design fail to engage, turning what should be an exciting introduction into a test of patience. Another major misstep is the game's opening. Concordia Eternal starts with no meaningful storyline introduction, leaving players disconnected from the world and its characters. A good RPG hooks players early with an intriguing narrative or memorable characters, but here, the absence of context or emotional investment makes it difficult to care about the journey ahead. On a brighter note, the game’s bestiary system is a standout feature. It’s well-designed and provides detailed information about encountered monsters, rewarding players who enjoy collecting data and strategizing. This system adds depth and shows that the developers put thought into creating something unique and engaging for RPG enthusiasts. The learn skill system is another highlight. It gives players a sense of control over their character progression, allowing them to tailor skills to suit their playstyle. The system feels intuitive and satisfying, adding a layer of customization that enhances the gameplay. The game has some commendable ideas, such as its bestiary and skill-learning mechanics, but these positives are overshadowed by the poor dungeon design and lack of a compelling narrative introduction. With some refinement, especially in its early-game experience, the title could reach its potential. As it stands, it’s a game that may appeal to those willing to look past its flaws to appreciate its unique features.

    Score: 5/10
    Thanks for playing and thank you for your feedback, these are definitely suggestions I can bring into my current project!
  20. Update!
    While working on my current project, I felt inspired to continue tinkering away with this old one! I've spent a little bit of time with the battle system, tweaking the stats, encounter rates and general flow of combat, and I believe it is now much more fun than it was before!

    Updated Menus

    • Added more icons across many menus and message boxes throught the game for a cleaner and more intuitive interface.
    • Navigation feels faster and more visually engaging, helping you find what you need at a glance.
    Bug Fixes

    • The party can now escape from battle if one or more members is unable to act due to status effect or death.
    Battle System Overhaul

    • Significant updates to battle stats and damage formulas for a more balanced and exciting combat experience.
    • Fights now feel more dynamic, with improved pacing and clearer feedback on your character build and actions.
    • Expect a fairer challenge that rewards smart tactics without unnecessary grinding.

    If anyone is interested in checking out the update, here is a link!