MZ - Mage's Destiny (Work In Progress) - Beta Demo Available!

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Started by GMusou107 9 posts View original ↗
  1. RECENT UPDATE

    Hello, back again after another while. Today, I'm releasing the first beta demo of Mage's Destiny! This demo is made to test out the game and provide feedback. There will be a video below the Gameplay Showcase, giving some info on what's in the demo. I will also provide the game's itch.io page as that is where you can download the demo. I hope you enjoy it!



    MAIN GAME PAGE
    Mage's Destiny by GMusou107

    INTRODUCTION

    Hello, I'm GMusou107! I believe this is my first post ever on this forum. I've had this account for a while but I'm pretty new when it comes to posting threads and all. I've been a huge fan of the RPG Maker series for over 6 years and I've always dreamt of creating my own RPG game one day. And in 2021, I began making my first project and I want to share more about it today. My project is called Mage's Destiny. The project itself will be non-commercial and free to play. :kaojoy:


    SYNOPSIS

    The game follows a young Mage named Gaby, who is determined to reunite with his parents after they went missing from a long war against the evil magic force, Darknest. They left Gaby under the care of his grandparents as it was crucial for them to defeat Baroque, Darknest's leader. Their disappearance has become a huge mystery that nobody knows whether they are alive or not. Two years had passed on since this incident.

    In Salvaria, an ultimate goal for a Mage (or Sage) is named a destiny. This goal can be as big as the Mage wishes it to be. And it can always change when it's necessary for the Mage. Gaby takes these teachings into fruition and makes it his destiny to find his parents once and for all. But will that ever change? He will embark on a journey where he tries to uncover the truth about his parents, as well as putting a stop to Darknest's plans.

    There are many Mages/Sages with different qualities and attributes. Regardless of what those are, they exist thanks to Mana Energy (a source of magic in this world). For example, a Mage who relies on their physical prowess will have Mana Energy infused into that prowess, while a Mage who relies on mental prowess will utilise their magic to the fullest extent.

    For the battle system, it is a standard turn battle system. (Utilising Visustella's STB System Plugin) This system is dependant on a party member's agility. Therefore, whenever agility buffs are given or a party member defends, they are guaranteed better speed for the next turn. There is also the use of the Exploit system, where a character is benefitted into another turn whenever they attack an enemy critically or based on their weakness.

    For the party, there will be 31 permanent party members (Currently 16 are playable) There may be instances where the party will split up for certain occasions, temporary party members join for specific scenarios, and members that are fully required in the party until a specific period. Each party member has a skillset which will involve either Magic Skills (Magical Spells), Special Skills (Physical Actions) and Ultimate Skills (Skills spent on EP, Energy Points.)

    Mage's Destiny takes small inspirations from RPGs I adore, such as Star Ocean, Final Fantasy, Lost Odyssey, and Infinite Undiscovery.


    CHARACTERS

    IMG_20240502_203854.jpg

    Gaby

    Full Name: Gaby Aurotus
    Mage of Stars
    Age: 14
    Height: 160cm/5ft3

    Info: Gaby is a young boy who is polite and always determined. He was born into the bloodline of Mages and Sages of Stars. He cares for others and has a positive outlook on life, although he can be very naïve at times. After he is classified as a Mage, he idealises his destiny to search for his parents after they went missing from the war. The venture may not be easy for him, but he'll always remain hopeful for his fateful reunion.

    IMG_20240502_204256.jpg

    Lala

    Full Name: Lala Izumi
    Mage of Flowers
    Age: 14
    Height: 155cm/5ft1

    Info: Lala is a young girl who is cheerful and energetic. She is a great at encouraging others to do their best despite the odds. She is childhood friends with Gaby, and they end up reuniting and working together as Mages. While she enjoys going on adventures and battles, Lala has a goal remained secret to her friends. Will she be able to open up to them about it?

    IMG_20240502_204834.jpg

    Bob

    Full Name: Bob Makus
    Mage of Thunder
    Age: 16
    Height: 175cm/5ft9

    Info: Bob is a hot-headed boy who can be overconfident and brash at first, but deep down he can be kind. (If you impress him.) He is the younger twin brother to Elsi, who often chastises his misbehaviour and ensures he's more considerate. As a rebellious teenager, Bob always does what he wants, which can lead him to reckless situations and shows his lack of responsibility. He secretly wants to improve on his actions.

    IMG_20240502_205133.jpg

    Elsi

    Full Name: Elsi Makus
    Mage of Love
    Age: 16
    Height: 168cm/5ft6

    Info: Elsi is a kind girl who is respectful to her peers and remains a loving personality. She is the older twin sister to Bob, who remains protective to her if any unusual fellow gets in her way. Elsi is always well-mannered and easy going to new companions. She also has a deep love for magic and romance books. Her pure heart delivers great potential to her magic prowess.

    IMG_20240803_183830.jpg

    Henry

    Full Name: Henry Jones
    Mage of Power
    Age: 25
    Height: 200cm/6ft7

    Info: Henry is a man with a heart of gold and an extravagant spirit of a fighter. He usually becomes the talk of the town for his muscular physique and powerful strength. He plays the role of a big brother to most of his companions and has a close bond with his childhood friend, Axel. Henry aims to become stronger to find his true meaning of strength.

    IMG_20240803_183845.jpg

    Lewis

    Full Name: Lewis Zene
    Mage of Music
    Age: 18
    Height: 181cm/5ft11

    Info: Lewis is a young man who is calm, collected and has a huge love for music. You can always find him vowing to bring a symphony of celebration. He believes that music is an important factor that tells stories, express emotions, and brings people together. He aims to find a certain artifact which may be a cure to an unfortunate cause which affected his home town.

    IMG_20240803_183910.jpg

    Naiaruru

    Full Name: Naiaruru Tsurara
    Mage of Ice
    Age: 19
    Height: 167cm/5ft6

    Info: Naiaruru is a young woman who is the priestess of the Yukino Village. Her duty is to protect the village alongside her younger sister, Kitoruru and two companions, Kazeki and Kataruba. She is determined to fight for a world where peace will be restored and nature is kept safe. Naiaruru is well mannered and thoughtful of others in need of help.


    CONCLUSION

    Now the project itself is not perfect by any means, and there's still a long way to go with it too. But I'm happy that I'm introducing this, creating this project makes me happy too and I can't wait to showcase more of it in the future.

    For now, I want to share some screenshots of the current progress with the game, just to give you an insight on what I'm working on.

    CURRENT CREDITS

    Plugins:
    Visustella
    Casper Gaming
    TheoAllen
    triacontane
    nz_prism
    Effekseer

    Graphics:
    Gotcha Gotcha Games
    Yoji Ojima
    Y-pot
    DJ990J
    NaosoX
    hiddenone
    ManuGamingCreations
    Nowis-337
    Gee-kun-soft
    KOMODO
    Avery
    Yanfly
    Sibetive
    SkottyTV
    whtdragon

    Music:
    Gotcha Gotcha Games
    North Sound
    YouFulca
    Eclipzodiac

    Others:
    AkraticHuman
  2. GMusou107 said:
    RECENT UPDATE

    Hi, it's been a while, but I have provided an update to the Characters section with 3 new characters. Henry, Lewis and Naiaruru. I will also be adding a new video which shows some early gameplay. The game will have its first beta demo which will come through once it's ready. Stay tuned!


    INTRODUCTION

    Hello, I'm GMusou107! I believe this is my first post ever on this forum. I've had this account for a while but I'm pretty new when it comes to posting threads and all. I've been a huge fan of the RPG Maker series for over 6 years and I've always dreamt of creating my own RPG game one day. And in 2021, I began making my first project and I want to share more about it today. My project is called Mage's Destiny. The project itself will be non-commercial and free to play. :kaojoy:


    SYNOPSIS

    The game follows a young Mage named Gaby, who is determined to reunite with his parents after they went missing from a long war against the evil magic force, Darknest. They left Gaby under the care of his grandparents as it was crucial for them to defeat Baroque, Darknest's leader. Their disappearance has become a huge mystery that nobody knows whether they are alive or not. Two years had passed on since this incident.

    In Salvaria, an ultimate goal for a Mage (or Sage) is named a destiny. This goal can be as big as the Mage wishes it to be. And it can always change when it's necessary for the Mage. Gaby takes these teachings into fruition and makes it his destiny to find his parents once and for all. But will that ever change? He will embark on a journey where he tries to uncover the truth about his parents, as well as putting a stop to Darknest's plans.

    There are many Mages/Sages with different qualities and attributes. Regardless of what those are, they exist thanks to Mana Energy (a source of magic in this world). For example, a Mage who relies on their physical prowess will have Mana Energy infused into that prowess, while a

    For the battle system, it is a standard turn battle system. (Utilising Visustella's STB System Plugin) This system is dependant on a party member's agility. Therefore, whenever agility buffs are given or a party member defends, they are guaranteed better speed for the next turn. There is also the use of the Exploit system, where a character is benefitted into another turn whenever they attack an enemy critically or based on their weakness.

    For the party, there will be 31 permanent party members (Currently 16 are playable) There may be instances where the party will split up for certain occasions, temporary party members join for specific scenarios, and members that are fully required in the party until a specific period. Each party member has a skillset which will involve either Magic Skills (Magical Spells), Special Skills (Physical Actions) and Ultimate Skills (Skills spent on EP, Energy Points.)

    Mage's Destiny takes small inspirations from RPGs I adore, such as Star Ocean, Final Fantasy, Lost Odyssey, and Infinite Undiscovery.


    CHARACTERS

    View attachment 303939

    Gaby

    Full Name: Gaby Aurotus
    Mage of Stars
    Age: 14
    Height: 160cm/5ft3

    Info: Gaby is a young boy who is polite and always determined. He was born into the bloodline of Mages and Sages of Stars. He cares for others and has a positive outlook on life, although he can be very naïve at times. After he is classified as a Mage, he idealises his destiny to search for his parents after they went missing from the war. The venture may not be easy for him, but he'll always remain hopeful for his fateful reunion.

    View attachment 303940

    Lala

    Full Name: Lala Izumi
    Mage of Flowers
    Age: 14
    Height: 155cm/5ft1

    Info: Lala is a young girl who is cheerful and energetic. She is a great at encouraging others to do their best despite the odds. She is childhood friends with Gaby, and they end up reuniting and working together as Mages. While she enjoys going on adventures and battles, Lala has a goal remained secret to her friends. Will she be able to open up to them about it?

    View attachment 303941

    Bob

    Full Name: Bob Makus
    Mage of Thunder
    Age: 16
    Height: 175cm/5ft9

    Info: Bob is a hot-headed boy who can be overconfident and brash at first, but deep down he can be kind. (If you impress him.) He is the younger twin brother to Elsi, who often chastises his misbehaviour and ensures he's more considerate. As a rebellious teenager, Bob always does what he wants, which can lead him to reckless situations and shows his lack of responsibility. He secretly wants to improve on his actions.

    View attachment 303943

    Elsi

    Full Name: Elsi Makus
    Mage of Love
    Age: 16
    Height: 168cm/5ft6

    Info: Elsi is a kind girl who is respectful to her peers and remains a loving personality. She is the older twin sister to Bob, who remains protective to her if any unusual fellow gets in her way. Elsi is always well-mannered and easy going to new companions. She also has a deep love for magic and romance books. Her pure heart delivers great potential to her magic prowess.

    View attachment 313616

    Henry

    Full Name: Henry Jones
    Mage of Power
    Age: 25
    Height: 200cm/6ft7

    Info: Henry is a man with a heart of gold and an extravagant spirit of a fighter. He usually becomes the talk of the town for his muscular physique and powerful strength. He plays the role of a big brother to most of his companions and has a close bond with his childhood friend, Axel. Henry aims to become stronger to find his true meaning of strength.

    View attachment 313618

    Lewis

    Full Name: Lewis Zene
    Mage of Music
    Age: 18
    Height: 181cm/5ft11

    Info: Lewis is a young man who is calm, collected and has a huge love for music. You can always find him vowing to bring a symphony of celebration. He believes that music is an important factor that tells stories, express emotions, and brings people together. He aims to find a certain artifact which may be a cure to an unfortunate cause which affected his home town.

    View attachment 313621

    Naiaruru

    Full Name: Naiaruru Tsurara
    Mage of Ice
    Age: 19
    Height: 167cm/5ft6

    Info: Naiaruru is a young woman who is the priestess of the Yukino Village. Her duty is to protect the village alongside her younger sister, Kitoruru and two companions, Kazeki and Kataruba. She is determined to fight for a world where peace will be restored and nature is kept safe. Naiaruru is well mannered and thoughtful of others in need of help.


    CONCLUSION

    Now the project itself is not perfect by any means, and there's still a long way to go with it too. But I'm happy that I'm introducing this, creating this project makes me happy too and I can't wait to showcase more of it in the future.

    For now, I want to share some screenshots of the current progress with the game, just to give you an insight on what I'm working on.

    CURRENT CREDITS

    Plugins:
    Visustella
    Casper Gaming
    TheoAllen
    triacontane
    nz_prism
    Effekseer

    Graphics:
    Gotcha Gotcha Games
    Yoji Ojima
    Y-pot
    DJ990J
    NaosoX
    hiddenone
    ManuGamingCreations
    Nowis-337
    Gee-kun-soft
    KOMODO
    Avery
    Yanfly
    Sibetive
    SkottyTV
    whtdragon

    Music:
    Gotcha Gotcha Games
    North Sound
    YouFulca
    Eclipzodiac

    Others:
    AkraticHuman
    As promised, here is an early showcase of the game. As stated, the game's first beta demo is coming soon! :kaojoy: More information will be revealed once the demo is ready for release.

  3. Here's a video introducing the beta demo! Feedback will be appreciated! :kaoluv:


  4. I played your game for the forum’s Web Feedback Festival. I recognize the effort it takes to get a game in a playable state and released for people to try, so if you don’t care to read constructive criticism, all of my thoughts are in spoilers. If you do read it, I hope some of it provides you useful thoughts when working on this or future projects.

    Spoiler
    The game is kind of huge. Your BGM folder is over 1.2 GB - why is all of that in there for such a short game preview? Including dozens of different battle music and main themes? Why do you have stuff in both the enemies and sv_enemies folders? I’m the first person to say that 1-2 GB shouldn’t be a big deal at this point for modern hard drives, but at the same time you have a responsibility to not have your deployment full of stuff the game doesn’t need.

    The opening crawl being left-justified in the extra-wide game window looks lopsided. It would be better if the text filled the width of the window, or was center-justified. Eli (Hakuen Studios) has a plugin that can help with that.

    The battle scene looks…not very good. The actors and enemies are so far apart that there’s a lot of empty space. Then, even with all that space, you placed the actor command window squarely on top of all of the enemies. Both actors and enemies are placed so far up the screen that they’re blatantly not standing on the ground, but on the battleback2 for the wall/distance.

    Something seems to be set up incorrectly in the animation for Heaven Squall IV. It has arrows of light that land and cluster significantly above the target’s head.

    Is there a purpose to the Combo counter and damage display in battle? It seems to only count the hits done by one battler’s skill, which will always be the same, so what’s the point to showing the number?

    The rest of the battle system was...fine? For these characters being, like, super powerful and high level, they had very few skills and there was almost nothing to create any kind of strategy. Just do the most powerful things every turn.

    Why do the actors regenerate something like half their HP and MP every round?

    If you’re going to show keys on the various screens, why not show the obvious ones? Like, a player using the arrow keys to move would more easily use Enter to go past screens than Z or X.

    I got killed by Baroque’s Nuclear Ender which…I guess is all of the content you have so far?

    The English is moderately poor - I see your profile claims it’s your first language, but frankly I would never have guessed that from playing the game. Almost every screen of dialogue has misused words or phrases that are so odd I’d never hear an English speaker talk that way.

    Some of the more egregious include the tutorial screen that says it would “give you a teaching,” and Airis’ scathing comeback “We’ll change that statement of yours around.” The best thing I can say is I didn’t notice any blatant misspellings, so there are other games I’m writing up feedback for that did worse.

    But you’d really be doing yourself a service to run your text through a grammar checker (Microsoft Word, Google Docs, other tools) or get some proofreading.
  5. ATT_Turan said:
    I played your game for the forum’s Web Feedback Festival. I recognize the effort it takes to get a game in a playable state and released for people to try, so if you don’t care to read constructive criticism, all of my thoughts are in spoilers. If you do read it, I hope some of it provides you useful thoughts when working on this or future projects.

    Spoiler
    The game is kind of huge. Your BGM folder is over 1.2 GB - why is all of that in there for such a short game preview? Including dozens of different battle music and main themes? Why do you have stuff in both the enemies and sv_enemies folders? I’m the first person to say that 1-2 GB shouldn’t be a big deal at this point for modern hard drives, but at the same time you have a responsibility to not have your deployment full of stuff the game doesn’t need.

    The opening crawl being left-justified in the extra-wide game window looks lopsided. It would be better if the text filled the width of the window, or was center-justified. Eli (Hakuen Studios) has a plugin that can help with that.

    The battle scene looks…not very good. The actors and enemies are so far apart that there’s a lot of empty space. Then, even with all that space, you placed the actor command window squarely on top of all of the enemies. Both actors and enemies are placed so far up the screen that they’re blatantly not standing on the ground, but on the battleback2 for the wall/distance.

    Something seems to be set up incorrectly in the animation for Heaven Squall IV. It has arrows of light that land and cluster significantly above the target’s head.

    Is there a purpose to the Combo counter and damage display in battle? It seems to only count the hits done by one battler’s skill, which will always be the same, so what’s the point to showing the number?

    The rest of the battle system was...fine? For these characters being, like, super powerful and high level, they had very few skills and there was almost nothing to create any kind of strategy. Just do the most powerful things every turn.

    Why do the actors regenerate something like half their HP and MP every round?

    If you’re going to show keys on the various screens, why not show the obvious ones? Like, a player using the arrow keys to move would more easily use Enter to go past screens than Z or X.

    I got killed by Baroque’s Nuclear Ender which…I guess is all of the content you have so far?

    The English is moderately poor - I see your profile claims it’s your first language, but frankly I would never have guessed that from playing the game. Almost every screen of dialogue has misused words or phrases that are so odd I’d never hear an English speaker talk that way.

    Some of the more egregious include the tutorial screen that says it would “give you a teaching,” and Airis’ scathing comeback “We’ll change that statement of yours around.” The best thing I can say is I didn’t notice any blatant misspellings, so there are other games I’m writing up feedback for that did worse.

    But you’d really be doing yourself a service to run your text through a grammar checker (Microsoft Word, Google Docs, other tools) or get some proofreading.

    Thank you very much for your feedback. I believe yours is the first I've received ever since I released the demo. It means a lot. :LZSsmile: I'll try my best to respond to your feedback. It'll be in spoilers.

    Spoiler
    - I wasn't sure on how the game would run if I had excluded any unused files. I'll make that a necessary objective in the future.

    - I've checked Eli's plugin out in terms of the scrolling text. It looks really nice and it might actually help. Alternatively, is there a way to size up any kind of scrolling text?

    - I can see where you're coming from in terms of the space between the actors and enemies. I have a feeling that because of how wide the window is, that might have been the case. Readjustments will be made. The same could be said with Heaven Squall IV. I was quite unsure why it did that with the Zavoks, but considering how small they are, I'll change up the axis of the animation.

    - In terms of the battle system, I'm thinking of removing the Combo display. I had an idea on how to make it viable, but I think it clutters a lot between the interface and enemy. I'll definitely be adding more skills to the actors. Given that the game will have a lot of playable characters, it includes the ability to switch party members in battle. In Airis and Elise's case, I wanted the battle to be an easy/intermediate one to handle, given that it's the game's prologue.

    - The regenerative HP and MP is actually from the Airis and Elise's equipment. This was to keep their HP/MP sustained so they wouldn't end up dying easily. The keys being shown is probably from one of the Visustella plugins. I thought it would have been helpful for a player who is unfamiliar with RPG Maker games considering that I'm showcasing the game in other media platforms.

    - In terms of content, that wasn't the end of the demo. The demo allows you to play through the prologue and first chapter of the game. I want to know more about what happened with the Nuclear Ending skill. Normally, the skill KO's Elise to trigger an event leading up to another scene where you play as the protagonist, Gaby. From that point you would have finished the prologue and entered the first chapter. If that has not occurred, please let me know.

    - I'll definitely look into the dialogue and readjust them. I do struggle with my grammar at times so I'll use as much help as I can find.

    - Please let me know if you have any more queries.
  6. GMusou107 said:
    I want to know more about what happened with the Nuclear Ending skill. Normally, the skill KO's Elise to trigger an event leading up to another scene where you play as the protagonist, Gaby. From that point you would have finished the prologue and entered the first chapter. If that has not occurred, please let me know.
    It absolutely did not occur :stickytongue:

    Like I said, he used Nuclear Ending which hit both of the actors for 25k damage or whatever, which killed them both, and the game went to the regular game over.

    If you want that to not happen, you'd need to be using something like HimeWorks' End Phase Triggers which allows a troop event to get triggered before Game Over gets called.
  7. ATT_Turan said:
    It absolutely did not occur :stickytongue:

    Like I said, he used Nuclear Ending which hit both of the actors for 25k damage or whatever, which killed them both, and the game went to the regular game over.

    If you want that to not happen, you'd need to be using something like HimeWorks' End Phase Triggers which allows a troop event to get triggered before Game Over gets called.
    Ugh that's a shame... :LZSteary: Usually that would never happen. I'll fix that for sure.
  8. I gave your game a look for the Feedback Festival. I'm gonna preface this by saying I respect you for putting yourself out there, and it's tough to make a working product. However, this was not quite an enjoyable experience. If you're up for it, check under the spoiler for my thoughts.

    Spoiler
    - So, right off the bat, I think you may want to consider another method for delivering the info in the opening text crawl. There's a good amount of it, and it's just text on a black screen. It would be a little different if it was interesting to read, but it's just basic background info. Either delivering any required information in a more organic way or adding a visual element to the opening would help a great deal.

    - There's a minor mistake in the battle tutorial screens, where it calls EP the default name of TP instead.

    - The English isn't great. I noticed a few odd phrasings and outright mistakes. You should definitely get someone to give the script a onceover.

    - What seems to be the standard battle theme immediately caught my attention because it sounded real familiar. Upon checking, it sounds just like the normal battle theme from Star Ocean: Til the End of Time. Hopefully it's just a recreation, but it doesn't mesh well with the game anyway. Something original would be a far better match. Also makes me wonder about the other battle themes.

    - The first fight of Gaby's test is odd. I died the first time because Heaven Star I didn't kill, so I opted for a physical attack on the second turn. It was far weaker than expected and poor Gaby died. This wouldn't have struck me as odd if the following battle didn't see me taking around 20 less damage. Makes little sense to have the stronger foes first.

    - Speaking of that first fight, there's a screen fade when you first speak to Pero. That's not unusual for starting cutscenes, but the weird part is that the area name flashes again when the screen fades in. Not a major problem, but does look strange.

    - The battle screen could use some rearranging. The command menu appears right over the enemies, and everyone's placements look very off.

    - Guild City looks more like Guild Village. For what sounds like a big place, full of different guilds, it's super tiny.

    - Nearly all of your maps are just overly big rooms with almost nothing in them. You could definitely stand to reduce their sizes, as well as adding a little clutter.

    - Speaking of maps, I noticed a few places have three tile wide entryways, despite the outer door only being one tile wide. You also only have one tile that allows you to exit. You didn't make this mistake with either shop, so I'm not sure what happened.

    - You give the player far too much money than is needed. I had 9000 Golna before hitting the nearby cave, and the priciest thing only costs 500 Golna.

    - Battles are not super engaging. Everyone except Gaby has only one skill, and no one learns anything by level 4. That means I'm stuck just doing the exact same thing in every fight. It's not the worst thing in the world since foes die quick, but it really causes fatigue in the boss fight within the cave.

    - In regards to that boss fight against the monstrous tree, you offered a warning before the boss did a powerful move, but it immediately fired off and I had no chance to guard. After that and healing up, Gaby got murked by an attack he straight up couldn't survive. Maybe it would've been fine if Heart Wall had been up, but that attack shouldn't have outright killed when Gaby had been at full HP. The boss also having a party wide poison move is kinda eh.

    - Lastly, battle balance in general feels wildly off. Your party is fairly hardy, but some of your skills seem OP. Chrysanthemum I and Heaven Star I deal super high damage, while Bob's Thunder Blade I is comparatively weak. Poor Elsi doesn't even have a damaging magic skill, so she can't contribute crap.

    - Also, the file size is insane. It's not like my laptop couldn't handle it, but man, you probably have too many assets present.
  9. Just played your demo!

    Time for review!

    Review
    Story was great, characters have plenty of personality! (Bob was my favorite character):ehappy:

    The game was too easy, only 1 character died throughout the ENTIRE runthrough, the first four was all I need to make it through, Gaby, Lala, Bob and Elsi is a very powerful party with very powerful movesets, maybe the most easiest RM Game I played so far, but I'm not complaining, but it does need a balance.

    Also Gabys voice sounds too much like a girl, despite hes a guy.:eswt2:

    Overall its a great game, but needs balancing.