MZ - Realmbreaker - Awakening

● ARCHIVED · READ-ONLY
Started by Paradajz 21 posts Page 1 of 2 View original ↗
  1. Hey Game Makers!


    I am working on my first "serious" project, and I’m looking for a handful of testers to try out an alpha build.
    As this is my first game (and not a small one), I want to collect some feedback for further development.


    If you want to be a tester please write me a PM or reply to this post.


    i am looking for:

    -Honest feedback to story and gameplay
    -suggestions on improvement
    -bug reporting.
    -performance report



    The content is about 10 hours so far.


    Realmbreaker - Awakening


    Gameplay:

    • Classic old-school RPG with modern twists.
    • Choices that impact the story.
    • Turn-based combat (ATB system).
    • Open overworld exploration.
    • Rich side content and hidden secrets.
    • Age rating 16+ as it contains strong language and gore.


    Story
    In the world of Edenai, two ancient gods, Aurora and Gorgon, created humanity and divided them into two tribes: the Lirian Empire in the east and the Kingdom of Agram in the west. After the gods vanished and 1,000 years of isolation, the Lirians attack Agram, wielding powerful technology stolen from the knowledge left behind by the gods. The Lirian onslaught devastates Agram, leaving the protagonists with a desperate mission: to recover an ancient artifact from his home village that holds the key to turning the tide of war.


    Characters
    s.png
    • Sit: After losing his mother, Sit left his hometown in search of purpose and eventually joined the army. He is driven by a strong sense of justice and determination to protect those he cares about, even as he struggles with the burdens of war and responsibility.


    sa.png
    • Shadis: A steadfast guardian of her home village, Shadis has taken on the responsibility of protecting her people. Her deep sense of duty and connection to her roots make her a formidable ally. Serving as the voice of reason in the group, she provides wisdom and guidance during their journey.
    rss.png
    • Rufus: Known for his love of hand-to-hand combat, Rufus is the son of Agram’s esteemed Commander and Sit's best friend. Despite his father’s honorable reputation, Rufus has a knack for getting into trouble and maintains covert ties to the underground world. His rebellious nature and fierce loyalty make him a key member of the team.



    have fun!

    Screenshots:
    Map001.png2025-01-12 18-53-32-822 1736704412822.png2025-01-12 18-54-02-661 1736704442661.png2025-01-12 18-54-20-405 1736704460405.png2025-01-12 18-55-49-076 1736704549076.png2025-01-12 18-55-57-041 1736704557041.png2025-01-12 18-58-41-109 1736704721109.png2025-01-12 18-59-17-491 1736704757491.png2025-01-12 19-05-16-234 1736705116234.png
  2. Would love to try and test out your project.
  3. GalacticGod said:
    Would love to try and test out your project.
    Thank you, mate. I am sending you a key as soon as possible.

    You can try to test the key in the post above.

    I love your work, and I am using some of your SV Battlers in this game. I hope you have fun. :D
  4. Looks fundamentally rad. Count me in
  5. Renzoffeyzenki said:
    Looks fundamentally rad. Count me in
    Thank you i send you a key :)
  6. Hi! Thank you, I am going to get to it right away, I will keep you posted for my review here in this post

    @Paradajz , I reviewed your game for the Festival


    My review
    Realmbreaker - Awakening

    Realmbreaker - Awakening portrays a simple generic RPG premise where the world is a war torn world which was previously safeguarded and regulated by its creators. For now, the prospect of the story revolves around the tension of the Empire of Lirian in the East and the Kingdom of Agram in the West. The game begins with a harrowing massacre of the fortress where Sit and Rufus were stationed to defend.
    The brutality of the event is underscored by the vivid imagery and the urgency of their flight. This massacre immediately invests players emotionally, rooting the narrative in themes of loss, survival, and resistance. After Sit was beaten to comatose by their pursuer, Rufus somehow unleased a strong power which completely instantly overwhelmed their pursuer. Waking up in Luka, Sit went to the Old Spot with Shadis and talked down their memory lane. They then both agreed to retrieve the artifact, known as Void Stone, to use it to end the war and restore peace. Maverik later bequeathed a Summon named Nintail to Sit so that Sit and Shadis would survive and succeed in their mission.
    The game follows the mechanic of learn skill system through equipments, found in Final Fantasy 9, and if I remember correctly, similiar magic materia system like in Final Fantasy 7 and similar summon system in Final Fantasy 8. The mapping is creatively spaciously designed as if it was designed by an interior designer and civil engineer, and not just like jammed pack of collection of trees and houses in one location.
    It has a working isometric front view map with shifting zooming sprite's perspective, nice implementation of isometric top down map on world map, properly accurate sound effects like the critters and stepping shoes on the ground in the background, and the battlers add to the art direction that is aesthetically inviting The game also portrays a natively acquainted English voice acting that adds even deeper depth into the game. Things that could be improved and added: quest log, and name of location, and more NPC's to complement the spacious design of the level design. I had to stop playing at about 1 hour, because of maybe some glitch, where I entered the cabin forest to look for Rufus, but ran into a red-crystal glitch in the top west of the map, where my party is stuck and the option of saving and resting kept on showing regardless of what I selected. Overall, I enjoyed the game, and it easily scored 7/10, pretty good for an Alpha. Carry on, mate.
  7. Renzoffeyzenki said:
    Hi! Thank you, I am going to get to it right away, I will keep you posted for my review here in this post

    @Paradajz , I reviewed your game for the Festival


    My review
    Realmbreaker - Awakening

    Realmbreaker - Awakening portrays a simple generic RPG premise where the world is a war torn world which was previously safeguarded and regulated by its creators. For now, the prospect of the story revolves around the tension of the Empire of Lirian in the East and the Kingdom of Agram in the West. The game begins with a harrowing massacre of the fortress where Sit and Rufus were stationed to defend.
    The brutality of the event is underscored by the vivid imagery and the urgency of their flight. This massacre immediately invests players emotionally, rooting the narrative in themes of loss, survival, and resistance. After Sit was beaten to comatose by their pursuer, Rufus somehow unleased a strong power which completely instantly overwhelmed their pursuer. Waking up in Luka, Sit went to the Old Spot with Shadis and talked down their memory lane. They then both agreed to retrieve the artifact, known as Void Stone, to use it to end the war and restore peace. Maverik later bequeathed a Summon named Nintail to Sit so that Sit and Shadis would survive and succeed in their mission.
    The game follows the mechanic of learn skill system through equipments, found in Final Fantasy 9, and if I remember correctly, similiar magic materia system like in Final Fantasy 7 and similar summon system in Final Fantasy 8. The mapping is creatively spaciously designed as if it was designed by an interior designer and civil engineer, and not just like jammed pack of collection of trees and houses in one location.
    It has a working isometric front view map with shifting zooming sprite's perspective, nice implementation of isometric top down map on world map, properly accurate sound effects like the critters and stepping shoes on the ground in the background, and the battlers add to the art direction that is aesthetically inviting The game also portrays a natively acquainted English voice acting that adds even deeper depth into the game. Things that could be improved and added: quest log, and name of location, and more NPC's to complement the spacious design of the level design. I had to stop playing at about 1 hour, because of maybe some glitch, where I entered the cabin forest to look for Rufus, but ran into a red-crystal glitch in the top west of the map, where my party is stuck and the option of saving and resting kept on showing regardless of what I selected. Overall, I enjoyed the game, and it easily scored 7/10, pretty good for an Alpha. Carry on, mate.

    Thank you very much for your rewiew !

    I fixed that malicious save crystal and updated the game on Itch.io!

    It is really sad because the game is just starting there and gets better as I continued to develop it further!

    I hope you will give it another try sometime. :D
    (Maybe you can download the new version and move your old save file to the new version to continue?)

    Last question: Did you experience any performance problems (like frame drops on big maps, for example)?
  8. Paradajz said:
    Thank you very much for your rewiew !

    I fixed that malicious save crystal and updated the game on Itch.io!

    It is really sad because the game is just starting there and gets better as I continued to develop it further!

    I hope you will give it another try sometime. :D
    (Maybe you can download the new version and move your old save file to the new version to continue?)

    Last question: Did you experience any performance problems (like frame drops on big maps, for example)?
    Glad to hear that! I am going to give it another try after I'm done with my routine jogging and exercises ya

    EDIT: no frame drops
  9. I claim the key to play around, don't have much time left, but test so
    far I can and continue tomorrow :)

    I would suggest you name the folder the same and not like "project1" but
    as "Realmbreaker" so it more visual and looks better :)
  10. I stop for the time being, as there are some serious issues on the game.
    as it looks really nice, I point some of them out till the cave.

    Issues found
    in the start of the game, you can walk through the tents, not to mention,
    the tents below it with the wagon shows the cliff walls!

    also, above that is a passable tiles (2)
    RB_1_Passable.png

    when reaching LUKA, it show the mapname twice in the cutscene which looks weird.
    as inside the house, the door on the right stays open and why transfer through rooms?

    as in the room on the left, the upper chair should be above player, not below.
    RB_2_tileset.png

    After talking to Shadis and transfer to a cutscene, a weird window is flashing
    in the upper right corner, so cannot tell what this window does.

    Talking to a village person has a typo inside "Sit" message of "tipps" instead
    of "tips" (double check this.

    upon reaching the cave, there are multiple issues here.
    as you can walk through the crystal and walk up.
    RB_3_CaveEntrance.png
    Most rocks here are walkable, if not, you can simply jump over them!

    a bit further below you can jump down! (which is always +3 tiles, even
    when standing still! so you can jump down and walk over water.
    RB_4_cave2.png

    even jumping off the bridge!

    as other parts, saving starts with a dim window, than it has a window!
    you can skip a lot because you can jump on the cliff from behind like ALWAYS.
    as you can grab the chest. (make jumping on spot if not moving).

    there are so many passable tiles that shouldn't be there to begin with.

    as far for the combat, you use an after image? as Sit doubles or triples
    during the thundershock attack (if that was the name).

    I will continue later tomorrow, and see what else I can find for you.
    but try to fix the passable tiles and correct them as if skipping, and jumping
    always like 3 tiles, you can even walk and jump on the cliff!

    something you don't want.
  11. ShadowDragon said:
    I stop for the time being, as there are some serious issues on the game.
    as it looks really nice, I point some of them out till the cave.

    Issues found
    in the start of the game, you can walk through the tents, not to mention,
    the tents below it with the wagon shows the cliff walls!

    also, above that is a passable tiles (2)
    View attachment 329116

    when reaching LUKA, it show the mapname twice in the cutscene which looks weird.
    as inside the house, the door on the right stays open and why transfer through rooms?

    as in the room on the left, the upper chair should be above player, not below.
    View attachment 329117

    After talking to Shadis and transfer to a cutscene, a weird window is flashing
    in the upper right corner, so cannot tell what this window does.

    Talking to a village person has a typo inside "Sit" message of "tipps" instead
    of "tips" (double check this.

    upon reaching the cave, there are multiple issues here.
    as you can walk through the crystal and walk up.
    View attachment 329118
    Most rocks here are walkable, if not, you can simply jump over them!

    a bit further below you can jump down! (which is always +3 tiles, even
    when standing still! so you can jump down and walk over water.
    View attachment 329119

    even jumping off the bridge!

    as other parts, saving starts with a dim window, than it has a window!
    you can skip a lot because you can jump on the cliff from behind like ALWAYS.
    as you can grab the chest. (make jumping on spot if not moving).

    there are so many passable tiles that shouldn't be there to begin with.

    as far for the combat, you use an after image? as Sit doubles or triples
    during the thundershock attack (if that was the name).

    I will continue later tomorrow, and see what else I can find for you.
    but try to fix the passable tiles and correct them as if skipping, and jumping
    always like 3 tiles, you can even walk and jump on the cliff!

    something you don't want.

    Thanks i fixed that passable tiles. I had them all right one time, but the famous "this tileset has incomplete flag data" bug messed it up again and i had to rearange A LOT of tilesets. This one flew under my radar :D

    Saving crystals: I´m still deciding between having a window or not. Which option do you prefer? :p

    The combat: yes i use afterimage for this particular skill Imput attack (not thundershock) so that is intended and should only be while using the skill.

    fixed flashing windows at opening scene.

    As for the juming part: I've modified the system so that pressing a direction is required to jump 3 tiles; otherwise, the character jumps in place.

    But i'm afraid I don't quite understand your concern about "jump skipping on off cliffs."

    This feature is intentional (if the passable tiles are set correct :p).

    In fact, many maps are designed with alternative paths and hidden locations accessible through jumping. For example there is a hidden chest with loot after you exit the cave at the begining,

    you need to jump a few times over the river/cliffs to get to it.

    Thank you very much for your feedback so far!

  12. Paradajz said:
    But i'm afraid I don't quite understand your concern about "jump skipping on off cliffs."
    if you see the blue crystal to walk in the wall, there are places able like this.
    some worse, I hope this was also a tileset flag issue.

    if you update the game, I redownload it, as I wasn't that far yet, so I can recheck if you
    have fixed the issue or not.

    Edit: more issues while on new download and testing.
    more issues
    3 in 1 on the start (merged)
    arrow indecate you can jump down, the red line a passable way to walk.
    this make staircase unuseable.

    Directly down and up can break this, specially if you can also jump on it!
    RB_1_3in1.png

    passable on bunches and tree (2 in 1 merged), same is true for the bushes
    with the 1 guard and above.
    RB_2_2in1.png

    the red line is passable to walk on the wall (all the way down) while the
    red arrow can be jump onto it and back!
    RB_3_cliff.png

    another 2 in is you can jump through the door from the top to down, while
    on the tree leaving, all trees can be jumped through (upwards and downwards.
    RB_4_2in1.png

    there are far more issues, while I don't screenshot all issues, most of them are equal.
    I play further on this version to see what I can find.

    Edit 2:
    While jumping around and enter from here, I cannot exit from here again.
    and while it's both sides, your stuck though (game breaking)
    RB_1_cannotExit.png
  13. ShadowDragon said:
    if you see the blue crystal to walk in the wall, there are places able like this.
    some worse, I hope this was also a tileset flag issue.

    if you update the game, I redownload it, as I wasn't that far yet, so I can recheck if you
    have fixed the issue or not.

    Edit: more issues while on new download and testing.
    more issues
    3 in 1 on the start (merged)
    arrow indecate you can jump down, the red line a passable way to walk.
    this make staircase unuseable.

    Directly down and up can break this, specially if you can also jump on it!
    View attachment 329182

    passable on bunches and tree (2 in 1 merged), same is true for the bushes
    with the 1 guard and above.
    View attachment 329183

    the red line is passable to walk on the wall (all the way down) while the
    red arrow can be jump onto it and back!
    View attachment 329184

    another 2 in is you can jump through the door from the top to down, while
    on the tree leaving, all trees can be jumped through (upwards and downwards.
    View attachment 329185

    there are far more issues, while I don't screenshot all issues, most of them are equal.
    I play further on this version to see what I can find.

    Edit 2:
    While jumping around and enter from here, I cannot exit from here again.
    and while it's both sides, your stuck though (game breaking)
    View attachment 329189

    Oh snap, while i fixed the other stuff on this map i broke the entrys of course... :hswt2:
    fixed it along with the other stuff you mentioned.

    also i am working on the jumping issue.


    Question:

    View attachment 329182

    why is the Actor Rufus 2 times in this picture? how did this happened?
  14. its 3x, and like I said, I merged the 3 issues into 1 image to save space ;)

    1 is behind Sit at the door, 1 through the wall :)
    so there are 3 issues there + the stairs below that.

    as I think you use region, jumping down break the stairs mechanic.

    jump system is nice, but you have to do it correctly or it can break lots of stuff :D

    sorry for the trouble, but you can avoid the entire cave part (missing the torch).
    not sure if it's crucial, but I would recommend to double check everything for
    a smoother game play, or you get stuck really quickly or go to places your not
    ment to be or not yet :)

    you could block JUMPING until required (like the cliff) to activate.
    but while it's your game, it's your choice.

    so try to make it stable, double check events, double check yourself, see where you
    can jump and cannot jump etc, just to ensure every is working.

    the chair is house where you can sit on shouldn't be walkable from behind as the
    chair is above, so you need to be swapping pages nicely to get it down and passability.

    not to be rude or offended, but if there is to many issues, people might quite because
    of that though, as it looks promising on the story, so try to clear the glitches and bugs.

    that there are still bugs to be found can happen, as that's where play-testers come in.
    to ensure everything or mostly is bugfree for a smooth game play.
  15. sorry for the trouble, but you can avoid the entire cave part (missing the torch).
    not sure if it's crucial, but I would recommend to double check everything for
    a smoother game play, or you get stuck really quickly or go to places your not
    ment to be or not yet :)
    no need to apologize, i have to apologize :p

    Yes you can skip the cave part by going arround and jumping over the river. this is indeed intended so the player is not forced on a liniear path and there is even loot hidden.
    And you can buy the torch later in every shop.


    As for the jumping issue: I now solved it with notetags where you cant jump through certain notetags.
    will update it soon to all the stairs etc.



    Thanks for the patience...
  16. Made some major Updates and fixed some bugs!

    I am still looking for playtesters to give some feedback!
  17. Hi ! the game is looking good I would love to try it too
  18. jackass__ said:
    Hi ! the game is looking good I would love to try it too

    Hi!

    Thanks a lot for your interest in the game! :)

    I took the demo down to work on a bunch of changes and fixes.


    I’m planning to upload a new demo to itch.io soon (this month), and I’ll send you a PM with a key once it’s live.