VXAce - Sundew Nightmare: The Omega Cut

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Started by RCXGaming 39 posts Page 1 of 2 View original ↗
  1. WAI3Pqp.png

    dGu6X69.png Synopsis:

    You and your not-girlfriend visit the small, humble town of Sundew as part of a "vacation".

    That vacation actually being a mission to investigate this town in the boonies for a legendary artifact called the Inducer Core: a super alchemy item that lets the user overhaul anything they touch to make it twice as powerful - something so incredible it could change the world.

    Fortunately for you, nobody else knows about it aside from your employer... but at the same time, you don't know where to start looking for the Core or even know what it looks like.

    The town of Sundew seems like a nice enough place though, so you decide to poke into the town's mysteries as a way to pass the time. What could go wrong?

    -

    6tXEt5q.gif

    This borrows the same engine I've been using for my main project, The Dark Heart, but I've modified it a little bit. Turn-based combat with Zelda-like exploration.

    This takes place in the same established universe as my main work as well, but everything that happens here is more or less self contained. It's a look into how the world is like beyond the main heroes. (More details down in the Characters segment.)

    This was originally made for the No Travel Game Jam, but I've since kept working on it to make it the best it can be. You can expect this be at least two and a half hours long if you do absolutely everything.

    EDIT
    : The Omega Cut is the most complete version of the game there will be for the forseeable future - everything I've wanted to put in is in.

    (There is some slight cursing, by the way. Johnny says the S-word like four times.)

    dGu6X69.png Features:

    Spoiler
    Features marked with a ★ are in the game, while ♢ is what I want to patch in to make this a more complete experience.

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    An extremely robust combat system that gives you a ton of options

    + Four playable characters

    + You can change your equipment mid-combat

    + Regenerating MP for every character and limited item stack (aka. only 2 of this game's Megalixir at a time, etc.)

    + You can see who goes first, with their icons changing color if they can't move or are charmed, etc.

    + Attacks are split between physical and magical

    + Enemies can hit hard but are dismantled by smart play

    + Enemies on the overworld, no random battles. They have smart path-finding and line of sight, with the added bonus of letting you sneak up on them for surprise attacks.

    + Being able to actually use weapons on the overworld, both for stunning enemies for surprise attacks and solving overworld puzzles

    + Enemies react to moves they are vulnerable to / resist / are immune to, complete with different colored flashes, shaking and meaty SFX.

    + Retry (starts fight over instantly) and Continue (leave to safe area) function when you lose to enemies in combat, complete with restoring the items you've used in combat should you get far without winning.


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    !! The ability to customize your keybinds !!

    --​

    ★ Cutscene skip

    ★ Navigation buttons that tell you where to go and change color based on significance, as well as the ability to disable them if you don't want them.

    ★ Being able to change the characters outfits with costumes, although this only affects battle

    ★ Quirky dialogue & humor to add levity to the game

    ★ A bestiary that lets you see detailed stats about every monster in the game, even what species they are or where they're located

    ★ One dungeon

    ★ Four Superbosses hidden across the town/dungeon

    ★ Dungeon keys you collect are added to the HUD so you don't lose track of them

    ★ You fully heal every time you level up

    ★ Autosave
    ★ Quick-Swap. Pressing Q when you have more than one party member will automatically switch the characters around without having to go into the team-setup.

    ★ An interesting twist on the New Game Plus concept


    And that's about it.

    dGu6X69.png Screenshots:

    Spoiler
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    dGu6X69.png Characters:

    Spoiler
    * Johnny Lucerne - A massive dork that, despite his unassuming appearance, is a skilled fighter and a lover of hand-to-hand combat. He and his partner run a service where they go around and collect rare and lost items, often selling them back to other adventurers who need them.

    * Freyja Duskell - An extremely experienced catgirl witch who can copy the powers of her enemies by observing them, ala. the Blue Mage from Final Fantasy. Despite her tough and cold exterior, she's a big sweetheart and will always fight for what's right even if she wants a little compensation from time to time.

    * Madeline Richtel - A young dog girl nun who's apprenticing at her local church. Despite her gentle appearance, her heart's full of adventure and she's willing to fight even if she's scared. Her prime motive is to protect the people she loves.

    * Latona - The head priestess of the church in Sundew and Madeline's mentor. She is responsible for watching over the safety of the town due to being a senior magical girl, being a legendary hero back in her heyday. Now though, she's more concerned about being Maddy's teacher than anything else.

    IMPORTANT NOTE: Johnny and Freyja are just shopkeepers my main project.

    Sundew Nightmare is one of their misadventures, as they play a minor (but extremely helpful) role in my main project.

    dGu6X69.png Current Staff:

    Spoiler
    Only me.

    I did enlist the help of the wonderful Jaxcheese for some music, even though it wasn't made exactly for this project.

    You can find more details in the resource credit notepad file that comes with the game.

    And now, the moment you've all been waiting for...

    ScpmWsG.png THE GAME! ScpmWsG.png

    Here is the dropbox link. (Version 16)

    ScpmWsG.png BUGFIXING -

    If anything crashes or acts Not Fine please tell me immediately, because due to the amount of crunch I was under, I couldn't 100% polish everything like I could my other game.

    Spoiler
    Yet to be changed:
    - Some animation resizing stuff

    FIXED as of version 1:
    - Missing portraits
    - Missing sounds
    - Incorrect door paths

    FIXED as of version 2:
    - Being able to walk where you shouldn't
    - Cutscene softlocks
    - Completely revamped a physics puzzle

    FIXED as of version 3:
    - Added in the costumes, finally
    - More softlocks
    - Fixed a formula that crashed the game

    FIXED as of version 4:
    - Balanced the game more
    - Added in a superboss
    - Fixed some miscellaneous glitches
    - Removed ABS aspect since it didn't really help the experience
    - Added cutscene skip

    FIXED as of version 5:
    - Fixed the superboss
    - Hookshot petrification softlock fixed
    - Even more balance fixing

    FIXED as of version 6:

    - Fixed the weapon shop lady not having her first conversation with you
    - Added two entire new areas, as well as a bonus superweapon
    - Added in the rest of the Seven Wonders, since that was missing from the original game.

    FIXED as of version 7:

    - Fixed more tileset oddities
    - You gain skills as the game progresses as opposed to simply getting them all at once
    - Tweaked the final boss's defenses to better fit the game's playstyle
    - Mid-game boss nerf
    - Cleaned up some dialogue

    FIXED as of version 8:

    - Added more content, changed the color palette of the final dungeon
    - Overhauled some cutscenes & modified sequences
    - Added a new ability for a character
    - Added in a new secret superboss
    - Some music alterations
    - Changed the actual name of the file so people know it's Sundew Nightmare and not some other no travel game jam entry (late, I know)

    FIXED as of version 9 - the Omega Cut:

    - Added a brand new playable character & costumes
    - Tweaked some abilities & general gameplay fixes
    - Added a retry when you die functionality for bosses
    - Made it so you can continue from a save file after you beat the game
    - The bulk of this new update was that I added in a New Game Plus mode with... interesting properties, such as removing the tutorials from the game on a carried-over file

    FIXED as of version 10 - the Omega Cut:

    - Fixed more bugs
    - Revamped the ghost chase
    - Added a death counter that ticks down the more you bump into said ghost
    - Made Freyja less ornery

    FIXED as of version 11 - the Omega Cut:

    - Revamped a fair amount of the script, such as monster name changes and upgrading certain plot details
    - Some small buffs for enemies

    FIXED as of version 12 - the Omega Cut:

    - Added in a new kind of puzzle in the Drosera Ruins
    - Added in a new cutscene at the end before the credits

    FIXED as of version 13 - the Omega Cut:

    - Fixed some bugs exclusive to the new stuff

    FIXED as of version 14 - the Omega Cut:

    - Added a new "weakness shake" feature thanks to Trihan from the RPG Maker forums
    - One final round of rewrites & enemy/skill balancing

    FIXED as of version 15 - the Omega Cut:

    - Added a "super" cutscene skip option where it will skip across cutscenes even on different maps
    - Baked a fullscreen button into the system options
    - Overall cutscene fixes ranging from reducing the amount of time spent in certain rooms as well as quelling some more noticable sound bugs

    ADDED IN VERSION 16 - THE OMEGA CUT:

    !! - A fully customizable keybind system that allows the player to change inputs to be whatever they want, as well as a new combat hotkey system
    - Diagonal movement
    - The smartest iteration of enemy overworld behavior yet, complete with a true line of sight stealth system
    - Finalized the dialogue, barring any potential future changes
    - Post-final boss cutscene
    - Added two new boss fights (one optional), rebalanced most of the older ones and gave normal enemies gimmicks
  2. This looks neat! Downloading.
  3. Oh right I forgot to mention something important for those with weak nerves: there is a jumpscare somewhere in the game.

    That's all I'll say.

    (Expect the new content to come soon btw.)
  4. Huh interesting overall, even tho I just fail with that combat system (outside battle). The music is good, but what got my attention is the UI sound effects, the best so far I've heard in this game jam (including my game and the default SE's ofc). I got this error tho, on many things (a door, going north and in battle): (Fixed)

    Review:


    Impression:

    Oh boy, where do I start. The story is interesting, seems to be in a modern setup with magic. Even tho the game is not what I usually like to see in RPG maker games (medieval fantasy) it did have me playing the game multiple times. Something about it reminds me of an interesting version of Harry Potter combined with some anime, something like magi to a degree. The UI sounds are by far the best ones in this game jam and the music fits well and is enjoyable (and that comes from someone who loves death metal and classical music). The game has a lot of content to offer, so I hope whoever reads this will give it a shot.

    Gameplay:
    Combat
    - The overworld battle is not for me. With that said, I just charge at enemies to engage in the old fashion combat, which is what I prefer. Only once did I have the need to switch from Johnny's Aura Blade to a different skill, which is ok in my opinion (You can play around with Freyja's spells, but Aura Blade op xD)
    Story - I'll break it in segments while not revealing too much. 1-Johnny and Frayja come to visit the town, 2-Call the ghostbusters and rick grimes, 3-It was the butler, obviously, 4-Zelda says hi, 5-Defeat the boss and explore around.
    Bug/Glitch - Well I found a lot of them, but the creator kept his/her cool and fixed everyday a bit until I've reached the end. As I said, there is a lot of stuff going on in this game, and the deadline made everyone rush, ofc there will be some bugs.

    Other:
    The visuals, sounds, music and effects are great in my opinion, but then again, my favorite tileset is still the default one (You shouldn't take my opinion on visuals serious). The conversation flow with the npc's and the investigations were just fun to read.
    I find the world building interesting, if not unique to some degree (at least in this game jam).
    The amount of stuff might be too much for someone who starts to play for the first time with plugin etc (half of the stuff clicked with me on the second go). That's about it. Give the game a shot, it's good.
  5. Zliryu said:
    Huh interesting overall, even tho I just fail with that combat system (outside battle). The music is good, but what got my attention is the UI sound effects, the best so far I've heard in this game jam (including my game and the default SE's ofc). I got this error tho, on many things (a door, going north and in battle): View attachment 142095

    Thank you for the compliment <3

    I feel sound design is one of the most important parts of any video game, so I took time to make my own sound effects. They're used across all my projects.

    That said, thank you for bringing that up. I was actually going to add a post about a fatal mistake I forgot to correct - when you get to the one dungeon of the game, make sure to save as I forgot to add a troop event that lets you disable an otherwise invincible enemy. @FleshToDust this applies to you too.

    As it is right now, please use Johnny's "Blaster" attack to bypass the "Protoype Blocker" enemy, as that's the one I'm talking about. I'll make sure to correct this as quick as I can for anybody else who wants to play.

    Edit: as well as several incorrect door paths, oops. :kaocry:
  6. CRITICAL UPDATE:

    I have updated the download with a version that removes the game-breaking incorrect paths and that one enemy's been fixed. Blaster is no longer required or recommended to bypass it.

    Unfortunately for those of you who have already started playing, you have to re-download the game. To preserve your progress, copy the saves from the old version and put them into the new version's game directory. This is the only way to preserve your progress, since the edits were event-based and nothing fundamental. (@Zliryu & @FleshToDust )

    This is not the patch with new content, since that will take quite a bit more time to include.
  7. Alright then, let's check it out :)

    Edit: Alright, made it way further this time around. Played from the beginning again, I like the madeline cutscene, really good work on that.

    I also found a few things here and there: (Fixed)

    1. Doesn't break the game as it pops out a few times, but the immersion


    2. This scene was great, but I think that you don't want people walking on two tiles of the table.


    3. Unfortunately, this is where the game stops for me. The characters are waiting for something, maybe an autorun event, since they can't move while the ghost swirls around (also appears sometimes randomly before this event where a doll wakes us up).



    Gotta say, the mansion/investigation part is awesome.
  8. @Zliryu Thanks for finding these bugs for me, dude. Ah, glitch-hunting, the most frustrating part of testing any game. :rswt

    You are correct to assume the problem was caused by the autorun event, since, uh... I forgot to add the part that makes it stop. The ghost in that room is also not coded the same as the other rooms, so whoops.

    Thankfully there is nothing useful in there, since the rest of the mansion is where you need to go.

    Glad to hear you're enjoying it! :LZScheeze:
  9. Hey npnp If you fix it by tomorrow, I'll give it a go again. Fixed a few bugs in my own game and now I have to work on my ue4 project a bit. I'll drop in tomorrow again.
  10. @Zliryu Thanks for helping, but you'd have to re-download the game again. I had to revamp a pretty major physics puzzle so the game can actually play correctly.

    I should stress that you don't need to play from the beginning every time: as long as you copy-paste the saves over from the version you're currently playing to the newest version, you should be able to pick up from where you last saved.
  11. Nice nice, you fixed that part where I got stuck last time and the table tiles. I'm sure you took care of the missing SE too, but this time I continued my saved file. Got three things again :D (I probably go on your nerves by-now xD but I like to touch/explore things in rm games)

    1. How the hell do I stop using the wall-e boi, the robot? I played piano on my keyboard and it didn't do anything. Space also shoots lasers (the "manual" says enter/z, not rly important, but maybe the release was on space?)

    2. Ok, this part didn't stop me and might be due to me using my save file from an earlier version, but I think it shoots twice, no gloves on us event and gloves on us event (in that order), since I picked them up earlier while investigating everyone. The game just continues, but I was like "what, did I pick up some other gloves then?...but I already took the item out of the t-seat"


    3. This crashed the game while in battle with "brainsuckers" that drop down.
    (Fixed)


    I guess I'm near the end of the game, judging by the story so far. I really like it and would like to complete it.
  12. @Zliryu It's alright, dude. As long as we keep purging bugs, I'm happy cause it helps improve the experience for everyone else.

    #1: Are you talking about starting the event and not stopping? Did it softlock because you tried to step on the switch and couldn't? Because if so, I think I fixed it.

    #2: Funny story. I had made it so you could get the gloves before the event required it, to give the player a way to break the sequence if they knew about it already. But I outright forgot to edit the sequence itself. Now I did.

    #3: ... Yeesh, you could tell I was in a rush by the end.

    That said, I updated the game again... not only to fix the glitches, but I also went and added the extra costumes, as well as other things. If you go into the fashion store, you can change the characters appearances for combat.

    I still haven't put in the rest of the bonus content I was planning to, since it requires more planning.
  13. Sweet. Downloading again.
    1.Yeah, tried to step on them too. Good good.
    2.Nice
    3.Hehe yeah the rush is real xD

    If I complete the game this time around, I'll edit my first comment into one of those 300 word review and link it in the submissions, if not, well, I'll edit this comment with whatever bugs/glitches/etc i find.

    Edit:
    Alright, seems I found some stuff again. (Fixed)

    1. Robot can't pass here, but I think he is supposed to. You should really look into this whole part since it breaks a lot (when you get the controls back and step with the characters on the right arrow it freezes, or the camera doesn't pan back to the robot on trap etc)


    2.When you get "Rockblocked" (hahah) I'm not really sure what I'm supposed to do, but I switched over to maddy and equipped "Push" into the T slot, when the hotkey is pressed, I get this and it doesn't push the rock. She does say something about kinetic energy and a hammer, but I've looked through her skill set.


    3.In the room with the rock. I killed that guy outside of battle with maddy's laser beam, he just switched to following me constantly and to this battle anyway. Not sure if that's something you intentionally setup or not, since I've done it for the first time like this (usually I charge at them)


    4.I'm pretty sure I have to use the grappling hook to get to that small island with Johnny, but it doesn't reach (from below).

    5.Are my companions supposed to jump around like frogs all the times? They started doing so just before entering this wonder-thingy, on the cutscene.

    This time I've included a save file if you want to see. Basically can't go anywhere from here. On the left, robotblock, up grappleblock and on the right rockblock. All the blocks :D

    Save file: Save08

    Edit: Oh yeah, forgot to mention it. When I get those "missing" error messages it kills the fullscreen. Not sure if you can do something about it tho, but then again, there shouldn't be missing files.
  14. Thanks for providing the save file because I have to keep nuking the ones I use so I can post the game.

    In order:

    #1: I severely underestimated how necessary the "through flag" is for stuff like this.

    #2: The Push function is to prevent being crowded into a corner by enemies because of another RPG Maker game I saw, where the monster trapped my favorite streamer into a corner and he couldn't escape.

    What you're actually supposed to do is complete the robot puzzle so you can get the hammer so you can get through here, but since it was originally messed up... yeah.

    #3: Yeah, that's intentional. The way it's set up is that despite whatever the message says on the overworld, you can't really kill them on the overworld. To actually get rid of them, you have to kill them in turn-based combat. Think of it more like an aggro system or a staggering system.

    #4: Thoroughly fixed that, now you can actually like... get there and back.

    #5: ... Ok funny story. To get the extra cinematic flair for the cutscene with [spoiler character], I set it so the followers don't chase behind you. I never corrected that, but the game still needs them to follow you, so Falcao's ABS makes them jump behind you.

    For your save file I added functions to the doors that make the characters chase you again, but it's also been added to the cutscene proper.


    I took the time to play the rest of the dungeon and it should not crash anymore. (Man, whether you like the guys at Nintendo or not, it takes a lot of effort and planning to make a good Zelda dungeon...)

    EDIT: @Zliryu Since you were such a good sport, I've added you to the credits due to your service as a beta tester. Your sacrifice will not go unappreciated. :kaopride:
  15. Oh sweet. Yeah, nintendo did always have a balance in their dungeons/caves, be it zelda, metroid or mario. Haha well thanks, but I wouldn't call it sacrifice, it was fun. Now let me see if I can complete it this time around :)


    Edit: Done! Completed the game haha but I did find some stuff. One major (random as f) issue and a few minor things.

    1. See where I grappled to? I was stuck there, the complanions didn't move after we got attacked by the mob there. I don't know what broke them but it ended up freezing me after the grapple. I tried to recreate this bug, but no luck (that's why I wrote 'random as f'), second time around it just went on normally.
    errormsg9.png

    2. These are just minor things:
    -Soda machine in the guild missing sound
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    -The guild music remains playing even when I leave (not sure if that's intentional)
    -You can't walk on the parking place next to the motel
    -There seems to be a character in the church that you can pass through and not interact with it in the middle of the way (looks like the bride).
    -Graveyard, Milo's house. He can see me but his sprite isn't there (a message pops but the dude isn't there)
    -I guess you set up Chroma to do nothing after 7-8 turns? Might be random, she just stood there and took it all xD not a bad thing rly, since she did good damage (Reflect, aura blade, steam and heal were the spells/skills that I used for her)
    -There is a shiny thing between two grave that I noticed on my 1st playthrough and I want it xD jk tried to collect it now after completing the game, still can't take it (just tell me what it is, if it's even something you can pick up by doing something :D)
    -Can't go to North or East after the game is done. (You could copy the maps and remove all events, lock the doors with some random message, just to give players the ability to revisit every major area, if you feel like it i mean)


    Thanks for the credit :) gonna edit the first comment into a review now.
  16. BIG UPDATE:

    I have removed the ABS aspect of the game.

    Enemies on the overworld will only chase you now, and while you can still use tools and weapons on the overworld, they are only used for puzzles. This goes as far as affecting my other projects too, since it's the same foundation. I dunno, something about the two styles of combat didn't mesh so I'm keeping it 100% turn based from now on.

    Also, I did some more light bugfixing and even went as far as adding in a new area and a secret boss encounter.

    I even included a cutscene skip function where if you press X while a cutscene is running, you get a Yes or No prompt asking you if you want to skip.
  17. Lot of updates... Are there any more big changes planned or is the demo what we can expect from the finished game?
  18. FleshToDust said:
    Lot of updates... Are there any more big changes planned or is the demo what we can expect from the finished game?

    I plan to add more extra things, but if you're asking if the game is finished, it is.

    Its not a demo, what you're getting is the whole game.

    I just had to do a lot of bug testing and adjusting due to being a bit of a perfectionist, and that's pretty much over since the real bad glitches have been rooted out.
  19. I played this for about 45 minutes (up until the end of the wine poisoning scene, until I got to the save statue afterwards). I get the sense that there's still a lot more of this game left to play but I've played enough to form an opinion and I think it'd be the same even if I played to the end.

    The amount of time, effort and enthusiasm poured into this project is clear, you've made something very big, complicated and involved. I would guess that a lot of hours went into this. I understand that some elements are borrowed/modified from your other project, but even just eventing all the cutscenes must have been a considerable effort. I don't want to minimise your efforts, I absolutely believe you worked incredibly hard, which is why I feel bad delivering my main critique;

    More isn't always better

    This game has a lot. A lot of everything. A lot of skills, items, menu options, characters, cutscenes, mechanics, keybinds, just honestly a huge amount. You say it's at least an hour and a half long, I believe you. The thing is, for a game jam, I think most people are expecting pretty short, straight forward games. Personally, I'm trying to play as many entries for the jam as I can, and I'd rather play three 20 minute games than a single hour long game. For this sort of thing, less really is more. I would prefer to strip out as many mechanics as possible and focus on one thing specifically. I'm looking for short stories, but this feels more like chapter 10 in book 3 of a sprawling fantasy novel series.

    More specifically, the number of items, skills and skill categories is just confusing. You say the system is adapted from your longer project. In that project do you start lower level and gradually unlock more skills? I notice that you start at level 30 & 50 in this game, and I think that's probably why you have so many starting skills. It's really a lot to take in at once.

    That's really my main takeaway, I felt overwhelmed by all of the mechanics in the game. Again, I don't want you to be dispirited because you're clearly passionate, and I think you can do great things with that passion.

    I've got some other points, and more positive ones too! I liked the portraits, I have never seen any like these before, but they look very cute. I haven't seen the parallax reflection on water done in RPG Maker before and it's a cool effect. The smaller animations used out of combat are well done. There were a lot of pieces of music in the game that I enjoyed. The in-combat animations look good and the damage pops are generally pretty clear and satisfying. The combat art for the zombies/enemies is also good, the HP/MP meters are especially cute.

    I particularly liked the title screen. Maybe because I've just finished playing A Summer's End - Hong Kong 1986 which put me very much in the mood for synthwave. The purply image and the music are both excellent (although there's some visible compression artifacting in the image). The title text jars a little, but the title also feels evocative of that kind of 80s style. I was a little disappointed that the game itself didn't seem to feature this style.

    Some very minor points:
    • The installer is called "No Travel Game Jam.exe", which is confusing when you have half a dozen no travel game jam entries in the same folder!!
    • The title kind of reminds me of Stardew Valley, which is unfortunate because I don't think there's any particular resemblance. I thought at first it might be an homage
    • I couldn't fullscreen the game. I noticed this with another RMVXA game I played. Is it just a limitation of the engine? It looks tiny on my monitor and I was getting an eye strain playing it
  20. Thanks so much for telling me your thoughts. I'm infinitely grateful that you gave me your honest opinion.

    EuphemiaArtoria said:
    More isn't always better

    There it is, the thing I was fearing someone would say.:kaodes:

    I think after a certain point I realized I had exceeded "game jam entry" and had just made "a game" to show off, hence the extreme length.

    My main concern became "as long as I provide a quality experience I'm not bothered if people think it's too long."

    That and "is the writing good" because that's actually my forte and the part that carries between projects.

    That said, my ambition was clearly unchecked. If we have another jam, I'm definitely scaling back and making a much smaller game.

    EuphemiaArtoria said:
    You say the system is adapted from your longer project. In that project do you start lower level and gradually unlock more skills? I notice that you start at level 30 & 50 in this game, and I think that's probably why you have so many starting skills. It's really a lot to take in at once.

    You start at level 1 in my main project. Its absolutely meant to be a longer game where you gain skills at a more natural pace.

    EuphemiaArtoria said:
    The HP/MP meters are especially cute.

    Good cause I drew em myself :kaopride:

    Everything else was made via Gaia Online's character creator, hence why it looks so different from other games.

    EuphemiaArtoria said:
    • I couldn't fullscreen the game. I noticed this with another RMVXA game I played. Is it just a limitation of the engine? It looks tiny on my monitor and I was getting an eye strain playing it

    Apparently you have to press Alt + Enter to fullscreen VX Ace. It's weird.

    Seriously though thanks.