MZ - Tales of Frah'Akin RPG [UPDATED DEMO 2.0]

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Started by Aeghite 83 posts Page 3 of 5 View original ↗
  1. New Update! I'm working on Thomas' skills and possibly a new battle UI look.
    Here's Sneak Attack!

    [embedded media]
  2. You should change the jump sound effect to something that's not the default RPG Maker sound effect. XD
  3. StrawberryFlower said:
    You should change the jump sound effect to something that's not the default RPG Maker sound effect. XD
    Yes, I'm currently working on putting more custom sound effects and music
  4. Demo Update!

    Tales of Frah'Akin Demo ver 1.4 patch is here! This patch brings some performance adjustments, additional interactive content, a new mechanic, and a new enemy. Thank you for your patience and happy gaming!

    ver.1.4 Patch Notes:

    [Fixes]
    Slightly improved the gaming performance on some of the maps.

    [Visuals]
    Characters now have reflections on the water.
    Added a custom cursor.
    Collectible plants and herbs are now animated.

    [Sound]
    Added more custom music for several maps and some new sound effects.

    [Gameplay Updates]
    Added a new forest monster - beetle.
    Included a new game mechanic - jumping.
    Added new interactive minigames - riddles.
    Added a new side quest revolving around treasure hunting.
    A short scene has been added after a failed battle.
  5. Oh I really like how you did the fast travel system have the list with the screenshot of the location. Your game is sooo pretty!
  6. PrimitivePixels said:
    Oh I really like how you did the fast travel system have the list with the screenshot of the location. Your game is sooo pretty!
    Thank you so much! :LZSproud:Your game is also looking great! It has that perfect nostalgic feel, and I'm looking forward to seeing more of it!
  7. I think I've seen your devlog on YouTube! It's so nice seeing another Polish dev. Your game looks AWESOME, I will definitely play the demo when I have the time. I'm so jealous of your graphic skills! Keep up the great work!
  8. StardustSailor said:
    I think I've seen your devlog on YouTube! It's so nice seeing another Polish dev. Your game looks AWESOME, I will definitely play the demo when I have the time. I'm so jealous of your graphic skills! Keep up the great work!

    Thank you so much! :LZSproud: I appreciate it a lot! And I'm also happy to meet another Polish Dev here.
  9. New Update! Hidden treasure riddles.

  10. New Update!

    First look at Natrium - the bandit city in Tales of Frah'Akin! A lively hideout with a code of its own, Natrium is home to rogues and rebels alike.

  11. New Update!

    A preview of Lucien's battle skills:

  12. Here's my review of the demo!

    The opening intro was totally unwatchable for me, it lagged/buffered so much. And in the game I too suffered from performance drops (5-year-old laptop, might have helped if I tried changing some graphics card options to use more power). The FPS in the outside areas was around 25-30 and in battles slightly less.

    The graphics were cool. Really nice mapping with the varied trees and the buildings blending with the forest. Good character busts. Not the biggest fan of the walking sprites, but they did fit with the game. Good atmosphere with the music and BGS.

    Voice acting was ok (except some NPCs sounded a bit weird/monotone). Kind of soft-spoken, but I guess that's a design choice for the elven race. Still I think they could have shown a bit more emotion when saving that girl for example. And is it a design choice or an error that the lips move only at the very start when they speak their lines?
    Also, I'd change the menu/cursor/select/cancel rtp(?) sound effects.

    Battles were good, basic jrpg battles. Maybe a bit too many enemies resisted/were immune to your forest magic though and the bees had quite a lot of hp and high evasion for early level characters. The wolf boss was quite tough (at least when I hadn't fought many monsters/gained levels before it), I had to use some items, but I thought it was nice to have some challenge in the beginning too. I think that the enemies' hit animation started before their attack motion though and I'm personally not a fan of the longish pre-skill-use light animation. Also, the on map enemies followed you for quite some time, so if you tried to evade them and ran into a "dead end", you might have to fight multiple enemies in a row when getting out.

    Lastly some random things:
    -after changing your clothes you can run past the unicorn guy to advance the story without talking to him
    -Maritee shouted "Wait princess..." when I was walking toward the king and not yet leaving the room
    -nice that you had some interactable objects in the houses
    -i'd do a quick fade to black when an npc is supposed to leave and do something (like giving the antidote to the girl)
    -if I already have a fetch-quest item, I'd make the character comment to the quest giver that they've already got what is needed
    -the sprite sometimes flashed when going up the ladders to the treehouses
    -the unicorn guy sprite also sometimes flashed/jumped when returning from battles to the map screen
    -after killing the wolf boss I ran back to the fountain and then came back, and the boss sprite was kind of sitting on top of the trees (is that on purpose?)
    -I wouldn't have the main characters use hp/mp in their speech, but instead just say that the fountain rejuvenates them or something
    -at some point the music stopped (didn't loop?) at Master Fenlisher's house (when returning from the basement)
    -shouldn't the farmer dudes be more surprised at seeing elves/magical creatures with weird clothing?

    Good luck with the project!
  13. @Aeghite I wanted to cover Tales of Frah'akin because it looked quite promising. The Feedback Festival helped push me to make this review, but trust me when I say I would have picked it out regardless.

    --

    Tales of Frah'Akin Review
    + Very nice title screen, especially with the fact the characters are slightly animated with the wind blowing and the sky in the back moving.

    + Pretty star animation after selecting new game.

    + Like that you can skip the opening crawl if you don't want to deal with it.

    + As for the opening crawl itself, it's kind of insane to me what you can pull off with RPG Maker. The lore itself is pretty cool and the way it looks is sick.

    + Autosave is always good, even if I feel it's a bit excessive to autosave every time you leave the menu or go to another map.

    + The overworld sprites for the characters are quite adorable, and I like how there's lip motions for the characters when they're talking in cutscenes.

    + I like that there's a quest journal thing that tells you what to do next, as well as a compass. Not my cup of tea, but it could be useful for telling the player where to go next.

    + This mapping is actually quite gorgeous. There's so much detail stacked into every corner.

    + I gave cat food out of the goodness of my heart and got an MP Regen orb. Nice.

    + I'm not sure if this is an MZ thing for Visustella, but starting immediately on the equip slots for items without having to fumble with an obnoxious Equip-Optimize-Clear-Finish menu is very nice.

    + Ooh, this game has tooltips too.

    + I do like that the plot is very brisk and lets you explore quickly without being boggled down with nonsense, even if you didn't skip the lore at the start.

    + Oh, enemies are on the map and have line of sight so you can sneak around them. Though I do feel it's a bit too easy to cheese them.

    + I like the combo move system and that Ennea's MP naturally regenerates, although...

    = Oh. Wow. The game has its own installer. A bit much, but alright.

    = I'm seeing quite a few default Moghunter graphics.

    = Ooh. Ow. My computer doesn't like the opening lore cutscene, even with an 8GB upgrade. It stops and starts every so often.

    = Natures from Pokémon are in this? Alright.

    = I am ambivalent towards this voice acting. It's quite wooden but it's not offensive. But it still works better here with the big CG busts than little sprites talking at least.

    = I've gotten like, six potions (not counting the secret one in the chest above Mr. unicorn) before I even go into combat. Quite generous.

    = Aehlevander is the spitting image of Helios from Sailor Moon, even down to the fact he's a white-robed man with white hair with a golden crystal in his head that turns into a unicorn.

    = The story is not bad, but it's also not too terribly exciting either. It just feels like generic fantasy fare, especially with all of the "Age of Darkness" talk.

    = We pick up 6 bags of flour for a dude, a task they could have done themselves, and then he gives us his ranch hand to take on an adventure. It feels a bit abrupt, like I didn't get much of a read on this guy's personality.

    - (!!) Oh no... you have all of this custom art yet you stuck to the default RTP sound effects... and default orange bar for HP... and the default font...

    - No keyboard rebinding. A bit more reasonable considering this is MZ, but still.

    - Oh. Uh-oh. I played without skipping the intro story and it seems to have started the actual in-game cutscene, because once the intro ended, it stuck me immediately onto the map with Ennea and her talking unicorn guy without seeing that CG where she's sitting against the water. Oops.

    - (!!!) The game is VERY resource intensive, as I could barely get 13+ frames even on the map the game starts at. Certain maps drops it down to single digit framerate, which I can only assume is the fault of visual effects + Visustella's obfuscation making the game's job harder than it needs to be.

    (In maps without effects and menus, it goes up to 30 frames only, which isn't that much better.)

    - Something I don't like about the compass is that it tells you where treasure chests are, even hidden ones, as well as the fact it doesn't actually highlight exits.

    - Strange how the two arrow buttons on the equipment screen block the text box, but not in Skills.

    - I think it's quite bizarre how you have items on the shelves that can be bought separately from talking to the shopkeeper, but they don't have markers above them to signify to the player that they can even be bought until you rub right up next to them. If @hiddenone didn't bring this up, I would never have known.

    (Especially since it doesn't seem to be a one-and-done event where you give 100 gold, but another shopkeeper event that ONLY sells the potion while he has potions in his main stock? Very weird, makes me wonder what the point is.)

    - There's a grass-steppy noise when you run in this specific location, yet not on the other side.

    - Why does the regular attack of the wolves do 33 damage, but the special charge-up animation Scratch do like, 24? It doesn't make sense to me.

    - Why is the Ground Herb (and other crafting materials) able to be used in combat if it does nothing?

    - (!!) Not a fan of this combat. I do like the effort put into making it so you can't spam Normal Attack, but the Press Turn Combat system effect where you get an extra turn for nailing enemies with their elemental weakness + stunning them seems quite unbalanced.

    Especially since Ennea has regenerating MP so she can keep spamming her moves. I don't have anything against this MP regen effect, but when combined with the Press Turn Combat function, things get pretty mindless.

    - Oh... do the bees have Reflex (aka. auto-dodge physical attacks)? Strange that they don't have a tooltip telling the player about this, especially when you pretty much have to transform to do anything about them as Aehlevander.

    - Auto-battle? Mmmm. I'd rather not have any mechanic that auto-plays the game for me.

    - OH UH. I saw Aehlevander's sprite zip-zoop over the map for a second after killing the forest wolves before his position corrected. Wonder what that's about. (It also happened again when we beat the forest wolves boss.)

    It also happened to Ennea's portrait sprite when she talked to Elmir.

    - "It can restore the full HP and MP of whoever drinks its water." sounds pretty strange. I think you should have it say "It can fully restore the HP and MP of whoever drinks from it."

    - The Forest Wolf Boss, as the first boss fight, is quite terrible. It's kind of just mash attack until you beat the boss, since he's a big HP sponge. The minions don't really do anything notable since they get splattered by using Forest Slash (your AOE that stuns them) while the boss wolf himself has so much HP that it makes fighting him a slog.

    For reference's sake, it took me 16 turns to kill him. His minions died way before that.

    - THE BOSS HEALS HIMSELF. NOOOOOOOO. He heals for 388(!) in a fight where you do 70 (unboosted) / 111 (boosted, which is only possible because of the demo-exclusive skill that Aehlevander has). This is a bad decision because bosses that heal themselves are very contentious. If done poorly, it does nothing but extend the boss fight and doesn't really make the fight more interesting.

    - Wouldn't it make sense to just allow the player to enter Master Fennlisher's house if they wanted to? There's not really a point having to talk to the NPCs if you already figured it out / get told where it is explicitly after the first NPC, it just seems like padding.

    - "So many weapons and armor!" feels weird. "So much weaponry and armor" would probably work better.

    Here's the thing. It's a gorgeous game. There's an insane amount of effort on the art side of things.

    But there's a lot of little annoying things:
    * The continued existence of default RTP sounds and other things like the default font
    * The framerate absolutely SUFFERS when the game is any map that isn't indoors / in combat. This is likely the fault of the plugins you're using.
    * The combat itself being quite easy to break and not all that exciting due to balancing issues. It was pretty dull.

    Also, from what I saw of the story, it just seemed like your typical "save the world, young hero" type of fantasy story where you have to fight the dark lord and his underlings. I couldn't get much of a read on the actual personalities of the characters, since they just kind of stayed in their lanes - Aehlevander is the stoic and serious guardian, Ennea is the bold-but-conflicted warrior princess and the farmer guy you got at the end didn't stay long enough to get a read on his personality.

    Ennea stood out due to the fact she actually did seem troubled by the state of the world, and her talk with the griffin NPC was somewhat interesting, but it was also quite cryptic. I want to see it actually build into something instead of just being a vague threat.

    That said! I am rooting for you to succeed with this, since it's clear you've put in an incredible amount of effort already.
  14. rpgLord69 said:
    Here's my review of the demo!

    The opening intro was totally unwatchable for me, it lagged/buffered so much. And in the game I too suffered from performance drops (5-year-old laptop, might have helped if I tried changing some graphics card options to use more power). The FPS in the outside areas was around 25-30 and in battles slightly less.

    The graphics were cool. Really nice mapping with the varied trees and the buildings blending with the forest. Good character busts. Not the biggest fan of the walking sprites, but they did fit with the game. Good atmosphere with the music and BGS.

    Voice acting was ok (except some NPCs sounded a bit weird/monotone). Kind of soft-spoken, but I guess that's a design choice for the elven race. Still I think they could have shown a bit more emotion when saving that girl for example. And is it a design choice or an error that the lips move only at the very start when they speak their lines?
    Also, I'd change the menu/cursor/select/cancel rtp(?) sound effects.

    Battles were good, basic jrpg battles. Maybe a bit too many enemies resisted/were immune to your forest magic though and the bees had quite a lot of hp and high evasion for early level characters. The wolf boss was quite tough (at least when I hadn't fought many monsters/gained levels before it), I had to use some items, but I thought it was nice to have some challenge in the beginning too. I think that the enemies' hit animation started before their attack motion though and I'm personally not a fan of the longish pre-skill-use light animation. Also, the on map enemies followed you for quite some time, so if you tried to evade them and ran into a "dead end", you might have to fight multiple enemies in a row when getting out.

    Lastly some random things:
    -after changing your clothes you can run past the unicorn guy to advance the story without talking to him
    -Maritee shouted "Wait princess..." when I was walking toward the king and not yet leaving the room
    -nice that you had some interactable objects in the houses
    -i'd do a quick fade to black when an npc is supposed to leave and do something (like giving the antidote to the girl)
    -if I already have a fetch-quest item, I'd make the character comment to the quest giver that they've already got what is needed
    -the sprite sometimes flashed when going up the ladders to the treehouses
    -the unicorn guy sprite also sometimes flashed/jumped when returning from battles to the map screen
    -after killing the wolf boss I ran back to the fountain and then came back, and the boss sprite was kind of sitting on top of the trees (is that on purpose?)
    -I wouldn't have the main characters use hp/mp in their speech, but instead just say that the fountain rejuvenates them or something
    -at some point the music stopped (didn't loop?) at Master Fenlisher's house (when returning from the basement)
    -shouldn't the farmer dudes be more surprised at seeing elves/magical creatures with weird clothing?

    Good luck with the project!
    Thank you so much for the feedback! It means a lot to me :LZSproud:

    I'll try to make more adjustments and combat balancing for the next major demo update following your advice.

    Thank you for playing my game!

    RCXGaming said:
    @Aeghite I wanted to cover Tales of Frah'akin because it looked quite promising. The Feedback Festival helped push me to make this review, but trust me when I say I would have picked it out regardless.

    --

    Tales of Frah'Akin Review
    + Very nice title screen, especially with the fact the characters are slightly animated with the wind blowing and the sky in the back moving.

    + Pretty star animation after selecting new game.

    + Like that you can skip the opening crawl if you don't want to deal with it.

    + As for the opening crawl itself, it's kind of insane to me what you can pull off with RPG Maker. The lore itself is pretty cool and the way it looks is sick.

    + Autosave is always good, even if I feel it's a bit excessive to autosave every time you leave the menu or go to another map.

    + The overworld sprites for the characters are quite adorable, and I like how there's lip motions for the characters when they're talking in cutscenes.

    + I like that there's a quest journal thing that tells you what to do next, as well as a compass. Not my cup of tea, but it could be useful for telling the player where to go next.

    + This mapping is actually quite gorgeous. There's so much detail stacked into every corner.

    + I gave cat food out of the goodness of my heart and got an MP Regen orb. Nice.

    + I'm not sure if this is an MZ thing for Visustella, but starting immediately on the equip slots for items without having to fumble with an obnoxious Equip-Optimize-Clear-Finish menu is very nice.

    + Ooh, this game has tooltips too.

    + I do like that the plot is very brisk and lets you explore quickly without being boggled down with nonsense, even if you didn't skip the lore at the start.

    + Oh, enemies are on the map and have line of sight so you can sneak around them. Though I do feel it's a bit too easy to cheese them.

    + I like the combo move system and that Ennea's MP naturally regenerates, although...

    = Oh. Wow. The game has its own installer. A bit much, but alright.

    = I'm seeing quite a few default Moghunter graphics.

    = Ooh. Ow. My computer doesn't like the opening lore cutscene, even with an 8GB upgrade. It stops and starts every so often.

    = Natures from Pokémon are in this? Alright.

    = I am ambivalent towards this voice acting. It's quite wooden but it's not offensive. But it still works better here with the big CG busts than little sprites talking at least.

    = I've gotten like, six potions (not counting the secret one in the chest above Mr. unicorn) before I even go into combat. Quite generous.

    = Aehlevander is the spitting image of Helios from Sailor Moon, even down to the fact he's a white-robed man with white hair with a golden crystal in his head that turns into a unicorn.

    = The story is not bad, but it's also not too terribly exciting either. It just feels like generic fantasy fare, especially with all of the "Age of Darkness" talk.

    = We pick up 6 bags of flour for a dude, a task they could have done themselves, and then he gives us his ranch hand to take on an adventure. It feels a bit abrupt, like I didn't get much of a read on this guy's personality.

    - (!!) Oh no... you have all of this custom art yet you stuck to the default RTP sound effects... and default orange bar for HP... and the default font...

    - No keyboard rebinding. A bit more reasonable considering this is MZ, but still.

    - Oh. Uh-oh. I played without skipping the intro story and it seems to have started the actual in-game cutscene, because once the intro ended, it stuck me immediately onto the map with Ennea and her talking unicorn guy without seeing that CG where she's sitting against the water. Oops.

    - (!!!) The game is VERY resource intensive, as I could barely get 13+ frames even on the map the game starts at. Certain maps drops it down to single digit framerate, which I can only assume is the fault of visual effects + Visustella's obfuscation making the game's job harder than it needs to be.

    (In maps without effects and menus, it goes up to 30 frames only, which isn't that much better.)

    - Something I don't like about the compass is that it tells you where treasure chests are, even hidden ones, as well as the fact it doesn't actually highlight exits.

    - Strange how the two arrow buttons on the equipment screen block the text box, but not in Skills.

    - I think it's quite bizarre how you have items on the shelves that can be bought separately from talking to the shopkeeper, but they don't have markers above them to signify to the player that they can even be bought until you rub right up next to them. If @hiddenone didn't bring this up, I would never have known.

    (Especially since it doesn't seem to be a one-and-done event where you give 100 gold, but another shopkeeper event that ONLY sells the potion while he has potions in his main stock? Very weird, makes me wonder what the point is.)

    - There's a grass-steppy noise when you run in this specific location, yet not on the other side.

    - Why does the regular attack of the wolves do 33 damage, but the special charge-up animation Scratch do like, 24? It doesn't make sense to me.

    - Why is the Ground Herb (and other crafting materials) able to be used in combat if it does nothing?

    - (!!) Not a fan of this combat. I do like the effort put into making it so you can't spam Normal Attack, but the Press Turn Combat system effect where you get an extra turn for nailing enemies with their elemental weakness + stunning them seems quite unbalanced.

    Especially since Ennea has regenerating MP to just keep using her attacks to keep spamming her moves. I don't have anything against this MP regen effect, but when combined with the Press Turn Combat function, things get pretty mindless.

    - Oh... do the bees have Reflex (aka. auto-dodge physical attacks)? Strange that they don't have a tooltip telling the player about this, especially when you pretty much have to transform to do anything about them as Aehlevander.

    - Auto-battle? Mmmm. I'd rather not have any mechanic that auto-plays the game for me.

    - OH UH. I saw Aehlevander's sprite zip-zoop over the map for a second after killing the forest wolves before his position corrected. Wonder what that's about. (It also happened again when we beat the forest wolves boss.)

    It also happened to Ennea's portrait sprite when she talked to Elmir.

    - "It can restore the full HP and MP of whoever drinks its water." sounds pretty strange. I think you should have it say "It can fully restore the HP and MP of whoever drinks from it."

    - The Forest Wolf Boss, as the first boss fight, is quite terrible. It's kind of just mash attack until you beat the boss, since he's a big HP sponge. The minions don't really do anything notable since they get splattered by using Forest Slash (your AOE that stuns them) while the boss wolf himself has so much HP that it makes fighting him a slog.

    For reference's sake, it took me 16 turns to kill him. His minions died way before that.

    - THE BOSS HEALS HIMSELF. NOOOOOOOO. He heals for 388(!) in a fight where you do 70 (unboosted) / 111 (boosted, which is only possible because of the demo-exclusive skill that Aehlevander has). This is a bad decision because bosses that heal themselves are very contentious. If done poorly, it does nothing but extend the boss fight and doesn't really make the fight more interesting.

    - Wouldn't it make sense to just allow the player to enter Master Fennlisher's house if they wanted to? There's not really a point having to talk to the NPCs if you already figured it out / get told where it is explicitly after the first NPC, it just seems like padding.

    - "So many weapons and armor!" feels weird. "So much weaponry and armor" would probably work better.

    Here's the thing. It's a gorgeous game. There's an insane amount of effort on the art side of things.

    But there's a lot of little annoying things:
    * The continued existence of default RTP sounds and other things like the default font
    * The framerate absolutely SUFFERS when the game is any map that isn't indoors / in combat. This is likely the fault of the plugins you're using.
    * The combat itself being quite easy to break and not all that exciting due to balancing issues. It was pretty dull.

    Also, from what I saw of the story, it just seemed like your typical "save the world, young hero" type of fantasy story where you have to fight the dark lord and his underlings. I couldn't get much of a read on the actual personalities of the characters, since they just kind of stayed in their lanes - Aehlevander is the stoic and serious guardian, Ennea is the bold-but-conflicted warrior princess and the farmer guy you got at the end didn't stay long enough to get a read on his personality.

    Ennea stood out due to the fact she actually did seem troubled by the state of the world, and her talk with the griffin NPC was somewhat interesting, but it was also quite cryptic. I want to see it actually build into something instead of just being a vague threat.

    That said! I am rooting for you to succeed with this, since it's clear you've put in an incredible amount of effort already.


    Thank you so much for the detailed feedback! I appreciate it a lot :LZSproud:

    I've been thinking about the RTP sound effects for a while. I'm slowly replacing them with custom ones.

    I'm also trying my best to find a way to boost the frame rate. The problem is that it works fine on my computer. I have a constant of 50-60 frame rates on most maps, the lowest being 40. I'm still looking into the plugin options to find a better solution, without compensating for the quality of the graphics. Testing everything on my old laptop helps a bit.

    Haha, I'm happy you found the resemblance between Aehlevander and Helios. It was intentional. I loved Sailor Moon as a child, especially Helios. So the design of the character is a little tribute. He's going to have a different set of clothes to choose from later in the game.

    I'm still working on balancing the battle system and your comments help a lot to get me on the right track! It's probably my main Achilles' heel and I'm still learning from my mistakes.

    I hope to adjust the game following your advice and release a bigger demo update sometime in January.

    Thank you for playing my game! :LZSproud:
  15. New Update! I've been working on updating the menu SFX in Tales of Frah'Akin, and here’s a sneak peek at the new sounds in action!

    What do you think?

  16. New Update!
    I implemented a new Quest System with pointers! You can toggle quest pointers on or off to suit your playstyle. The new Quest System will be available in the next major demo update sometime at the end of January.