AoDLegacy's Profile

Ranked #19


1005 Points

Shattered Realms: Mortal Tale

Shattered Realms: Mortal Tale is a rpg fantasy set in the world of Oxorin, in a time of great chaos and strife. Death himself has risen from the Far Realm and most of the world is being choked under his reign. During all of this, you are nothing more than a lost soul who has escaped Death, yet his curse remains. With a limited time to live, you must seek a way to defeat him while fighting endless numbers of enemies in an attempt to stave off your return to the Realm of the Dead.FeaturesTurn Based Combat - Your standard fair combat system, minus health potions. Instead, the enemies you kill drop Soul Spheres, which replenish lost health. Death Curse - Stave off a never ending timer from reaching zero, lest Death finally reclaim your soul, by defeating the various monsters of the world. Each death takes your place in the underworld. Multiple Storylines - Time works in mysterious ways, see the various paths and routes possible for you unfold as you learn about the mysterious world around you. All endings are canon and may be represented in future titles/expansions. Open World - Travel into many lands and places, so long as you have the strength nessisary to survive the enemies you shall encounter. Character Customization - Choose from four classes, four races, and be male or female! You can be a fighter, mage, theif, and hunter. Note: The Public Demo is underway. Various changes to the intro presented are planned.

Story/Writing/Dialogue Mechanics

So, to start, I am actually enjoying myself with this game to some extent. The story is certainly passable, I'm current at the second town, suspecting rather strongly that something big is about to happen, but it hasn't happened yet. I do take a minor amount of issues with some of the writing, for example, the hunting session doesn't really feel like much of a hunting session, and if the random encounter is meant to serve as this, I feel as though the game should probably alert you to when you've accomplished the task, or is it just filler? That was something I felt could be addressed. Additionally, when the two mercenaries showed up, one of them wasn't visible, this deeply confused me, as he was standing in the doorway so I couldn't tell he was there. I'd suggest fixing that so others don't go 'huh? Who is this guy talking- oh there he is.'

I selected mechanics for a few reasons. Chiefly when I hear complaints about the RPG Maker engines, it's that all the games tend to be carbon copies in the mechanics department, as well as graphics, with no variance. What I'm doing with my own project is trying to add something that brings something else to the gameplay (and makes fighting less about grinding, more about actual survival). Not necessary here, but it's something to consider, 'what do I bring that is different?' This is more of a general game development sense rather than strictly related to your game, as I enjoyed the gameplay, though it IS the first MV game I've played, so future games would make me bored if the story didn't hold up.

Additionally, running back to town gets rather tiring, especially with the random encounters stressing me out as I run to refill my MP in the inn again and again. A way to refresh the MP bar would be a godsend. I like the fact there is sprinting, so a snail's pace doesn't utterly drive me insane.

Entering the cave area to get supplies, I did actually get pretty banged up, (the blacksmith guy died), so I was a bit concerned for a little about the strength of the monsters compared to the ones outside, but after a little it got easier to handle.

Graphics are undoubtedly defaults, but I have no issues with that, as long as the story and mechanics are decent, which they pretty much are.

Really there is little I could describe as poor quality or not well done, the one thing I found puzzling was the King just went 'hey you're invited' with little to no ceremony. A courier / messenger with fan fare or something seems more appropriate, considering the King is sending a message. It could be that the King made a humble stroll, but I don't imagine that's the case.

Overall, you got something good going for ya, keep up the good work, I will let you know if I discover any more things on my journey in The Valley of Ashe. It was a fun little hour of my time.

3 years ago

Side note, the main cast is certainly well written, but characters like the king feel a little more flat... nit pick honestly.

3 years ago

No problem man, I had plenty of fun doing it! I just saw a few of the designs on Twitter myself, they look nice! And yeah, I actually checked to see for flavor text, such as signs text. I was like 'Awww, no text.' I think when I reached the second town I was above level ten or so, I don't remember. In any case, something that just occurred to me, I'm not gonna know where / whom to head toward now that I'm in the second town, all I was really told was 'hey go to this town' to my knowledge, maybe some form of direction would be nice.

This is more of an idea that just popped into my head, but maybe before the player is actually taken inside a dungeon/area, the game could display the name of the location like: 'Enter [Random Place Here]?' and give a choice, so the player knows where they're headed. I know the only reason I didn't enter the tower when I went to the caves first time is 'that's probably not a safe place yet'.

Overall I like where most of the game is headed, I'll definitely keep an eye out for future updates.

3 years ago

Also, Child of Fire Sylvyth is my favorite character at the moment, I hear the voice of Mine from Akame Ga Kill or something similar when I hear her talk. The pig tails probably add to that.

Just remembered, there were times where I got random encounters and auto won, no enemies showed up. Not sure why that was.

3 years ago

A quest log and a little more clarity to instructions would be helpful like 'go north, south, etc', 'talk to x person when you get to x place, which can be found by going in x direction.'

Such a thing after coming back to a save would be nice too.

3 years ago

Hmm, I usually try my best to catch that sorta thing. I'll look into it since I'm building my first tiny demo atm for a friend to check out. I'll definitely keep your feedback in regards to the dialogue in mind. And I can personally agree: I freaking hate the old fanfare song, I replaced it with something else, but it's currently not quite right either. Victory music is one of the worst ones to come up with, it's either too long or exceedingly grating (I really do hate the old track).

I'm really glad you liked the various mechanics, believe me, the Death Curse System, which has yet to rear its head quite yet, was a pain to set up. Bugs galore. It's working now, but most of my time with this game was previously spent trying whack that thing into submission. I definitely felt the thing with Death was rushed too much, I'm gonna add on to that cutscene a fair bit.

3 years ago

Also I assume when you're talking about the voices, you're referring in this case to the entity that talked about being greater than the gods? Or is there a different one you mean?

3 years ago

Game link fixed. Thanks for letting me know.

We're well aware of the graphics - it's on our 'to do list' which is quite extensive. We do have updated party character battlers and monster battlers planned, but as I am currently paying said artists to do so, that unfortunately will take time, and lots of it.

The UI and general mechanics are late term issues and while there's plans to fix them, it's not really something that needs fixing til late term. I'd rather have everything in place so that the game is polished and in a state where tweaking something like that won't set us back months first, hence late term issues.

A note about the RPG Maker commentary- -While criticism is well and good, the 'x engine is bad because people make bad games' argument is tiring and annoying at best. While it's true bad actors exist, you should not judge the whole for the warts. Plenty of good games exist on multiple engines, including the RPG Maker lineup. MV in particular is a great engine with incredible potential to renovate and make your own systems, if you learn coding, you essentially have a really competitive game engine, as the languages it supports makes it far more powerful than any single engine before it, combining a greater field of potential with an accessibility great for pro and new developers alike. It's a great place to learn, which is something that should be praised, not scorned.

Anyway, if you do decide to play the game, I hope you at least give the story an open mind in spite of the game's flaws (of which I am aware of, believe me), and I'd love to hear what you'd have to say regarding that.

Take care man.

1 year ago

Also, this is more of the style we're going for the next version of the party battlers.

The color is going to be updated as well probably, as the art style I use has been getting improved on a lot this year.

1 year ago

That error code is a very specific one, it means it can't access the run time package for various reasons.

This is generally really easy to fix: Did you download the rtp first or the game? If you downloaded the game first, it won't aknowledge the rtp, and the game needs to be reinstalled. If this is not the case, then if it's downloaded on Desktop, your personal file (say, the file named for example, 'John'), I've heard it doesn't like to run in those locations. It's best to have a dedicated folder for these kinda games to put the files in. Lastly, are all the files in one place or have you moved them around?

1 year ago

The Valley of Ashe