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I just completed my playthrough (including the secret ending); it took me way more than the advertised "over 30 hours", which is good, because this game is a really fun, epic adventure with an excellent translation (from Polish to English). The story with its strong twists and the dialogues are what I enjoyed the most, and the huge dungeons provide a decent challenge, although it's impossible to get lost because of their linear structures.


You might want to fix a few bugs and oversights that I encountered during my playthrough, even though a bit of creativity is required to even find them at all:


- Opportunities to permanently lose vehicles (game-breaking):

-- Directly entering Rughe from the ship (from the southern or eastern side) makes it impossible to reach the ship again (and I think it's not possible to reach a dock from here where the ship could be respawned).

-- The missing port near Rughe probably breaks the game in some instances if the player directly enters Eleter from the improved ship, since there's no way to return to Branndal (before the portal in the City of Steel becomes available during chapter 4).

-- Landing the airship below the leftmost building of Nuven, then entering the city.

 

- Obstruction mapping:

-- On the first underground map inside the ship that Astar and Zeart are tasked to infiltrate, the player is supposed to reach the stairs in the northeastern part. There's a shortcut: The wall left of said stairs isn't solid.

-- If the player returns later to Alcaria's room in the City of Steel's club, the barrel that previously blocked access to the stairs is now invisible (but still blocks access to the stairs).

 

- Treasure chests don't stay open after having been opened.

 

- The "Heal Omega" item actually teaches the "Heal Alpha" skill.


- Crystal Brooch's item description doesn't mention the fact that this accessory not only prevents debuffs, but also prevents poison.

- Tavart: The player can initiate the fight to leave the town prematurely (with only Cirra and Veltis in the party and Rilai missing, and later with Cirra alone) by approaching the topmost guard.

 

- After traversing the canyon, when the party is supposed to go to Eleter: The checkpoint to the southeast can be accessed/bypassed by running into any of the two towers from above and then entering from the side.

 

- Side quest 4: Before engaging and after defeating the boss monster (Cannibal Chicken), Cirra utters her dialogue lines, even when she isn't present (which is the case when Veltis, Rilai and Astar first reach Rughe). Other exclusive ("we can't enter this location now/yet/anymore") dialogue of Cirra is affected too, for example when trying to enter the Great Wall, even though the party hasn't been reunited with Cirra yet.

 

- Branndal: In the long cutscene during which Rettav explains the next steps, the second time the next location (Loremia) and the directions leading there are mentioned, Rettav mistakenly says "northwest" (wrong) instead of "northeast" (right) like before.

 

- Loremia: When leaving the equipment shop, the player is placed outside of the Elder's hut (map transfer error).

 

- Sequence-breaking during chapter 2: After completing the Branndal tunnel dungeon and regaining control of Cirra's party in Loremia, the player can just return to Branndal, thus skipping the mandatory dungeon north of Loremia.

 

- From the moment the party is supposed to return to Miliyon Castle during chapter 3, passage through the port northwest of Branndal isn't blocked anymore, but the remaining NPCs still say "You can't go through here!" when being talked to.

 

- Empire continent, fortress in northeastern part (where the party fought the final chapter 1 boss and encountered Evelyn): If the player returns near the boss room and goes past the "We can't go there!" barrier, he will get permanently stuck without any opportunity to warp out of the dungeon (game-breaking).

  - The three previously cleared barrier towers can't be left when entered from chapter 4 onwards (game-breaking).


Thanks for a great game. I hope that more players will discover and enjoy this game. In this regard, it would probably be a good idea to create game pages on sites like rpgmaker.net or rpgmakerweb.com.

thank you so much for your input, I'm super glad you enjoyed it!

I'm currently doing another replay to find some more bugs, I'll try to fix those you listed as well, I will upload an updated version after that

I was especially focusing on the story, so I'm extremely happy that you think it's good. Seeing people enjoy my game is what makes all those hours of work worth it.

Any thoughts about favourite characters, locations, or moments?

Yeah, you did a really good job with the story. Among my favorite moments were the many heartwarming scenes between Cirra and Veltis. On the other side of the spectrum, I was really thrilled when - I'm trying not to spoil too much - certain characters suddenly weren't as "supportive" as before, and the antagonists' motivations were very relatable. The huge last map of the final main storyline dungeon was an epic journey - I think you reached the limit of how large maps created in this engine can be. :)

Ah yes those are also some of my favourite moments. As for the final map, its size is 390x330 tiles, but the limit is 500x500, so you can make it even bigger :D

OK, I think I managed to fix most of the bugs you listed. Thanks a lot for listing them, I guess it took a lot of thinking and trying random stuff to find all of them. I will upload the updated version of the game after I finish my replay (I'm playing rather slowly because of work and the new Pokemon game)

I always try to have all locations in mind that I can visit at any given moment (and if there's a reason for another visit), so with and in a game as huge as yours, some mistakes are bound to happen, but considering your game's scope, you didn't let much or anything serious slip through. Players like me, who scale the Tower of Ragnarok in your game a second time (just because it wasn't possible before to explore the boss room manually), tend to maneuver themselves into tricky situations (on purpose). :D

Wow, I was afraid the Tower may be annoying to some players because of how big it is, but you actually climbed it twice! Maybe I should add some prize for the players who do it, like a chest with a ton of money.