Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

anzod

97
Posts
5
Topics
220
Followers
A member registered Jan 02, 2022 · View creator page →

Creator of

Recent community posts

I'll say his second location is in another forest. Eventually I'll add a tracked quest for it so you can see what it was he said.

It's because all attacks that hit multiple enemies can't crit. Only single target attacks can crit, with a few exceptions.

Yeah, I should probably make it easier since the other 'trials' are pretty easy. I also need to change it so that it'll immediately fail if you press it too early instead of waiting for when the image would've showed. It makes it unclear that you were even supposed to be waiting and just makes it confusing. 

So is the problem that you're a Forlorn or are you a different class and it's not working?

I tested all the classes and they work. The only class that doesn't have an interaction with it is the Forlorn. So if you're still a Forlorn then that's the reason. I'll change it now so that in the future it won't show as interactable for Forlorn. If that's not the issue then I'm not sure what it would be. Are you able to stand on that spot? Does it pop up with text when you interact with it?

It depends on your class. Each of the class trees has it's own 'mini-game'/knowledge check. Once you stand on it you press the action button to start it, or if nothings happening then it might be bugged.

Depends what you mean. It should be done, but there were problems with several missing images that I eventually got fixed last week and updated. What about it seems bugged?

If such a place exists, you'll have to find it out yourself... and also I don't test out the Forlorn stuff much so sometimes there's unintended things that slip through.

That class isn't in the game yet. It's gonna be another class that is similar to the Forlorn in that it will have different interactions and play differently but it'll have the same class structure as the normal classes. It's gonna be awhile before I add it though.

No recruits for the Forlorn, but there are some people willing to help in other ways. There's also special equipment that only the Forlorn can get. Good luck with the challenge if you choose to try to play it.

For now at least, there's no benefit to sparing them other than for roleplaying purposes. Killing them gives some gold.

No, it only get's a random nature and a chance to get a curse.

It's a bug but an intentional one that I can't fix.  Because of how equipment is setup, when I add another weapon slot for the Bladedancer, it messes up the Guardian slot and causes a crash when you try to click on it, so I just removed it.

lol, No. When you choose to get a blessing or curse, it's random what get's picked. It's more likely that you don't get a blessing or curse, but they are both independent of each other. So it'll do a random roll to see if you get a blessing, and then the same for the curse. But getting both and having them cancel each other out is about a 2% chance (I think).  Basically it's a 1/16 chance to get those for each.

I updated the Discord link. If it still doesn't work, you can copy and paste it and that should work.

(1 edit)

1. There's no maps. I don't plan to add any, I definitely won't add any that show item locations.

2. Maybe I'll add an option for bonus starting gear at some point. I like the idea.

3. There is a secret class in the game with unique items and events. It's much more difficult and is unlocked when starting a new game while you have a save file that has acquired the related item that unlocks it.

4 & 5. I don't plan on adding many more classes, so I likely won't add these.

6.  The tents that you can rest at have random battle chances, I'll think about adding more variety.

7. Hmmm, probably won't add anything like this.

8. So a compass? Probably won't add one since most maps are oriented with North being at the top anyway.


Also, what's your primary language? I'm testing out having different languages. Right now I'm doing a Portuguese translation since someone in the Discord speaks it and was willing to look at some of the translation. 

I don't know exactly which place you're talking about ( I think I know) but if you don't have a lantern yet, you can buy one from the general store in SeaSide or Aquamarine City.

Is that from my game? I don't recognize them, but they would just be a random NPC.

I'm currently working on a Portuguese translation since one of the Discord members is helping with it. I do plan to add Spanish after, but I only speak English so the translation is going to be directly from Google translate. The Spanish tranlsation will probably be added at the end of July.

(1 edit)

Quick fix:

Thanks to Metal on Discord for reporting the following:

- Fixed one of the entrances to the building in the Nexus Forest North taking you to the wrong map or crashing (Thanks to Metal on Discord for reporting it).

- Fixed the worm race crashing (Thanks to Metal on Discord for reporting it).

- Removed the action limit on Fighter and Demonfist stances (Thanks to Metal on Discord for reporting it).

- Fixed the Seer Forest well not being interactable after going down once.

- Fixed the Crawl space keeping the camera locked.

I don't think I'll add a skill like that, mostly because I don't think it'll be used. Escaping is already guaranteed in fights where it's allowed and you could use a teleport scroll to go back to town after. There's only a few places where teleport scroll are disabled that a skill like that could be useful. I'll keep the idea in mind though, could be a niche skill for one of the classes.

Yes, it heals the character who leveled up.

The ways you can heal are:

- At the Goddess statues

- With healing skills inside or outside of combat

- Healing items

- Some classes and items have passive health regen that will apply when moving outside of combat, or each turn of combat.

- Sleeping at an Inn

- Sleeping in a bed that you own.

- Sleeping in a tent.

(4 edits)

Edit1: Wait hold on I need to pack it as a zip instead of rar, you can try the following after if it doesn't work. 

Edit 2: Okay now that it's a zip it should open properly and if it still won't run you can try following below. Hopefully the game is worth the like 8 months it took for me to compress it as a zip instead of a rar. smh


Alright, let me know if this works. 

extract the file to wherever you want the game

go into /Levania [MacOS]/game.app/Contents/MacOS/NWJS

Open up MacOS console and type this; ' chmod +x  ' (without the  apostrophes) and then drag and drop the nwjs file to the terminal window to get the right location of the file and then run it.

And then try running the nwjs file.


If it works, let me know and I'll update the instructions on how to run it on the game page.


Alternatively, I believe there are free programs that will run RPG maker games for MacOS, like this https://github.com/m5kro/RPG-Maker-MacOS-Launcher/blob/main/main.p

Looks like I need to buff some of the TP modes then and maybe add some. At one point at least there was a TP mode where you would start with 80 TP but I guess I removed it or changed it cause it was too strong. There are some classes that can get more TP regen as passives or innately have some, it's different for each class. Each 1% increase to TP regen is 1 extra TP regenerated passively each turn. There's also TP charge rate, which I don't remember if I use anywhere, but that affects how much TP you get from basic attacks.  So for an example, a pyromancer gets 6 TP for each attack plus whatever TP mode they have.

 I'll also buff each of the Diviners (the  ___mancer's) special buffs since they look underwhelming. As far as the variety of spells, most of what you mentioned are in the game, it's just that the variety is spread out across all the classes. The only thing that I didn't use is having abilities with hit rates that depend on damage. Might be something I use but it would be something that I'd add to a specific class as a quirk/gimmick.

I'll enable the buttons to show up for the quest journal and that should fix it. Glad you're enjoying the game, I'll have an update out later today.

Hmmm, yeah, I don't want people to savescum it just to try and maximize. Maybe every 4th coin you could choose a stimulant then. Or maybe I'll just change what you get from him entirely and have the tonics and stimulants be special rewards elsewhere. 

For TP are you trying out different TP modes and still finding it to be underwhelming? Or have you not met with the TP dealer? I feel like there's definitely some TP modes that shouldn't be making it feel underwhelming. Like starting with max TP or having TP carry over between battles. I can also buff the damage of the skills as well, but I don't want to make them too overpowered.

As far as many spells feeling samey, yeah I get you on that. There's only so much I can do to make them different and I tried to do what I could but inevitably some are going to feel similar. I'm going to edit the skills and balance eventually, i just haven't messed with it much since I finally got it to a place that's decent. I'm also not trying to make it so every class is equally good, there's going to be some that are plain better or worse. When I do edit it all I'll try and see about having the skills within a class at least feel like they have different purposes.

Welcome back, glad you're still coming back to the game to see how things are. 

Thanks for reporting the bugs, I believe I got them fixed for the next update. The one where you exit and get put in the middle of the water I just fixed not even an hour ago coincidentally. Still appreciate the reports cause they're things I almost missed.

The feature to turn the followers on/off was implemented too far into development to where I now need to go back to every event that changes the followers and edit it to account for whatever choice you have it on. There's probably some other ways I could get around it sort of, but for it to be implemented properly I'll have to fix all the events. I might have to start doing it a little at a time. 

For the tonics and stimulants, I just remembered that I never did add the random element to them cause it was gonna require making a script or plugin for it. The idea was gonna be, for example, that the attack tonic would give +1-2 and the stimulant would give 3-4 or something like that. So the stimulants requiring 3 coins would guarantee getting higher but the tonic would  be more cost effective if you got lucky enough. I'll need to re-examine that later on for the next required reset but I forgot about that until you mentioned it.

Yeah, if you can provide a screenshot of what the error was, that would help. Also,  which option did you choose that caused the crash? Was it immediate after choosing the option?

Fixed 2 more critical bugs that were reported.

Fixed a bug that would cause the game to freeze on some maps when you had a guild hunt quest.

I mean, I don't think this one is ever going to be done with how much I want to add. But, I do plan on taking a break from it once I get Aquanis (the main world map) finished so I can work on another game. I've got ideas for 2 other games that I really want to make that would both be much different. One is a more story focused RPG and the other is a DnD 'ish roguelike. Both of them I should be able to finish in a 1-3 year time frame each since they have a much smaller scope but we'll see when I get to that point.

I've thought about it but it's not a priority right now. I'd need to look into how to even add something like that in. It would have to be machine translated and there's a ton of text that would need to be translated. I'm pretty sure most of the nuance and wordplay would be lost but I still think it'll be worth adding at some point just to reach a wider audience.

I'm using RPG Maker MZ.

(1 edit)

I've never had anyone say that the Mac version does or doesn't work so I'm not sure if this is a new issue or always been the case. I don't have a mac or know anyone with one so I've never tested it. Have other RPG Maker games worked for you before? Also, the downloaded file just opens as words? like there aren't any folders in the file? 

No, once a companion has been recruited you can't get rid of them. The most you can do is to not have them in the active party, the 4 primary spots that are used for combat.

In SeaSide, on the left side of the town where the other shops are is a building with a hammer sign, in there is a spot marked with a pulsing yellow light that you can interact with. There's also another building in Aquamarine City that has a hammer sign with the same indicator inside. 

Did you craft the Bag of Alchemical Supplies at a crafting station? I went ahead and changed that dialogue so that he reminds you to do that. For the quest board, I'll try to fix that. It's just still like that because that specifically is a bit complicated behind the scenes. Thanks for letting me know

Hey, if you see this and still care to try out my game, I believe I've finally fixed the issue that was causing the black lines on the map. Only took 302 days, lol.

Well first off, Thanks you for taking the time to write such a long and detailed review. I appreciate it.

The story and idea is pretty bare right now since I'm trying to focus on adding areas and refining that content. I want to have more areas for story moments to take place in. I'll think about making the story sort of more religion focused, or at least having religious aspects. One thing I want in the story is for either good or evil to not be so black and white. Like not just the embodiment of good and evil but characters that are more mixed.

The Class balance is totally unbalanced, but I didn't have much time to test it out before releasing it either. Even while making the damage calculations I knew I'd need to go back and fix some things. I've already lowered the basic attack damage for almost every class since they just seemed too strong generally. The Cryomancer is supposed to be the weakest of the Diviners in terms of damage but yeah the skills could use some work in terms of variety or progression. I think in some cases I made some of the basic spells for the starting classes a bit strong, I'll look into making them feel more like a stepping stone into the real spells/skills. 

The spells/skills are already structured so that once you fully learn a spell it unlocks a new stronger spell. I wanted to add a visual skill tree so you could see that but I couldn't find any plugin that worked the way I wanted. I might have to add an image showing the progression or something. But I agree, having a visual skill tree would be very helpful.

I can add a exclamation mark to quest important NPC's, though I don't know if there are that many. 'Quests' that Vic in the bar gives hints for aren't meant to be obvious or well known so stuff like that would still be unmarked but I should mark him. Followers should probably also be marked but I don't want it to be so obvious with an exclamation mark above them. I'll have to think about that.

The well quest I had to check because I forgot but you're supposed to stand on the water bubbles that blast water upwards. There should be a lightbulb icon over the bubbles that disappears when it forms the geyser and returns when it goes back to the bubbles. This is in the lowest level with all the lava by the way.  So if that doesn't work then let me know, it used to at least.

I'll look into the no encounter/half encounter spells not working. 

I'm also a fan of not having random encounters and instead encounters you can see. I do use encounters you can see in several areas but I think I should make it more consistent like dungeons and forest hideaways being where you can see the encounters but overworld type areas having random encounters. I'm not really sure what the percentage of people who like one over the other is. Maybe if I can't get the no/half encounter spells to work I'll just make it a toggle in the settings. 

Thanks again for the suggestions and trying out the game, it gave me some things to think about, look into, and fix.