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Blue Dragon Dreaming

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A member registered Feb 01, 2019 · View creator page →

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(1 edit)

You already have finished this part where you need to get what you got for Pietro.

Go back to the tent, there should be an automatic questline. Go through it until Pietro gives you the golden plate.

Head to the Windy Tower.

Also, I fixed you being stuck on the mountain. 

Please redownload 12.1 - the newest update.

Please let me know if it works.

Which version are you playing?

Also, you have to defeat the dogs and zombies within the graveyard area before the mansion will appear. 

And it only appears at night.

There's only one ending.

So...good ending, depending on how you think about it!

SO SORRY ABOUT THIS!!!

I fixed the issue in the 3.4 version.

Head back to the desert and then board the ship again. You'll be automatically taken to the base for the event.

I messed up the trigger variable. 

Please let me know if it works, and if anything else is broken.

Head back to the desert town, there should be a scene where it will be set on fire and you meet someone. After dealing with this event you can return to base.

Also, you can do a romance event after you collect one rune, so typically yes, you would need to run three games to see each one.

More exp.

Accessory pieces not found in other parts of the game.

Extra story plot beats.

Not really, but have you been doing the side quests at the library and keeping your equipment upgraded?

Equipment changes often at shops.

Go out from the village and head straight down to the large clump of palm trees. 

There's a secret cave in there with lamia.

Technically no, but you can see him again if you finish the bandit questline.

There will be one in the remake.

Sorry, but not really.

You're going to have to tough this one out the old fashioned way.

Mini Walkthrough -

Day 1 - Find all of the yellow flowers that you can, and then immediately run over to a ruined area where several boxes are. Check them; you may find a piece of equipment if you do. If so, great. If not, continue on as normal. Gather water from the well beside the house, and as many mushrooms as you can. Head home. (If you want, you can get a piece of head gear from walking the path, though there is a Mind Control scene attached to it, it boosts critical chance.)

Day 2 - If you choose to go out find a pair of rubbees in the apple orchard, you can get a passive bonus from them. Head further on towards the end of the map to the right and you'll see a slime. You can get a attack skill from it if you so please. Collect more items as needed.

Day 3 - At the well beside the house, check the well and speak to a frog. Do not help it and it will join you as an ally. It's mostly used for cannon fodder.

Day 4 - Pass the apple orchard and over to the hidden crevice on the left there is a special attack skill. Claim it if you want. While nearby you can face down the boss of the area in order to get a third companion. You may not be strong enough to face it, but advice will be given below for how to do so.

Day 5 - Collect what you can, but this is a good day to learn the Fire Spell from the bookshelf. It will cost you a day to learn however.

Day 6/7 - Collect everything you can between now and Day 7 to earn 100 gilders.

- - - - -

Best Advice for Newbies -

Day 1 - Forage everything you can. Get at least 3 healing flowers and give them to a injured Rubbee near the giant orange tree. Tomorrow he will grant you a special accessory which will increase escape chance. Try and get up to level 3-4. Don't be afraid to use all the healing flowers you can. If you can get a piece of equipment from the boxes in the ruins, great, if not cross your fingers.

Day 2 - Learn the passive skill from the rubbee in the orchard and the slime pass the Dandilion flower field.  Try and get up to level 4-5 if you can, but mainly get as many items as you can to sell to the wolf peddler, he has an upgrade in equipment.  Try and at least get the armor if you can, it will be a lifesaver. If you are feeling bold, try and fight whatever rubbee you can while wandering around, use your special skill as it almost doubles your normal attack strength.

Day 3 - Get the frog that's outside. He's not strong, but an excellent meat shield. Level him to at least three and just keep him defending. Today you should try and fight the rubbees at the orange honey tree, there will be three of them, so have your healing leaves on deck.

Day 4 - You may not be strong enough to fight off the Dandilion as of yet, so spend today learning the fire spell from the bookshelf. If you are feeling bold, you can try your luck with your meat shield froggie, if you succeed you will get your third party member which will make the rubbee fights at the tree a breeze. (If you beat the Dandilion you will automatically get 100 gilders)

Day 5 - Upgrade your cooking to level 1.

Day 6 - Upgrade your cooking to level 2. At level 2 you can make candy apples, so remember those apples you have been collecting along with the honey from the rubbee trees. Yeah. Those make bank with the wolf peddler.

Day 7 - Forage and hunt as much as you can, but mostly try and get the honey and apples, since this is the last day you can sell things to the peddler. At this point you should have 100+ gilders in your pocket to win the game.

A couple of issues for the game.

1. Too many battles with too many high level or numerous enemies.

A key idea to keep in mind for this type of gameplay is less is more. The less enemies you have to fight, the easier it becomes to get through an area, thus encouraging exploration. Also, basic enemies likes slimes should be able to be defeated in one hit with a regular attack, while scaling this upwards with other enemies.

2. Hp vs Stamina, the priority has to be on the former.

Because this game relies on HP more than Stamina, most items should be focused on restoring HP above stamina, otherwise players will get into a death spiral where they can't go far enough into a game to make it to where they can explore anything. This kills the idea of engagement, since you're stuck in a loop of immobility. 

3. Saving should not be penalized without just cause.

Unless there is a major story reason why a player cannot save anywhere, there is no reason that saving should not be allowed to be universal. Or, if saving is tied to a story element, a save point somewhere that is comfortable is necessary. Considering that this game is on a time limit, having a specialized zone in the battlefield where a player can save and then transport back to base whenever, even if only one way, would be advisable. 

4. Stamina goals should be percent based.

Considering the amount of items in the game that revolve around stamina recover, monster attacks should deal percent based stamina damage, in this way a player hedges a bet on enemy engagement, as well as resource management.

5. Stamina warning color code.

As with HP, if you are going to have a stamina based system that codes endings, make sure that the player will see this by having the Stamina Bar change color the further it goes down, because if events trigger at a certain number and one isn't paying attention because skills are tied to it, then it can mean that players can get a bad ending without realizing it.

6. Bad Ending Tracker

If there is some way possible, I would suggest making a visible tracker for how close you come to a bad ending for those who might forget, or put the game down for a while. A recap via a mirror to let the players know what has happened to them every other day would be in keeping in line with the game's overall tone and theme.

7. Monster Encounter Tracker

If you are using RPG Maker then you can go ahead and use the Region ID to code where certain enemies appear and in what number. In this case, making it so that rubbees can be found around the honey tree, while more slimes can be found around the further end of the map would be best, since it could give players a chance to measure their engagement, while also balancing their choice for encounters.

8. In the Slime Encounter, there is still text for 'green' slime instead of purple.

If you're having an issue, I would say to do a bit of grinding.

Did you buy the best equipment from the local shops?

1. Dining Hall on the First Floor - Left Side.

2. Library on the Second Floor - Go up and then around until you get to the upper staircase, you will see a slotted area within the backrooms. Go in the left one.

3. Go up and around until you get to the third floor stairs, look in the left room with the piano.

Fixed!

Please let me know if this patch works!

Ohhh! I see. 

One sec. Let me fix this.

Version 2 is up.

It should be fixed now. Please let me know if it is.

No. You can still get Level 2-3 elemental spells from said side quests.

Not to mention see a change in daily events.

Whoever you protect from the terrorist attack will be the group who you get an ending with.

So, as long as you do not deal with the haunted mall, or at least do not try and clear out all of the enemies within, you will get an ending.

Go onto the world map, go into the menu, select the tent from your items. You'll be transported to your special tent area.

(1 edit)

Did you go back to the previous screen, because you can heal via an event in said room.

Hey there, 

Just brought this pack and I have to say that it is awesome!

One question:

Would it be possible to have a kobold sprite that just uses it claws for their attacks? I was thinking of trying to make a kobold monk that uses fisticuffs when in battle.

You have to use it while on the world map.

If you mean the minotaur statues:

Make the left ones face right, and the right ones face left so that they look at each other.

There are two endings for the game -

1. Play the game as normal.

2. If you save the blue dragon during the teenage years by not killing them, you will get a key item from him.

During the time when you return to the castle and are preparing to leave, head back to the area where you got said key item from, you'll find a dragon statue in the area. Interact with it and then choose to gain power from a certain NPC, use said power consecutively and you will get a different ending during the end of the teenage years and the game itself. 

It is a self contained story, with a very strong tie to Oriel's own, if you decide to engage with a certain plotline. 

Bless you for your kindness!

Okay.

Please send me your paypal address and I'll refund you your purchase.

The main loop of the game is as follows -

Go to work at the local library via a terminal there. Pick one of several jobs and then head home after getting paid.

After every 7 'days' of working an event will come through which will continue with the story.

There is a day and night system which can allow access to various shops and places of interest around the city.

There are side quests within the public library's notice board that you can take, however, they are time sensitive. So after every 'main' event you finish check the board.

Following this, there are 3 'main' side quests that can be interacted with via gene splicers, aka the furries of this game.

WHICHEVER OF THE FIRST SIDE QUESTS YOU INITIATE THAT INVOLVES ITS FIRST SCENE WILL DETERMINE THE FINAL BOSS OF THAT SIDE QUEST.

There are five endings in the game:

1. Complete the game as normal.

2 - 4. Complete any of the three main side quests to their respective endings.

5. Complete the Deep Sea Devil's side quest, and then the haunted mall side quest to its totality. 

These endings are linear in nature, meaning, if you complete objectives for #5 you will only get that endings, the same with 2-4, so if you want to see everything make multiple saves before you start on 2-4.

Please come to my Discord.

Or, if you can't, please send me a screen of where you are.

Outside of status relief items, nope.

Hi there!

Sorry, there's not a walkthrough, but I can help you with whatever you need help with.

I'm on my Discord most of the time, but for now:
What are you stuck on/at?

Sorry, but no.

RPG Maker is notoriously horribly at trying to play on anything other than Windows.

Update!

V.2.1 - Made Klarent's Skills Always Hit Through Blind. Remove Status Ailments from Enemy normal Attacks.

Um...you can go to the blacksmith area within the main college and buy status defense equipment from a student hanging out on the side area to the far right.

Each character you have to romance in the tent during the 'downtime' between missions.

So, after you first head to the first mission and then return for a report, use your tent (which should be in your inventory) on the open world, and speak with the two of them.

CAUTION: You can only get one ending with either character.

I would like to suggest making it so that it slightly hails in the forest when it rains, because Lairen shouldn't be cold with the fur that he has, unless the temperature severely drops, he is covered in fur, after all, and from his patterns I want to assume that he's a husky, since he's a dog not a wolf, and their fur is generally thick enough to protect them from the cold unless they haven't grown in their winter coat. That way, the fireside scene feels like it is playing up the fact that he's not prepared for a sudden change in temperature, and that the seasons are changing.

If Zan's eyes are supposed to be red, with him having black sclera, I would suggest making that more distinct, because said eyes look the same as his fur color.

Just got finished with the 'first' part of the game, and I have to say, that while it was a fun ride, I think the story's structure is a misstep. 

For one, it's a setup without a pay-off. In playing through the first time, there's some interesting setup for what to expect for later on, but by the end all of that is ruined because there's no changing what happens afterwards, despite getting two dice roll chances. So it feels like a waste of time, especially considering that the 'second' part immediately happens afterwards with no downtime to process what happens, meaning that the emotional pathos is completely loss. 

I would suggest, highly so, that if you're going the route of having two sets of characters playing different stories, to split the game into two different games. Otherwise, it makes the first part feel like a waste of time and energy, because there's no follow through to pay off anything that happened in one part to the next. And the second part feels out of place on an emotional level due to suddenly being thrust into a situation with characters that come out of nowhere, with no build up, going on an adventure that means nothing in the face of what just took place. I'm trying to keep spoilers down by being vague, but yikes.

Also, if the dice rolls don't mean anything in so far as how the story plays out, remove them. Because, once again, it feels like a waste of time. A thing about DnD, especially given Baulder's Gate 3's rise, is that every dice rolls counts. So, if you give a player the chance to make a choice, pay that choice off with both positive or negatives, or don't have them at all. It feels disingenuous to allow me the opportunity to make a different outcome happen, but never get to see it because the game is scripted for a loss. And I know it is, because I re-rolled over a dozen times, and so I know what numbers the dice will and will not fall at.