Giving the game is in 64 bits, I guess you meant that you have a 32 bits computer that cannot run 64 bits applications?
I could make a 32 bits build when I return from abroad if it is the case. (Didn't see the point of having one since 32 bits computers are quite an old tech at this point.)
Alternatively if you don't want to wait, you can also download a random 32 bits RMMV game, delete the content of the /www folder and replace it with the content of the /www folder of this game, this way you will have a 32 bits version of this game.
Fortunastreet
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From a lore point of view, your "reward" would be to get a phase 3. I think it is better to stop the escalation here. 🧚
That sword is busted, it would break the balance of the rest of the game to let Angel go back with.
There is already a secret card for Terra Earth Dragon later in the game. Will you be able to find it? 🧚
That will be the idea, yes. By that point, those rare cards are overshadowed by the common cards given by regular enemies, so there is little reason to not give the player access to them (apart from bragging reasons, I guess).
I will first finish all the content I want this game to have before working on a New game +, but that could definitely be an option to consider for later.
It was assumed the player would be KO after the boss uses her super attack.
I completely forgot about that stupid ring...
In the sequence you are describing me, she will have an infinite amount of HP as she has the immortal status who prevents her from getting KO.
If you see to dialogue giving you the choice between stopping the fight or getting hit by her super, you have already "won" the fight, so it doesn't matter how well you survive at this point.
I guess I should make Deadly Shard hit more than once so one can not survive it with the ring.
The two missing cards are Arthur and Dungeon Master.
Arthur's card can be obtained if you beat him while using at least one healing spell/item on him.
To get the dungeon master's card, you need to steal from him during both his encounters (the first time you get the sleeve, the second time the card).
There are currently no other way in the game of obtaining them not even in boosters. Rare cards normally can not be found in booster (I probably should either change the Minor Demon's rarity to uncommon or remove it from the bronze booster pool for consistency reasons).
However the next update will include a few card shops who will have some of the early rare cards to sell.
By the way, your collection is very impressive, most players would just have maybe 10 cards at this point. 🧚
I can not deny it is not easy to get all the sparkles on such a big map. Do you think I should change some of the timers so that the sparkles appear more often?
To answer your extra question: those two chests are decoys whose sole purpose is to distract you from the strength sphere. The strength sphere is actually not far away from this room, hidden behind a secret passage (it is not particularly well hidden; a hint: look at the ground). Opening one of those two treacherous chests will seal that secret passage (and the sphere) forever. Nothing prevent you from looting them after you got the sphere, though.
The puzzle solution is in the two notes you find in the house ("North - West - ..." and "... - East - South-East").
After entering the room hidden behind the sandfall, you need to go North, then West, then East and finally search the South-East walls. If you interact at the right place, a bubble with a question mark will appear. If you interact a second time, a secret stair will appear.
If you are stuck again, there is a Walkthrough.docx file to guides you through the main quest.
-You can propose it, but I won't do it. As the rightmost enemy is the one selected by default, I want the "first" monster of the pack (usually the stronger one) to be selected by default, just so the player has to think about their target more. 🧚
-I will add an earlier place to reset skills points in a coming update.
So I tested the game, in my "don't capture any digimon" run. I reached the space sector and played a little there.
Some random thoughts so I can say I did my job 🧚:
-I missed the treasure chest with the propaganda AI. If i wasn't a fairy dev who could easily get it back in an hacky way, I would hope there are other ways to get them.
-The more I play this new version, the more I have the impression of playing a persona game trying to guess the weakness of each opposing enemy.
-Storm of feeling doesn't seem to have the same element as Anemos despite the common icons.
-There is no space between Crypto and the amount of money won at the end of the battle, and that troubles me.
-Space-Flora looks silly on the battleback2 picture.
I have quite a lot to say about this short game.
What I liked about the game:
-The game's setting
-The simple story who goes straight to the point
-The character(s?)
-The skip function as I forgot to take a screenshot the first time...
What I think could be improved:
-More content. Currently the game feel like it is missing multiple hours of playtime to build upon its universe, its combat system and the people living in that world. I was disappointed when I saw the end screen.
-The AI generated musics were actually nice to listen to, but they don't have any loop, which cause the game to be in silence mode after a while. I would suggest finding some nice futuristic stock music to replace them.
-The font used makes it very difficult to make the difference between 2, 5 and 8, which is problematic in particular for the idle phase.
-The AI generated backgrounds don't feel too out of place compared with the rest of the game in pixel art, but they would definitively shine more if they were pixel art themself.
Dev questions:
1) I didn't have the impression the game changed at all between the different stages. It was "1 cutscene, 2 get new powerful ability, 3 battle" all along.
2) All the special effects in battle seemed quite strong, to not say too strong.
3) I don't anything against the concept of having a different gameplay for the upgrades. However I feel the current system is way too simple
4) See above. 🧚
-Actually, most enemy groups are like this, with one or two main monsters, with more coming depending of the player's level and knowledge of the monster in an area. So they fit in the centre so the other ones can have some space.
-Monsters with a short description usually have a very simple pattern (like the smile who can either attack or cast flame). But it is true that the frog could get some extra love, as she has two nasty unique techs.
-I have already planned to have guilds where you can reset your skill points in the next city, but it seems to be a bit late. Would you appreciate having such a building earlier, like for example in Alzano?
-I love typos, typos are my favourite.
Thank you for your continued support. 🧚
-That student wants to speak to Edwin in particular, like his dialogue when Angel is alone suggests.
-100% true, it is just the best Scan animation I ever found.
-It is actually an interesting point; do you think skills that target the user should have a selection at all?
-That's the intended behaviour that almost all rpg use, otherwise it would be a lot of extra code to take into account all party sizes for something not that important.
-I use bigger font size when the character is shouting and smaller font size when a character is whispering. It could be made more clear?
This minigame is inspired a lot by a mini-game in Final Fantasy 8 so I didn't exactly invented it. However, as I coded it all by myself, I also added some unique mechanics so it doesn't feel too much like the original.
Thank you a lot for your suggestions in any case. 🧚
-I just give a more reactive interface to an unlucky guinea pig, who hated it. Turns out it messed up with the regular keyboard/controller controls. I will have to be extra careful with this one.
-Idle animations are not unheard of in 2d RPG, but they're more like extra touches than actually useful for gameplay. Usually the player is simply at the centre of the screen, and if not, one can just move to see where the player character is. I will still keep the idea as it would indeed be a nice touch to add at some point.
Thanks for your initial thoughts! 🧚
-It isn't that complicated to make the highlight on hover, however such addition would make the selection being changed each time you hover a new possible thing you can click on, so I fear it would be more distracting than helpful.
-You are proposing to add this functionality as an option to the option menu so only those who want it have it?
-Thank you a lot for your suggestions to improve on the dialogues!
-Noted, I will see what I can do
-When you say 'the characters', you mean the player character or all character in general?
-I tried finding a better text colour since last time but I didn't find anything better in the palette , I should probably try to look for another background picture
I think you could say "When a building is placed nearby , transform a random other card of your hand into a copy of the leftmost card of your hand". That would make the terrain effect clear before trying it out.
If the player has no card left to play, the game should probably just end with a defeat.
Don't forget the fairy. ^^
I'm judging this as a twitch minigame, otherwise it would make little sense. Minesweeper is one of the easier games to play on a computer...
What I liked about this game:
-BOUM!
-There is ZQSD support!
What I think could be improved upon:
-I don't see the point of not cleaning directly all cases adjacent to a 0 like in regular minesweeper, it is a QOL that would really help streamline the game.
-It would really help to have a way to mark the known mines
-The dig function is sometimes capricious, I had multiple case where I dug another tile than the one I was expecting
-The character has a shadow on the ground, but not on the minefield.
Random thoughts:
-The police and the text colours used in the game's page makes the explanation of the barely readable.
What I liked about this game:
-The gameplay
-The gameplay
-Ah, and also, the gameplay
What I think could be improved upon:
-This game desperately want more depth. This game can accommodate way more than 41 cards. The same four starting terrains especially are a big limitation to replayability.
-There are no fairies in this game :-(
Dev Feedback Question:
-It was pretty easy for me to understand how the game worked
-I got 145 points on my first try, 147 on my second, then I never lose a game
-The more hard runs where by far the ones with swamp badly placed (like in a corner and next to the jungle), and the ones with no early obelisk/longhouse
-No problem with that
Random thoughts:
-Most of my games where easily won by abusing the combo between the swamp and the obelisk/longhouse.
-I think a bit more could be done to make level 3 storms feel worse than the level 2 and 1 ones
-The grassland explanation wasn't pretty clear to me
-Seems like you can win if you play the nuke plant on your last turn
-What happens if you have no more building to play, but haven't completed any of the finish conditions (if you duplicated clocks to have no time issue and duplicated castles to give yourself enough space)?
-I see what you are trying to do with the pagoda, but it is quite hard to get good value out of it
As a bonus, another win end screen:
I already played this game not very long ago. Since saves are said to be non-compatible, I restarted a game until I got a good feeling of the recent changes listed in the devlog.
I think most if not all the remarks I had during the last feedbackquest are still relevant (except for the bugs I saw were patched), so I won't repeat them here.
What I linked about this game:
-It is still Starlight destiny and there are still fairies there
-It seems like someone found out Moghunter's library and saw the battlehud and battle transition plugins
What I think could be improved upon:
-The ally selection window still use the old UI and doesn't look good compared with the new one
-The newly added screen sprites n the maps look very weird animated as they are right now, I suspect you messed somehing up
-The magic command looks more like a limit break command, I wouldn't be surprised that it would confuse some players
Random thoughts:
-Giving Space-Angel 15 TP each time Space-Flora is hit is quite cute, but it is also a massive buff to Space-Angel who usually struggles to get enough TP to use her skill. I hope you know what you are doing
-I would have centred a little better the command selection picture
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