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KotCR

4
Posts
A member registered May 10, 2019

Recent community posts

Appreciate the reply, sadly the file did not work. I think the release build is probably coded to only look for it in the compressed data files, rather than the main directory structure. No worries, I'll just have to try to remember to pick it up again once the next build is out.

Greetings,
Been playing through this game and having a really good time with it. The game has great map design, and alot of polish and features you wouldn't normally find in RPG Maker titles.

That being said I've had to hold my playthrough as I've encountered what is essentially a game-breaking bug (game version is 0.4.3), which is preventing me progressing without reloading an earlier save file:

-When attempting to interact with the Minecart in Minecart Cave 1F, just at the entry from Seaside Road, the game locks-up with an error saying it can't find img/faces/Max.png. I tried to insert a dummy (correctly MV formatted) png file into the game at the specified location in the game directory, but it did not solve the bug; I didn't need to be there yet (as it was prior to finding Aria) so I avoided the minecart for now instead, unfortunately...

-The same bug occurs when you speak to the Adventurer's Guild clerk in Angel's Landing after having completed the *Redacted* Turtles sidequest. The quest hand-in is automatic and unfortunately you need to speak to this NPC as part of the story after the events at Aria. By constantly hitting Retry on the missing file error, you can still move around the Guild a bit, but once you leave the map to attempt to go back to the town proper, RPG Maker will get stuck at the "Now Loading" screen not matter how much you hit 'Retry'.

Other bugs I encountered, though these are far more minor:

- There is a flower in the top-left of Aria that let's you climb up a mountain that I presume is supposed to be impassable. To get up the mountain, stand on the adjacent flower at the lower level then walk to the flower on the edge of the cliff. You can head straight back down, so no big deal, but a bug is a bug.

-It seems you are aware already, but the game does not seem to play nice with Controllers. Pressing LB/RB just once to boost abilities results in a 3-step boost regardless; I solved this by using xInput software to remap LB/RB to PgDwn/PgUp, but this extra step should not be required to use a controller properly.
-There is no way I could find to cycle character stats in the shop scene to see how a piece of gear effects anybody other than your first party member with a controller, when attempting to buy gear. You can do it by clicking arrows by the name in the right panel with the mouse, but once again, it'd be better to include controller support for this or use an alternative shop scene with all character stats on summary at once.

Thanks for reading and the time it took you to make this game; Looking forward to playing more of it once the game-breaking bug is fixed ^_^.

Nice tech demo ^_^

Greetings Lunesis Studios.


Just finished your demo and I want to say what a great game, especially for an RPG Maker title. It's actually very similar in concepts to something I've been working on for a couple years (along with some similar lore), though I doubt I'll ever finish my project, so I want to thank you for making a game that almost seems custom-tailored to what I like to play ^_^.

Everything about the demo is great, from gameplay and pacing, to graphics and music. I had a greally good time playing it over the last couple days. The game is so well polished and designed. I can't praise it enough.

That being said, I noticed a couple bugs in the latter half of the demo; Nothing gamebreaking, and they do not detract from the enjoyment of the game, but thought I'd mention them incase your testers missed them. They're all very minor things,

Mapping Bugs:
-Mansion with Elf Maid, the port town. You can break into the black outer area of the map by heading through the wall at bottom of the upper-right room on the top floor.
-Forest after port town; You can move diagonally into the mouth of the hillside where the water comes out just near the rare monster fight. This lets you get up to some shenanigans with cliff climbing.
-There was one more I noticed somewhere between the previous mentioned section and the desert town, sorry I can't recall exactly where that one was.

Typos:
-Desert Town Weapon shop should be "Ensure quality" not "Insure quality".
-Mordrus' Natural Disaster currently has the same skill description as the Elf's 5TP move. However, rather than Fire, Ice, Thunder damage, as the description states, it actually does Wind, Earth and Water damage. I assume the description is the bug not the actual skill, seems the actual skill aligns with his associated elements.

-Probably there was more but those are really the only two I remembered, so I think you did a great job here.


Game Design (These are probably more design decisions than bugs):
-Getting multiple Treasure Chests that are near each other, often results in receiving duplicate items. Are they perhaps randomly generated on a seed? This isn't that big a deal when it comes to receiving Armours, as most Armours can be equipped by multiple characters. But when you beat a rare enemy/boss and receive three identical Spears from the four  chests it was guarding, it's a bit more of a downer, considering it appears Weapon Types are not shared across any characters. You can still sell the extras, but it'd be better to get something different.

-KO'd allies at battle end receive no EXP. I know this is how traditional JRPGs do it, but I had a long boss fight where I could have finished the boss at any time, but got stuck into a cycle of reviving an ally only for the boss to take them out immediately as soon as I revived them. In the end I just lost all my patience and items and used my skill that had be prepped for many many turns to finish the boss off, but it was frustrating, forsaking EXP gains for that character. Technically, the character still fought in the fight until right near the finish line, so really they still would have gained combat experience, which is what EXP systems are supposed to represent. Perhaps the no EXP for KO'd allies trope is best avoided to prevent tedious situations such as that?

Overall, these are all very minor things and I think you've done a fantastic job with the game overall. Really looking forward to more, good work!