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A member registered Jul 27, 2017 · View creator page →

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Thank you so much for playing! It was a really interesting game to work on :)

Thank you for playing our game! Glad to hear you enjoyed it. The good news is that the team are fleshing out the characters and the lore in an expanded demo. Should be out in a few months :)

Thank you! We would love to expand this concept further as well :)

Thank you for playing! Pyre was definitely a big influence. And yeah, given more time we would have loved to tutorialized better. We should be doing an update in about a week or two putting in some of the unfinished/missing features and requests that players have made. If folks enjoy it, we'll consider developing it even further :)

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Thank you so much for doing a playthrough video! That was really kind of you and we are glad to hear you enjoyed it. Team is looking forward to fleshing it out in the near future :)

Thanks for playing and leaving feedback! We'll be patching in some more content that was planned but didn't quite get finished in time for the jam. The team really enjoyed working on this jam prototype and we are looking towards building a more polished demo in the coming months :)

No worries! I followed you as well. Let me know when you want to work on something :)

Nice! Well, let's get in touch over Discord and maybe we can collab on something :)

Oh wow, yes I am! Are you from West Bengal as well?

Really cool jam game! I love the intro sequence in the beginning and how the game slowly expands as more islands appear. Controls were a little unclear at first, but you figure them out soon enough (though would recommend the inclusion of some form of Pause Menu in the future). Definitely getting a strong Total Annihilation influence but there is enough going on different that makes it its own unique experience. Would love to play an expanded version of this :D

Yeah, I saw that as well. Great minds think alike! Will definitely offer some feedback :)

Thank you so much for playing! Yes, one of the first things that will be included in the next version is Enemy and Neutral AI. I was not able to get those features in by the jam deadline, but they are pretty much required for a single-player strategy game! Also good call on the controls, I can include control prompts in the in-game UI to make it clear what you have to press when :)

Having this issue as well. Might be something their image server. Hope they fix it soon.

Hey, I played through the v0.5 demo. This is a really great game! Really impressed with what you've managed to do with RPG Maker MV. Loved the loop of going to classes, getting new things to do and then prioritizing how I wanted to do them over the next few days. 

I have a few notes that can help improve player experience if you were interested in feedback for the next iteration:

  • Including more character creation options (not just M/F)

Having just Male and Female may alienate some players. Might be better to have a few body types and then let player determine how gendered or not they want their character to be. To not make this too asset heavy on your side, SumRndDude has a plugin that can use the RPGMV character generator parts to generate sprites and battlers based on player selection.

Also referring to Magister Millenia with gender neutral pronouns might help keep it nice and mysterious.

  • Hold Z/X to speed through Battle Animations

Some of the spell animations take a while and I think a lot of players might like it if they can speed through some of them to get to their next turn in battle. There are already a lot of time saving measures in this game (such as the Keeper Teleporter) so being time conscious seems to have been an intended part of the design and this speeding animations feature would be in line with that. If you are using Yanfly Battle Engine Core, there is a plugin that adds Battle Animation Speed to your Options menu.

  • Environmental Spell Effects Issue

I really liked the fact that you could use the same spells as in battle to manipulate the environment (like Golden Sun), however, it seemed inconsistent what spells could be used for what environment interactable. Pictured above is the issue I ran into where I was unable to use Frostbolt spell which I got from a crystal to grow the plant. Do spells from crystals not count towards this effect or is this a bug?

  • Boss Enemies probably shouldn't be Guarding so much

A few of the Boss enemies would Guard at times effectively skipping their turns making those fights a lot less interesting as a result. Due to the way Order Turn Battle works, singular Bosses should probably be doing a lot of things on their turn (damage, healing, buffing) to be action efficient because the player can manipulate when an enemy's turn gets skipped through a Guard Break. If this is an intentional part of the combat design to give players a breather, please disregard this note entirely.

Hope some of those notes were useful. Thanks for putting together a great demo and looking forward to seeing the full game when it comes out :)

Good point! We are redesigning the Irydes Woods level for the next build, so I will incorporate that feedback. Doesn't seem fair to waste a player's progress in the level if they don't know that the boss is coming.

Appreciate the feedback and the video to go along with it! 

- Gear Tyrant is an optional fight as the mission priority is to rescue hostages. Boss will run away if you damage them too much in one go.

- The time stamp helps narrow it down! That transfer bug should be fixed by the next patch. We also have a third mission to go to.

- All 4 characters should be playable by the next patch. Currently, only Chirij really works.  Some AI tweaks will be added as well.

Thank you so much for taking the time to do a Let's Play. You are awesome :)

Appreciate the quick response!

Hey, thank you so much for playing the game! I'm glad you liked the concepts, this game was my chance to test them out and refine them over the next few months. Hopefully, it will make it stand out among other RPG Maker games. To the points that you mentioned:

- So, the Stances aren't a strict combat triangle. Right now High counters Low, Low counters High and then Mid is sort of a safe stance. In my mind, what skilled play looks like is going for the opposite stance as the enemy to maximize your damage and going for the same stance as the enemy to minimize incoming damage. This can be done if the player knows which skills allow them to transition between Stances and what stances they know the enemy to likely be in. But I agree, right now it is not intuitive and I will improve the tutorialization of that.

- Good catch on the spelling errors and the missing background sound. Those will definitely be fixed by next patch (which is in two days!)

- Good call on the stance icon position. Will try to figure out the UI scaling for that as there are enemies of different sizes.

And no, you are not being nitpicky at all. This is exactly the sort of feedback I'm looking for! Appreciate you taking the time to respond :D

Hey, tried out your demo. It is really well polished and plays pretty well! However, I did run into a small bug where in a battle I couldn't select any of my skills as Priestess (including "Wait", which stalled the game entirely). This happened again even after quitting out to the main menu then jumping back in. Took a picture, if that helps:

(my mouse is on the first skill, but the selection UI to heal targets isn't popping up)

Other than that, best of luck on the Kickstarter and looking forward to playing this as a full game :D

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Hey, thanks for posting your thoughts! Here are a few things that might help:

1> The location of the gates is at the bottom of the Xalban Fort level which you will get to by going to the right (where you will see the gate), right again, then up and then down the stairs, then to the left, then down again. We will make this objective more clear in an upcoming build.

2> This is a known bug that will be fixed in the upcoming build. Thank you for pointing it out!

3> This is a game with turn-based combat. Each round, you select an action from the menu that your character will do like "Weapon Tech" or "Battle Arts" or "Use Items". Once you have selected your actions, each person will execute their actions in Turn Order (which can be seen on the bottom-right). This will continue until either all the enemies are defeated (resulting in Victory) or all of your party being defeated (resulting in a Game Over).

4> Yes, you can avoid the arrows by moving away from them on the map. Arrows are fired in set patterns so you can move between the gaps in order to approach the archer. The first arrow that hits is done so that you learn what the effect of getting hit by an arrow is. As this isn't clear, we will change the effect so it is more clear. Options will also be available in later builds which can let you slow down the arrows.

5> If each person is your party is Knocked Out (lose all of your Health Points) either in a fight or on the map, you are sent to the Game Over screen. To avoid this, use skills like "Breather" and items like "Potion Vial" to heal yourself and your allies. There are also wells that heal you up to full health in each level, so keep an eye out for those.

I hope those points improve your experience of the game. Feel free to ask more questions and give feedback.

Follow the game so that you can get updates on when these get fixed :)

Hello, itch community! I have been working on this game for the past ~3 months and it's finally ready to show the world. It started as a weekend jam prototype for RPG Maker MV and has slowly evolved to something quite special.

No random battles. Battlefields have moving enemies, live hazards and destructible pathways.

Prime Maxima: Warrior is a micro-JRPG that focuses on dynamic stages, scarce resources and deep combat system. No time is wasted grinding for levels or gathering crafting materials, instead the focus is on doing the best with what you have. As of this build, you can experience 3 unique Battlefields, try out 12 different weapon combinations and take on many different enemies and bosses.

Even the most difficult Bosses can be brought down by mastery of Stances

Over the next few months, we hope to add in new Battlefields, refine the combat to where players are rewarded for skillfully seeing where the flow of battle is going and include more story elements and progression to make for a fulfilling 3 Hour campaign.

Interested? Check out our game demo here:

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Hey all, if you've had a chance to play the game I would love to know what you thought of it, where you felt things were too easy/hard, what stuff was hard to understand and how you believe it could be improved. Similar to bug reports, the more specific you can get the better I will be able to address the issue. I will do my best to accommodate your feedback into future builds. Of course, if you just want to fling insults at me, that's okay too (I'm fair game, but don't target other posters) :P