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Meet Ellette, an adorable troublemaker of a fairy who has managed to build herself a comfortable life with money that isn't hers. She and her feline familiar owe money to someone who is coming to town soon and she needs to get a job done in order to pay him. The job today is to break into a wizards house, what could go wrong? Well you're about to find out exactly what can go wrong.

Follow Ellette as she tricks heroes, sneaks through heavily guarded castles, fights dragons, and gets caught up in adventures she wants absolutely no part of. Experience an intriguing story-line that will take our cute little thief across countries and even to other worlds. Unravel the history of this world, other races, and even the gods themselves, as you search for answers, and more importantly, gold.

Features:
A battle system devoid of mana points. Skills instead have cooldowns and limited uses per battle.
Battles are voiced with files from the 'Tales of' games.
A quest journal that keeps track of all those side-quests so you don't have to.
High quality parallaxed maps, complete with gorgeous weather graphics.

Current status of the game: In production.
The demo for this game includes the first town and two dungeons, along with some other gameplay areas/elements. I'd say you can get about an hour and a half of gameplay out of what is currently available.

Latest Blog

Answering some questions.

I decided to answer some extensive questions in a blog rather than a comment on the game page.

First off, This is absolutely my first game ever. The only project I had before this was to make a silly little thing where I learned how to use the systems in rpg maker. This means that I still have a lot to learn and a lot of issues to tweak in my game. I feel like every time I play-test my game I find a grammar/spelling error or some wacky glitch I never noticed before.

Secondly, if you played the game and enjoyed it please leave a comment so I know people are enjoying it.(or you can leave a comment saying you didn't enjoy it, there's always room to make the game better.) And I'm glad to hear from those of you who did say you played it.

I'll finish this off by addressing some issues!

-Battle voices:I figured there might be some people who'd rather not have voices, I'll look into ways to disable it for future versions.

-Slow battles:I'm not sure at this point but I think as players level up and gain more AGI the bar will charge faster and there are large stat boosts in between levels which means far more AGI as you progress. Also when there are four people in the party it should go pretty quickly.

-Cooldown info and ammo information: Unfortunately I have no skills in scripting so I cannot add those features, I'm using someone elses scripts and those functions aren't part of what I can do with them.

-No guard:I will be adding special guard functions as skills. Skills like guarding the entire party, setting up a magic barrier, setting up a counter stance instead of a blocking stance, and other such things. Also the built-in guard feature did not work with the AT charge system and that's what made me decide to work on guard skills instead of a guard command.

-Warmup skill:The warmup skill adds a custom status effect that reduces the amount of turns a player needs to wait for a skill to be usable again by 50% as long as that status is on the player character. For instance during a boss fight if you cast warmup on Ellette she can continuously cast fireball or heal every turn without waiting.

-Wait skill instead of command:I tried to add it as a command but I couldn't seem to make it work with my script combinations and after getting frustrated I simply turned it into a skill. I might ask some more experienced script users for help on turning it into a command instead.

-Expensive recovery items:Since mana points do not exist and characters are instantly healed after battles that means recovery items are not needed as often. In order to make the game more challenging I have made healing items harder to get, more expensive, and you are limited to holding only ten of each healing item at a time.

-Linear progression:The first story arc in the fairy village is indeed very linear. My plan for the current area/story I'm working on is to make it open to exploration and player choice. I want to let the player do the quests for this next area in the order they want to and even give them three possible endings for that segment of the story.

-Unused music:If music in is my game folder then it WILL be used at some point in the game.(and if I eventually decide against it I will remove it from the folder to save on game size)For instance 'innocent mind' is not used in the demo but will be used in a boss battle in the next area you visit.

-Large download size:I have battle voices for each character and even some enemies. I have overlay images for almost every map in the game. And some maps even have multiple frames since I needed to animated a river or a lake. This means a rather large download size. The first way i'm going to keep the file size from getting out of hand is to not introduce a large amount of party members, this will keep the size from the voices down. I will also try some methods of reducing the current size of my games audio files. When this game is completed it will be very large there is no doubt about that, but I will be attempting to keep the file size under control as I progress.
  • Production
  • DemonLamma
  • RPG Maker VX Ace
  • RPG
  • 03/05/2013 11:11 PM
  • 10/27/2017 02:17 AM
  • N/A
  • 90897
  • 51
  • 1530

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author=TheRexman221
Where did you get the tiles for the mountain side in that one picture and in battles at the beginning?


It's in the pandoras box resource pack, but it's not a proper tile, not for rpg maker anyway.
I think I found it... But I'm not sure how to make it work like you did.
author=TheRexman221
I think I found it... But I'm not sure how to make it work like you did.

You can't without an image editing software and parralax scripts. I didn't use them as tiles in-game, instead those maps are images made entirely in photoshop and projected on-screen in the place of tileset maps.
That is a really smart idea. I never thought of that. Thanks for the help. By the way I subbed.
I finish the beta, really nice work! I expect you continue this great game :)
This is a pretty interesting project. I downloaded it and will play the game sometime later this week. But wow, the file's are pretty big!
Now I'm not worried about the overlay file, which is 39mb. I'm looking at other things like the mp3s and possibly animations.

I made a small tutorial. The first 7 minutes talk about how you could lower the amount of memory in your project by quite a lot.
WavePad Sound Editor, and Riot software should help lower the game to around 150 mb, give or take.
Hope this helps. :)
I will look into that, the only issue I have with my project is that I don't want it to become a ridiculously large download.
How were you able to use a sbs battle system and the picture MOG system at the same time? MOG is where you have your characters picture move when doing things.
author=TheRexman221
How were you able to use a sbs battle system and the picture MOG system at the same time? MOG is where you have your characters picture move when doing things.

It took a lot of experimenting as tons of sideview battle systems clashed with mogs scripts. I found that in the end, Yanfly's wonderfully simplistic 'visual battlers' works magically with mogs systems.
Hmm, I found the game does worth to mention. But obviously, there're some things that are lacking / too much in this game. I'll write it by points for easier reading. These are feedbacks, not a review, afterall.

- I see that you put a pretty effort for the intro, especially prompting skipping when the player press something, where usually, people prefer ask first between watching or not. But, there's something hilarious: http://i.imgur.com/MntiZCZ.jpg :P
- You do need to pay attention on what the players can do though. I refer to http://i.imgur.com/MCQplRi.jpg . There, I placed Nick to be the first of the formation. Hence, there's 2 Nicks :P
- Seems that I prefer to have an option to turn off battle voices. I found the voices used doesn't fit my imagination. Worse, I found them very noisy to me, whining every time.
- I felt the battles slow due the need of charging AT. It needs a faster pace. The pace feels faster with the third character joining though. It's turn based, what's the point to wait between acts with nothing?
- Revival for enemies on first battle? Isn't it too overboard for a strategy? It's a first step to get with the basics, then you give the players that much of a challenge? At least it's not ridiculously hard.
- No information about current cooldown duration and skill "ammos", even no info about enemies' turn. Kinda hard to keep track upon a fight without knowing those with ease.
- No guard? Seriously? Wait seems to be near to pointless too, since it costs turn the same as other commands. The game does make Wait have some point, but can it be better? The risk sounds too much to just wait. I prefer if Wait costs less AT to be able to act again.
- Warmup effect isn't straightforward; I thought it resets the cooldowns instantly! I'll take it back, it barely has any use, till it does give a visible use.
- Good touch to know that status effect skills actually works. Good to know that it works for bosses too.
- I think the battle concept is about combo of skills. Pretty good, but it gets awry without proper information about current required cooldown periods and remaining skill ammos.
- The maps are gorgeous, with detailed and varied landscapes.
- Interesting item naming. Pleyn...
- Did I notice drastic boost of stats upon level up? The Max HP got doubled in instance?
- Good thing that escape rate is very high, until the second dungeon...
- I prefer Wait as a separate command than a skill though. It's available for all characters, why bother categorizing them?
- I don't get it. Why recovery items are more expensive than equipments?!
- BGMs are loopless, disrupting the feel.
- I love those tricky paths to the loots.
- The battles are taking long not only because of the pace, but abundant HP for enemies too. I began to feel it as a chore since it takes very long for a fight.
- It's good to see the enemies have their own tactics. But again, they need a great deal of hits to beat. It takes too long for a random fight.
- The progression feels linear... Or maybe because it's just the beginning?

It's good to see people to take more attention to the battles :) But don't forget to polish them! Let me know this game's progress, 'kay?


P.S: I'm interested with [東方名曲]innocent mind (Vo.まい) / little white snow... Care to share from which album did you get this? :D You know, Touhou remix album... Yeah, I peeked the game's Audio files :D

EDIT: Now that I mentioned it, the game DOES have many much vocal songs inside (even an UN Owen was Her remix!)! Do you really use them or not in the game? Don't put them when you don't need them, please :(. I didn't hear[東方名曲]innocent mind (Vo.まい) being played as long as I play the game.
author=wltr3565
Care to share from which album did you get this?

It's on the album 'Crimson Layer' by Little White Snow.

Also I answered some of your game questions in a blog post.
First of I wanted to say developer about game..Thanks for an awesome game, I really enjoyed playing it through, but I have a question.. How to cross that long gap with water in fairy holy grounds?
author=Fanatik007
First of I wanted to say developer about game..Thanks for an awesome game, I really enjoyed playing it through, but I have a question.. How to cross that long gap with water in fairy holy grounds?


You'll need to collect the ropes and wood planks on the ground if it's the third room you're stuck in.
author=DemonLamma
author=Fanatik007
First of I wanted to say developer about game..Thanks for an awesome game, I really enjoyed playing it through, but I have a question.. How to cross that long gap with water in fairy holy grounds?
You'll need to collect the ropes and wood planks on the ground if it's the third room you're stuck in.


Yeah I got it right. I just finish a demo. It was cool. Will wait till u completed it. Its unique game.
I can't beat the dragon, he just never dies T_T. But still, great game :)
author=urano23
I can't beat the dragon, he just never dies T_T. But still, great game :)

Boss tip:
The best way to do damage to the dragon is to only use fireball to set the dragon on fire, he dies the fastest while burning.

Also one level up will give you a huge stat boost.
Most of my screen is barely showing at the top and left. The screen is way too large.
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