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Finally, here's a list of (potential) (minor) bugs etc. that I noticed during my playthrough:

- Higher Necklace of War (1350 Gold) and Highly Necklace of War (9870 Gold) both feature the same stats (+4 ATK).

- The Wildfire skill descriptions don't make it clear that the skills target all enemies.

- Ysenta's Leather Rip features the wrong description (sword).

- Nothing happens when trying to use the Story of Ilyatir II Key Item.

- Is it intended that Brutal Orb, Legendary Orb of Life and Mythical Orb of Energy (as items that permanently raise stats) are placed in the Key Items section, even though all other stats raising orbs (even ones that raise the stats of the whole party) can be found in the normal items section?

- Mythical Orb of Energy raises the EP of the whole party by 100 instead of 6.

- Platinum Scale Gloves are assigned to the armor section instead of to the gloves section.

- When I had the Protectun ring (+15% counter rate) equipped on Fyrea, she once countered against herself after she had used the Colossus self-buff skill. Needless to say: I shelved the ring afterwards.

- According to the status menu, the Critical Eye necklace (supposedly +35% critical hit chance) doesn't increase the critical rate at all. Other "critical" equipment might be affected, too.

- Is it intended that the Magical Snake Skin Armor (Limare's default armor) provides the wearer with a huge MP boost (1500 - 2000 MP more compared to other armor pieces)?

- Side quest A Soon-To-Be-Adventurer I: It's not necessary to craft the Orcanic Scale Armor, the player can simply use the one found in Star Desert (might or might not be intentional). On the other hand, in order to complete the Herb Delivery side quest, the player must gather 10 new Healing Herbs and can't complete the quest by using already collected Healing Herbs.

- After having triggered and defeated the first powerful foe (on a map on which powerful foes can appear), when supposedly triggering the second powerful foe (without leaving the map), it doesn't appear, but it can be found at the same spot as before (only) after leaving and reentering the map (confirmed at least for Burning Cave, Eastern Desert, Eastern Ruins, Western Cave and Border Cave). The same issue occurs on the Holy Grounds map (after having read the stone tablets, the player must leave and reenter the map or otherwise the advisor won't appear again).

- Burning Cave: After having defeated the minotaur (eastern trial map), when leaving and reentering the map, the minotaur sprite is visible again, but simply disappears upon interaction (so it can't be fought again).

- Temple of Flames, northern path (eastern segment): Due to a mapping error, the lower right corner (left of the treasure chest that contains the Draconic Eye B) can't be reached, which condemns the two enemy troops there to eternal isolation.

- After handing over the Essence of Flames, the AP distribution is suddenly reset (might or might not be intentional).

- When Fyrea is supposed to explore the Eastern Desert, but visits Mon'Gra (Temple of Guardian) instead, he once again says that Fyrea should visit the Temple of Flames (which she already did).

- Western Edge item vendor + Dorrenta item vendor + Star Oasis item vendor (late-game) + Eastern Ruins item vendor (late-game): The recipe section cuts off at Fyrea's Armor respectively.

- Triggering the cutscene in Dorrenta disables the mini map. Fortunately, the mini map becomes available again after the next cutscene in Dorrenta (Elder's house).

- Contrary to what the game says after having triggered the cutscene in Dorrenta, there aren't any new bounties available (Black Board in Flayk's inn).

- Does the Merchant Lantern work as intended? I even got two of them, but I couldn't use them from the menu, and just carrying them didn't seem to make any difference, which made discovering Underground Ruins (2) very difficult.

- Underground Ruins (2): There's no way to reach the plateau (on which two enemy units roam) near the stairs leading to Underground Ruins (3).

- Resting Place: After having opened the door that requires the Darkened Key (2), the player is placed in front of the door that requires the Darkened Key (3) instead. And vice versa: After having opened the door that requires the Darkened Key (3), the player is placed in front of the (already opened) door that requires the Darkened Key (2) instead.

- After having completed the Resting Place dungeon, the dungeon can't be entered again (might or might not be intentional). Even worse: The same applies to the Lair of Triumph (Victorious Meadow cave), which makes the Dragon Fragment IV and the Dragon Armor (recipe) permanently missable.

- Completing the Resting Place dungeon disables the caterpillar system (party members walking behind each other), which is only restored later by the cutscene after the final boss fight.

- When using the Emergency Teleport Key Item after having completed the Resting Place dungeon, the Blood Moon effect disappears. The same seems to happen when interacting with the Black Board in Flayk's inn.

- After finishing the story-related talk with the Elder's daughter in Oasis Town, she simply vanishes into thin air.

- Lair of Triumph (1): In the lower left corner, the area left of the fenced (two tiles wide) hole (in which one enemy roams) can't be reached.

- Cutscene in Flayk after having defeated the final boss: I hope the party celebrated the victory by holding a banquet (food) instead of a bouquet (flowers).

- Underground Cavern (2): One Cave Wolf enemy troop is placed in an inaccessible vertical area in the upper left corner.

- Black Board in Flayk's inn: The reward for completing the Cave Guardian bounty can be obtained an indefinite number of times.

- Mountain Cave C (2): An inaccessible (closed off) area on the left edge contains two roaming enemy units.

- Saphira's "distribution": The text for Magical Evasion is in German.

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Soo, most of your mentioned points are covered in the latest patch notes I just uploaded.

As for the other ones I didn't cover:

It is true that the dungeons "Resting Place" and "Lair of Triumph" can't be re-entered again upon clearing them. While those are the only areas where this is the case because of story reasons (which at that point felt right to me), I absolutely understand the negative aspects of my decision.  To counter this, I implemented a warning that triggers to inform the player that there is no chance to re-enter the dungeons once the fights are over.

Oh, right. The party now gets their well-deserved banquet, and not just some bouquet for their hard work :D. Thanks for pointing that out! :)

Thanks for all the bug fixes. Unfortunately, I encountered another issue, even though I was able to obtain the Orb of Lyghte and enter the Glacial Prison.

- In Glacial Prison (3), I can't destroy/melt the second ice boulder (towards the lower left corner), which makes it impossible to proceed inside the dungeon. It would be great if you checked all obstacles in the dungeon. If one of them causes trouble, consider them all potential troublemakers. ;)

- Also, the wolf sprites in Glacial Prison (3) suffer from a movement bug, which enables/forces them to walk sidewards and backwards.

There's no rush, though. I'm already playing something else, but I want to finish at least my trek through the Glacial Prison in the game's next version. :)

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My apologies, I looked into the issue and fixed it. Taking the chance, I also checked all the other riddles, etc. in that area and was able to fix a few other things in the process.

I just did a test play and everything works as intended now. :)

As for the weird walking monster sprites, sadly this is no bug. I'm lacking their respective 4-directional sprites. That's why I decided to turn the direction fix on, because otherwise, the monsters would just vanish as soon as they move in another direction and are invisible.

Thanks, but now I'm stuck at the third ice boulder (towards the upper left corner). While I can interact with the ice boulder and the cutscene plays out, the ice boulder is still there afterwards, and it's possible to interact with it again (with the same result).

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What? Give me a second. That's weird. This issue didn't show up while test-playing.

Regarding feedback, I like the game as a whole, especially the great area design, all the different systems (distribution, crafting, skill-strengthening through usage), the mini-map and the elaborate battle system. On the other hand, there are some aspects that could be improved from my perspective (only a few nitpicks, though):

- I really don't like this kind of auto-save system in which the auto-save constantly overwrites the most current save file. Because of this, I had to save twice on different slots every single time, since it was the only way to create an actual back-up file, considering that the auto-save even activates when simply opening the menu. For a save-scummer like me, that sure turned out tedious in the long run. Most developers of RPG Maker (MV/MZ) games implement auto-saves in a way that the auto-save always saves on the same slot (e.g. file 1), on which the player can't save manually. It's probably not worth the effort to change how auto-saves work in this game, but the aforementioned issue is something to keep in mind for potential future games.

- It would be great if it was possible to reach 100% in crafting.

- I'm not a fan of slow walking speed, but fortunately, the instances are few and far between.

- While I'm glad that the maximum level is higher than 99 (135 in this case), I think you could go even higher (maybe 200), especially when considering how fast the maximum level can be reached (all the more so when equipping party members with Fountains of Knowledge). By raising the level cap even further, it would also be possible to max out all sections in the distribution system. Furthermore, it would be a good idea to mention the level cap in one of the tutorials. Without knowing the total number of available points (in the long run) and without being able to respec (reallocate), I'm always hesitant to spend points in these kinds of distribution systems.

- Some kind of late-game fast-travel system (beyond being able to warp to Flayk) would have been great.

- It's a bit irritating that the game treats Bresk as if he wasn't part of the party, even though he's invaluable because of his overpowered counter skill, which practically makes the party invincible for one turn (although it can't be used in succession because of the skill's cooldown).

- Combat becomes a breeze when Fyrea isn't the only party member anymore (which is all right - better too easy than too difficult), the downside being that there isn't any opportunity to try out all the cool combos. The same applies to money, which is scarce for a long time, until the player suddenly owns more than they can spend.

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First of all, thanks once again! :)

Allow me to also answer all your points one by one.

The autosave -> I totally understand your point of view. I myself am not very happy with how the autosave

overwrites the most recent save, and I'm trying to fix that as soon as I learn how to do just that. Might be that I'm just overlooking something simple here :D.

The crafting -> Regarding this, I'll look further into it once I'm home.

The slow walking speed -> I implemented this in certain areas because it kind of felt right to me. But if this is too bothering, I'll gladly change it :).

The distribution system -> You're absolutely right. I'll implement a new dedicated tutorial for this. I must admit that I didn't think of it - which should've been obvious to me :D.

Fast travel -> I'll see how I can get this done. It's a good point.

Bresk -> While it's true that Bresk isn't treated as a party member (other than Limare), I plan on re-working this, At the time I implemented him, I didn't know how to do this without writing another "If-Switch" as I did for Limare. However, while working on my other game the other day, I almost accidentally figured out how to do this.

Thanks for sharing your point of view. Some things are just a matter of preference, and of course you're free to shape them the way you want. No one dies because of slow walking speed on a few small maps. :D

It's great that you're open for suggestions, but I hope that you'll only implement feasible changes that you're comfortable with. Like I said, it's probably not worth the effort trying to bend the auto-save now.

I hope that many more players will discover your game, though I'm sure they all would "complain" about different nitpicks then - gamers are a difficult audience. ;)

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Thank you very much for your kind words! :)

While it might be true that it probably isn't a priority to fix the autosave feature, I'll still look into that since you are right. In the worst case, it could trap someone in a situation they didn't want to happen.

Yeah, I hope so, too! :) That would be great!

I just reached the game's ending after nearly 40 hours. It was a fun ride from start to finish, so thanks for developing this very entertaining game. I'll post feedback and my bug report later, but first, if you would be so kind, I need a few pointers with regards to some loose ends, even though it's embarrassing to admit. :D Some of these loose ends are probably even connected:

- Most prominently, I'm still missing the orb for the middle pedestal in the Frozen Cave (Mountain Cave C bottom floor).

- I still don't know where to use the Demonic Key and the Strange Key.

- Gap of Sand (4): A statue is missing one eye. I don't know what to do or insert here, even though I kept my eyes peeled.

- The northern and eastern exits of Path of Exams don't lead anywhere, but I probably just reached the end of the line.

- Did I miss any side quests? So far, I found and completed 45 side quests (18x side quest, 1x character, 7x dungeon, 0x legend, 17x bounty, 2x synthesis) according to the quest journal.

- Unless I'm too stupid, the crafting section probably needs some rework:

-- After having bought all recipes and played through (almost) the entire game, I still only have 155/249 recipes, and I only managed to craft 132/155 items.

-- It seems there's no way to obtain the following crafting resources: Enlightened Magical Rips, Ghost's Essence, Gold Ore, Redflame Stone, Tsuyoblume, Water Powder.

-- At least I got some Lava Stones, but they can't be used anywhere in crafting.

-- Unless I missed something, it seems that some unique crafting resources can't be used due to the lack of an according recipe (Chimera Pelt, Chimera Horn, Blade of Scyther).

I would appreciate a few pointers, and I apologize for my lack of gaming prowess in advance.

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Hey, congratulations on beating the main story of the game, and thanks for playing! :)

I'll answer your points one by one.

Regarding the missing orb -> I looked into this in case I made a mistake, but from what I could find there doesn't seem to be anything wrong. I don't really want to spoil too much, but did you find the "Translation Script (A)" and interact with the stone monument in the Star Desert?

Now, the keys -> They can be used in the post-game dungeon you're missing right now because of the orb. Edit: There could be a bug regarding the use of the keys. I'll look into it and upload a fixed version later tonight.

The missing eye -> That's a mess-up on my part. I overlooked this event since I did plan on making something out of it, but eventually turned against that idea. Instead, the dragon statue riddle in the Desert Ruins took its place. I apologize for the confusion here.

The dead ends -> That's correct, there are no areas beyond that point. I simply designed those "exits" to imply that something lies beyond. I found it better because of world-building.

The side quest -> That should pretty much cover the implemented quest with a few exceptions. I'll get back to this one after I'm home.

As for all the other crafting-related points -> I'll look further into it once I'm back home from work later tonight. :)

Thanks for the clarifications. For some reason, I thought that the Translation Note A clue referred to the notes found in the Eastern Desert. Now I finally discovered the Orb of Lyghte on the Northerly Sand Path. While I don't know if it's the same issue you mentioned, the Orb of Lyghte wasn't added to my inventory, though, so you might want to look into that, too. I'm sorry for the additional workload that I'm causing, but it will be worth the effort to make a great game even better. :)

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No worries, I appreciate your feedback! :)

And while it is a lot indeed, that's absolutely fine. After all, this way I'm able to keep improving my game. :)

As for the Orb of Lyghte: The item should now find its way into your inventory as soon as you re-enter the Northern Sand Path.

My playthrough has been very fun so far, and I thoroughly enjoy steamrolling my foes now that I can command a full party.

There's one (potential) urgent issue, though:

- The Stone Giant is nowhere to be found in Fist of Stone (3) (and it doesn't appear elsewhere in the dungeon, either).

Since the dungeon isn't that large, I doubt that I missed the Stone Giant, especially considering that I had killed everything in sight.

While the game suffers from a couple of minor issues, reporting them can wait until I've finished my playthrough.

By the way, is it correct to assume that you hail from Germany (just like me)? While the German dialogue of that one NPC in Flayk might not be a strong enough basis for my assumption, the "Denglish" term "Unterground Cave" (German: Untergrund; English: Underground) on the save-screen would be a typical careless mistake in this scenario. ;)

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Glad to hear that you enjoy playing so far! :) (And happy to hear that your party is now complete)

The Stone Giant not appearing does sound like a bug, yes. I'll look into that right away and upload a fixed version once it's done.

Also, I'm looking forward to learning more about the minor issues you mentioned!

And yes, that's absolutely correct - I'm from Germany :D. It's a little bit embarrassing though that something so cliche gave me away :D. I'll fix that too while I'm looking into the case of the missing Stone Giant! :)

Also, thanks for your feedback! I really appreciate that.

The Stone Giant can be encountered and defeated after the recent update, but the Black Board in Flayk's inn refuses to reward the player for the quest's completion.

By the way, there was an even stronger hint about you being German: Only being able to examine sign posts from the front seems to be a big thing in the German RPG Maker community. ;)

I'm slowly chipping away at the end-game content, so expect a few more posts from me in the following days. There are still a lot of loose ends, e.g. not being able to enter the Stormy Prairie (Western Edge western path) or the cave on Victorious Meadow, but I'll post a more comprehensive list at a later point, while I hopefully reduce the number of loose ends as I advance towards the game's ending.

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I looked further into that issue and it appears I made a mistake by changing the event. Because of that, the quest wouldn't count as completed. However, this should've been fixed as soon as the new version goes live. (In order for this issue to be resolved on your part, the only thing you need to do is enter the tavern again. Then the bug fix should trigger.) I apologize for that.

As for the mentioned areas, they will be unlocked at certain parts of the story.

And wait, is that so? I honestly didn't know that what I did with the signs is such a big thing. xD Good to know, though. I'll do that in the other game I'm working on as well, then. :D

The updated version will go live later this night! :)

Thanks, I was able to successfully complete the quest this time. :)

Yeah, the German RPG Maker community can be weird sometimes. I have very specific ideas about what makes a JRPG enjoyable, but most German developers prefer less grind (I like grinding), more puzzles and mini-games (I can do without them), and more replay value and permanently missable stuff (I want to be able to achieve everything in one playthrough). So normally, I don't even play JRPGs made by German developers anymore, but I'm glad I - accidentally - made an exception this time. Not being able to feed my one prejudices beforehand was a blessing in disguise.

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Nice, glad to hear that it works now! :)

Honestly, I'm at a loss for words - in a positive sense, and I'm unsure of how to properly respond. This comment means a lot to me and I thank you for that! :)

By the way, I also like to grind for stuff in games, especially for gear.

The game looks promising, but I'm not a fan of JRPGs that force me to fight with only one party member. How many party members does the game feature? Or is the party composed of only Fyrea from start to finish?

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Understandable. For the first few hours (2-3), Fyrea will be your only party member. However,as you progress through the story, you will get more active members. Some can even be optionally unlocked by exploration.

The game features 6 characters in total.

Also, thanks for playing so far! :)