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Euphoniac

98
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6
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4
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A member registered May 28, 2020

Recent community posts

Thank you very much. Without getting stun-locked, winning the battle was a cinch. Thanks again for a great game and all the quick bug fixes. I'm moving on, but I hope that many more people will play your game and discover all the bugs that I might have missed. :D

Thanks again. Is the fight against the Successor, which I managed to reach, winnable right now? My party members didn't get a single turn in, presumably because of the Frozen status that is applied at the beginning and throughout the battle. And with "didn't get a single turn in", I don't mean that my party got slaughtered in one turn; the Successor just acted 20x in a row until my party was annihilated.

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).

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. :)

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. ;)

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. :)

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.

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.

A true connoisseur of the genre. :)

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.

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.

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.

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. ;)

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?

Thank you very much for the detailed reply. While I had an inkling that the trade quest could be the domino that opens up the remaining optional content, I was simply too lazy to do four additional systematic sweeps, especially since normal NPC dialogue doesn't provide hints about potential trade partners. The rewards are worth the effort, though: Philosopher's Spirit and Unicorn Spirit are fantastic equipment pieces that can be considered a boon on higher difficulty settings in particular.

Yeah, when I said "RNG madness", I mainly meant "AI roulette" in this context. On higher difficulty settings, even against random mobs, most battles can be considered lost when one of the two party members falls. Enemies are usually faster than Elijah and Elise, and if all enemies (e.g. 3 random mobs) decide to use their AoE skills or to gang up on one party member, chances are that one party member falls before the party can even act, or the enemies inflict so much damage that the party can't heal in time, since next turn, the enemies get to act first again. This means wasting the first turn on offensive buffs is a surefire way to lose a battle. In some battles, I even had to resort to "pre-emptive healing" in order to win, that means using a heal skill even though the party is at full health, knowing that the enemies will have inflicted huge damage before the heal skill triggers. Normally, my gamer's pride doesn't allow me to play on anything other than the highest difficulty setting, but I guess composure comes naturally with age. :D

The enemy summoning portal is a very nice addition, though I suspected from the beginning that the 4 Holy Beasts wouldn't drop another AP treasure. :P

By the way, while I didn't encounter any bugs, I think it would be a great idea to rework the horse (River Valley) and chicken (Southern Valley) rescue sequences. When I rescued them, both times they were blocked by enemies. I thought the game had frozen due to the movement related issues, but the animals finally managed to make their way past the enemies after half a minute give or take. It should be possible to make the animal units "transparent" so that they can move through other units.

Thanks again for a great game and for your help! :)

This one is indeed pretty cool. I just completed my playthrough, which I enjoyed very much. The interconnected areas and exploration incentives are the game's strongest points, but everything else (battles, crafting, dialogues, etc.) is entertaining, too. While I began my playthrough at 175% difficulty, I soon chickened out because of the involved RNG madness, and instead I enjoyed a smooth playthrough at 25% difficulty.

There are a few loose ends, so I would appreciate any pointers with regards to the following points:

- I still can't access two areas inside the Abandoned Mines (northwest and southwest areas). The door in the southwestern area requires a key, which I don't possess, and the door in the northwestern area remains shut even though I flipped all switches (as far as I can tell). How can I access these areas? I even hope my failures are due to my own incompetence rather than bugs. Speaking of bugs: Great job, the game is practically bug-free.

- While I managed to collect all alchemy recipes, I'm still missing a few ingredients. Right now, I have no idea where to obtain further copies of "Collector's Soul" and "Bounty Hunter's Spirit". I haven't played the higher levels of "Maze Escape" yet, but where else should I be able to obtain them when I can neither buy nor craft them? I'm also still missing a "Spirit of Tenacity", which indicates more optional content that I have still to discover.

- The game seems to feature a hidden trade quest, but I have no clue who could be interested in the "Ocarina of Hope".

- Castle, Subterranean Cave: How can the golden treasure chest in the treasure room be opened (powerful artifact needed)?

- I'm still missing the bottommost entry in the bestiary, which might or might not be reserved for the final boss.

A reminder: Don't buy this game. The current version (1.0.1.) is broken, since it's not possible to complete the first dungeon.

(2 edits)

The game looks promising, but I encountered an unavoidable game-breaking bug that made me lose a lot of progress twice in a row.

Long story short: If you try to leave the Underground Dungeon, the game will get stuck (in version 1.0.1).

When I took the exit on Underground Dungeon floor B7, it seems I stayed on the same map (now labeled as Underground Dungeon B0 instead of B7), only that everything was dark (except for the map, menu and directional movement symbols). I could even open the menu and try to take the exit again, but nothing else. What's even worse: I replayed until that point, because I thought at least the Escape Stones would work, but using an Escape Stone triggers the same bug (I tried to use them on B7 and B6 - the result was the same).

So please make sure that Escape Stones and all dungeon exits work properly, and while you're at it, an additional auto-save when descending to a dungeon's final floor would be greatly appreciated.

I know that the game is meant to be a "rogue-like", but serious bugs as the aforementioned ones are the reason why I prefer being able to save anywhere.

I think I can't proceed right now because of the following (potential) unavoidable issue:

- After the party splits up following the events at Septakahn Castle Ruins: When revisiting Liam's home(town), it seems something doesn't work as intended at the end. Liam is supposed to visit his home's second floor alone (which doesn't happen, since the other two party members accompany him nonetheless), and after fetching the NPC on the second floor and returning to the first floor, he then leaves (or must leave) an important NPC behind (when interacting with her, the player is just told once more to visit the second floor with Liam alone). As a consequence, despite the changes in Regnalia, it's not possible to advance the plot there by visiting the throne room (assuming that's what I'm supposed to do). I'm supposedly on the path to the good ending - just in case it makes any difference. It's possible at this point to revisit the elemental temples (and recruit Abir and Anthony again), but I don't know if I'm supposed to do that right now or if doing that would just screw my save file up (even more).

Unfortunately, it seems the game hasn't been tested properly, and I don't know if I can find the motivation to continue my playthrough later. There are just too many bugs; I didn't even bother to write everything down, but here's a representative list of bugs that I've encountered during my playthrough so far:


- Some rewards can be obtained an indefinite number of times, e.g.:

-- Answering the Quizmaster's quizzes.

-- Talking to the boy in the vacant apartment (after having decided not to rat him out).

-- Completing side quest 2 (Water Temple) repeatedly.

-- Talking to T-man (Water Temple).

-- Talking to the cute woman (2 Sodas, Greasy Gris Restaurant entered from Christopher Pillar)

-- Obtaining the "Legendary Trident" on the world map.


- Is Liam's Luck stat bugged? 488 was the highest value I observed in his lower levels, and after having reached level 99, he sported a pitiful Luck value of 20.


- Liam's and Adrian's "Disarm" skill lowers the opponent's DEF instead of ATK.


- Alyah constantly loses MP during (each turn) and outside of battles (when walking around).


- When speaking to King Regnus for the first time, the following loading error occurs (which is persistent until having left the area and until having closed and restarted the game):

Failed to load: audio/bgm/Theme1.ogg


- After spending the night at Liam's house with Liam, Adrian and Abir, an unresponsive Lucius sprite can still be seen standing around on the first floor (while the real Lucius is sleeping on the second floor, but can also still be encountered outside at the same time).


- Dylan's Outpost: Maybe the roofs are leaking, because it snows inside the buildings.


- Dylan's Outpost: When examining the grave of Anthony's mum, Anthony's reaction is displayed even when he hasn't joined the party yet. The same applies to the local postmaster, who addresses Anthony even when he isn't present.


- Dylan's Outpost, Cold Zone Outfitters (equipment shop): Even though there's only one guard on duty outside, it certainly isn't intended that Orcs can be encountered (random battles) inside the equipment shop.

- Water Temple: It seems resting in Anthony's bed doesn't heal the party.


- The Water Temple's back entrance can be used right after defeating the assassin, even though the party is supposed to talk to Anthony's dad beforehand.


- Water Temple: There are actually two different paths leading to the treasure chests (including Aberforth's Horn) that don't require to fight Dylan's Defender (might or might not be intentional).


- Water Temple: If the player decides to help the ninja and actually defeats the demon trees (instead of fleeing from the battle), the game will freeze afterwards (game-breaking), which is probably movement-related (it seems Liam is supposed to go one tile south, which is occupied by Anthony).


- Water Temple, five demon trees: When helping the ninja and then pressing Enter on the tile three tiles south of the central demon tree, a message about the impaled ninja pops up, which probably comes from a parallel dimension (in which the party doesn't help the ninja).


- Water Temple: The single "moving" demon tree doesn't disappear upon defeat and can thus be challenged an indefinite number of times (might or might not be intentional).


- Water Temple: Drinking the Healing Water makes it possible for Anthony to use his spells (might or might not be intentional).


- Water Temple: When nearing the "danger zone" - when the player is asked whether to stay or not -, the answer options are switched (choosing "yes" actually means not to stay).


- Water Temple; Christopher Pillar (inn): During the floating cutscenes, the following loading error occurs (which is persistent until having left the area and until having closed and restarted the game):

Failed to load: audio/bgm/03_Childhood_Memories.ogg


- King Regnus' throne room: During the cutscene that plays out after returning from the Water Temple, if the player decides not to participate in Adrian's "duel" and Adrian wins, the player will end up with Adrian as the only party member. When returning to the throne room at this point, the previous cutscene is repeated (which, while being another bug, gives the player the chance to salvage the situation); the cutscene repetition doesn't occur after winning the "duel" with a full party and then returning to the throne room afterwards.


- After having entered the Wind Temple, the following loading error occurs (which is persistent until having left the area and having closed and restarted the game):

Failed to load: audio/bgm/Sorrowfulyouth.ogg


- Liam-specific dialogue can still be triggered at his home(town) (and elsewhere) even during the time when he (temporarily) isn't a party member.


- After the events at Septakahn Castle Ruins, it seems visiting the elemental temples for a second time (and thus recruiting Abir and Anthony again) can be done immediately - and thus prematurely (potential sequence-breaking).


- I don't understand why the game's www folder contains another (identical) www folder, thus making the download size twice as large as necessary.

I'm playing the game at the moment and intend to provide a list of bugs after having finished my playthrough. There's one rather urgent (potential) issue, though, that I'd like to report right now:

When entering the hidden location (or whatever is supposed to be found there) near Port Christopher, the player is actually brought to the hidden location (of the same type?) near the Earth Temple instead (vague wording intended to avoid spoilers).

Dependent on what is supposed to be located near Port Christopher, I fear that this map transfer issue might interfere with the side quest (Greasy Gris Restaurant) related to the NPC that can be found at said location(s) (i.e. to find all 10 of him throughout the world), and if that is the case, I would appreciate a quick fix for this issue.

I don't take any issue with downer endings in tv shows or movies, but after having spent so much time playing a game, I prefer that the story ends on a brighter note. Still, the endings are as competently written as the rest of the story and dialogues, and all three of them are the right endings for this kind of story.

Since I spent too much time exploring every inch and grinding, it took me 30 hours to complete my playthrough. My main party was still only around level 55 towards the end. I probably would have grinded even more if I hadn't played at 50% difficulty. Whenever I tried out the 200% difficulty setting, battles were nightmares that took forever. Despite battles yielding thrice as much EXP and Gold at 200%, 50% still features a way better cost-benefit ratio (especially when considering the limited usage and recoverability of skills). Money was a constant issue, too: I would have needed to grind for more money towards the end if I hadn't gotten all weapon drops from the monsters residing in Maoh's Palace (and I still spent over a million on the rest of the best equipment pieces). Still, I like this kind of game design that excels in incentivizing and rewarding hard-working players.

Playstyle-wise, I liked the dual guns wielding thief (Hodaki) the best, while character-wise, Crackos had some really good moments throughout the story (provided you like black humor). Regarding the dungeons, the Tomb is a really interesting and diverse dungeon early on, but I enjoyed Maoh's Palace the most (despite the limited visibility, which I hated), since I really love hunting monsters for their strong loot.

A few random things I didn't like:

- Not being able to dash inside all houses (though it seems the most house owners wishing for peace and quiet can be found in early-game stages).

- Not being able to save during the game's final part.

- Non-active party members not gaining EXP.

- Gems raising the ATK/MAG of weapons by a random number between 1-3 (which in turn means it takes a lot of save/reload to achieve optimal results).

Those were just minor annoyances, though. I had a lot of fun and will gladly recommend this game to fellow JRPG gamers. :)

Thanks for the explanations and clarifications. I was able to fill the missing bestiary entries thanks to your instructions. Despite having fought dozens of battles, I never encountered Bat + Spider during my first trek through the Tomb, but now they were eager to meet me and appeared in the very first battle. The Rare Wisp took me 20 battles to spawn, so its encounter rate sounds about right. :)

So I went ahead and completed my playthrough. Thank you very much for a very entertaining game. While I don't especially like the ending(s), I respect your artistic vision and determination. And I really liked all the well hidden treasure chests (behind or covered by trees in particular).


Here's the rest of the minor bugs that I encountered:

- As turns pass, the status condition counters don't decrease (it's a bug that I've already encountered in many RPG Maker MV JRPGs).

- Antalaya: When deciding to help the cheating husband inside the inn, the party is only paid 400 Gold instead of the promised 4000 Gold.

- When returning later to Tri Field (after the final conversation with Venti Sai), the sprites from the previous cutscene can still be seen standing around (and they block the way, thus making it impossible to talk to Venti Sai again).

(1 edit)

I've just reached the point of no return, so I would like to check if there are any tasks left that I should complete before venturing on, especially regarding the following points of interest:

- Are there any new side quests available anywhere (I'm not talking about anything that was already available when visiting a location for the first time)?

- I'm unsure if the "Galaxy Comprehension Items" side quest (Tri Field) is an actual side quest or not.

- Can anything be done with the Trading Cards found in Frambelr or are they part of a removed side quest?

- Is there any use for the Runesmith in Nubylu?

- Desert Field 03: Is there any way to reach the treasure chest in the upper left corner (might be a bug)?

- I'm still missing a few bestiary entries. Can the following monsters be encountered before the point of no return (and if so, where)?

-- The entry in the upper right corner right of "Red Slime"

-- The entry near the upper right corner right of "Hornet"

-- The entry that is below of "Frozen Skull", right of "Blue Slime" and above "Werewolf"

I would appreciate some pointers to alleviate my "fear of missing out". :D

Thanks, the updated maps did the trick and I was able to advance the story. :)

After replacing the data folder, the game now doesn't even reach the title screen. There are a lot of loading errors concerning the img/system folder, like Balloon.png, Shadow2.png or Weapons2.png. I can't fix them all by myself, and I don't know why the game even tries to load png.-files when most of the files in the img/system folder have the RPGMVP format.


For now, could you please just tell me the password needed to proceed? Unless it doesn't work without properly inspecting the book-related hints, of course.

I'm enjoying my playthrough immensely, I didn't expect that the game would feature such intricate world-building and such a heart-wrenching story. And the game is nearly bug-free to boot, though I've run into a problem that prevents me from advancing the plot.


Right now, I'm in the laboratory (where you can open several doors using four-digits codes), and in the central northern room, I'm supposed to enter a password which is composed of two words (in order to use a blue switch). Contrary to my expectations, the northwestern and northeastern rooms don't contain (clues to) the password components (nothing happens when examining the books there, which might or might not be a bug), so I'm pretty stumped and would appreciate pointers on how to proceed.


Furthermore, I've (only) encountered one (other) serious bug so far:

- The game fails to load map048 (game-breaking) when entering the Forbidden Fortress (ice continent) from the world map (entering from the Snow Fields works fine, though).

I'm currently playing and enjoying the game, but I really didn't appreciate the "custom game-over" after winning the fight against Mydas in Permabreeze Castle. I thought I was so smart, but ultimately, I only wasted an hour. :P

I enjoyed playing through this game very much, and I can fully recommend it to anyone who likes epic Anime-style JRPGs. It took me - as a very slow but thorough player - nearly 65 hours to complete a perfect playthrough on the hardest difficulty setting, including playing through 120% of the story (main story + 2 side stories), obtaining all 268 skill gems, all 243 bestiary entries and all dictionary entries. This game is definitely one of the best RPG Maker (MV) JRPGs from a Japanese developer that I've ever played - thank you for this entertaining experience.

I abandoned my playthrough back then, because the developer didn't fix reported (achievement-related) bugs, and judging by the posts on this game's Steam forum, these issues still persist. Anyway, a demo version of this game has been made available on Steam since your post - such magnificent timing. :D

Honestly, I don't understand this game's price cycle, going from initially 10 to 0 and now all the way up to 50 bucks. It's probably better to just play Mystic Quest Legend (aka Final Fantasy Mystic Quest) instead, since Jacob's Quest isn't much more than a recreation of that game.

I can't speak for Healy, but I noticed that, for example, stunned, burned or chilled enemies were suddenly weak to fire and ice when being hit with Desert Dagger and Frostblade, though I ultimately thought it was an intentional design choice.

I just completed my playthrough after approximately 17 hours, it's an entertaining game with lots of things to do and explore, so thank you for developing and sharing this game, morso. My biggest gripes were the low level cap (25) and the generally missing/uninteresting monster drops. Both issues collided when I farmed a few hours for Plate Armor drops (2% chance) from Skeleton Captains. Not only did I reach the level cap before the second half of the game this way, I also noticed that Plate Armors can be bought later, only to be quickly outclassed by Mithril Armors. :(

There are still some loose ends that I could tie up. At the end of my playthrough, I was still missing the bestiary entries no. 47, 57, 80, 89, 115 (115 is probably the final boss, and one of the other entries might be reserved for the Troll, see below) and the weapon entry no. 38. Any clue which optional location(s) etc. I might have missed? Admittedly, I was a bit tired towards the end because of all the random encounters (and no incentive to defeat them thanks to the low level cap), so my exploration motivation and prowess probably wasn't at its peak.

Also, I encountered a few bugs - nothing too serious - that you might want to fix:

- The Smitten status isn't removed by walking (only by resting and through cutscenes).

- It seems defeating the goblin boss in the Ancient Grove and obtaining the Druidic Flower is the trigger for the soldier NPC granting passage southeast of Langbury (might or might not be intentional), not planting the Druidic Flower (I checked by chance, since I was on a personal side quest to sleep with all harlots in Langbury).

- Shrine southwest of Cromby Village: It's possible to skip the "break room" completely. While it's not a big deal, this occurrence alone was enough to make me leave a dungeon and save my game every time I was about to open a locked door. Maybe place another key in the Behemoth's room to alleviate the players' fear of missing out.

- Desert hole: It's possible to walk on the wall left and right of the vine (also later in the Wyrm cave), which enables the player to grab two treasure chests in the northeastern part (which is blocked by a water fountain) prematurely.

- I think it's not a good idea to send the player one tile downwards after choosing not to enter the desert hole. For example, the game freezes if - when doing this - Perci II (the horse) has been "parked" one tile south of the desert hole.

- Right after entering Easchester, the fortune teller lady assumes the party has already slain the Lamia.

- For whatever reason, if the player tries to enter the Hydra boss room a second time (i.e. from the second time onwards), he will somehow find himself in the Dark Prince boss room (Exony Castle) instead.

- If the player docks south of Sothport and then enters Sothport from the south, he will lose the ship permanently (game-breaking), since Sothport can't be left to the south.

- The Staff of Morn raises the intelligence stat way more than what is stated in the staff's description.

- When talking to the Druidic Flower after defeating the Great Druid: The first time the protagonist's name is mentioned, the default name (Jaden) is shown instead of the player's choice.

- It seems Trolls (encountered on Twin Dragons' Mountain) don't appear in the bestiary after having been defeated.

- It's unclear what can be achieved (if anything at all) by donating money to the Twin Dragon shrine. I wasted 25000 Gold before reloading an earlier save file; the Twin Dragons can be challenged right away, and the opportunity to donate money disappears afterwards.

- It seems many bosses don't possess instant death resistance (against the Urchin class' Murder skill), which might or might not be intentional.

Thanks again for creating an enjoyable game.

Vielen Dank für die Rückmeldung. Die Möglichkeit, die Zeit vorspulen zu können, schwächt den Kritikpunkt, der ja ohnehin nur auf meinen persönlichen Präferenzen beruht, für mich deutlich ab. Ich schlug eine solche Funktion schon so vielen Entwicklern vor, die Tag/Nacht-Zyklen in ihre Spiele implementiert hatten, aber kaum jemand nahm sich die Zeit, so etwas einzubauen. Unter diesen Umständen gebe ich dem Spiel gerne eine Chance, sobald es in fertigem Zustand erscheint. Ich wünsche dir viel Erfolg bis dahin mit dem Rest der Entwicklung. :)

Das Spiel sieht äußerst interessant aus, aber leider bin ich absolut kein Fan von Tag/Nacht-Zyklen, da ich sie als Spielspaß zerstörendes Zeitdruck-Element empfinde. Wenn der Tag/Nacht-Zyklus in diesem Spiel nicht lediglich kosmetischer Natur ist, sondern dazu führt, dass bestimmte Quests/Orte/NPCs etc. nur zu bestimmten Zeiten zugänglich bzw. verfügbar sind, dann ist das Spiel wohl leider nichts für mich.

Übrigens, ich würde wenigstens noch einen Kampf-Screenshot präsentieren, damit potenzielle Spieler sehen können, ob das Kampfsystem Seiten- oder Frontalansicht verwendet.

Thanks, but honestly, having to start a new playthrough (because of the bestiary issue) in order to access new (end-game) content was the straw that broke the camel's back. I just wanted to let you know that I've moved on to other games for now, and maybe I'll give "Rift Walker" another try once it's in a complete state, but not anytime soon.

Thanks, I'm looking forward to leveling up beyond level 99 (if possible on my save file).

Yeah, my bestiary still contains 566 entries. I'll probably ask you about my missing bestiary entries towards the end of my playthrough in order to check if all the missing entries are related to the cuts.

(1 edit)

I don't remember what caused the error during my first attempt, but during my second and third attempt, the same error occurred when I killed one of the enemies (it doesn't seem to matter which one). Edit: The same result in the fourth and fifth attempt. I killed a different enemy first each time, but the game always crashed then.

I just encountered the new battle in the fishing village, but unfortunately, the game crashed mid-battle, displaying the following error message:

>>>

TypeError: Cannot set property 'discovered' of undefined

at Beast_Book.addBeast (STV_Beastbook.js:1314:41)

at Game_Troop.updateInterpreter (STV_Beastbook.js:1176:36)

at Function.BattleManager.updateEventMain (rpg_managers.js:2281:16)

at Function.BattleManager.updateEvent (YEP_BattleEngineCore.js:1940:21)

at Function.BattleManager.update (YEP_BattleEngineCore.js:1898:33)

at Scene_Battle.updateBattleProcess (rpg_scenes.js:2265:23)

at Scene_Battle.update (rpg_scenes.js:2257:14)

at Scene_Battle.update (YEP_CoreEngine.js:1431:35)

at Scene_Battle.update (YEP_BattleEngineCore.js:4550:36)

at Scene_Battle.update (YEP_X_TurnOrderDisplay.js:646:34)

<<<

Thanks, I was able to enter the easternmost igloo, which completed the side quest. =)

Other versions of the party members would be no surprise at this point. :P

So... Is it safe to travel through the (Demonic) Whirlpool Dungeon to Future Riftonia or should I wait? I'll wait either way, since there's so much else to do (and the aforementioned areas are probably main quest related), but it would be good to know.

Also, I'm not sure how to "complete" the "Mysterious Loot Labyrinth" side quest. I activated the mechanism and lit all braziers (including the one in the room that is unlocked by activating the mechanism). Despite that, the quest journal doesn't accept the quest als "completed", and talking to the quest giver again only triggers the quest once more. Am I missing something or should I just grab the loot and move on?