A downloadable The Voyage Sinister for Windows

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Intro

TRAGEDY IN THE SNOW! A HUNTER HAS WENT ASTRAY! 

After embarking on a journey from his (barely civilised) homeland, the young Demon Hunter, Valdrich Wolfranov, has gone lost in the deeps of the untamed Roswickian Tundra! Where the best that can happen to a man is be eaten alive.

 All kind of beasts, critters, foes and even fiends wait for the unwary here!

However, as he wanders aimlessly in the wilderness trying to find his way back to Civilisation, he realises that a Horror deadlier than Death hides in the Shadows...!

Synopsis

Destiny's far, but Death is near! - Roswickian saying.

Roswick it's known for many things, none of them good. This vast realm of the far-north is considered uncivilised by everyone, except themselves. Reason: most of it is a monster-infested wildland. 

Our protagonist has three objectives: One, to survive this dangerous wildland. Second, to reach safe haven at the Church of St. Huldra. Third, find out who's the heinous thief who stole its treasure, which without the nuns of the Church won't survive the winter. Everything is going badly enough with him being lost in God-knows-where, just to turn worse when a dreadful encounter happens in the tundra.


Summary

The Voyage Sinister it's a Gothic story with an investigative and mystery element, set in a Victorian-inspired world. While a jRPG at its core, the game is also a mixture of Visual Novel and Adventure Game

Explore, talk to characters, and interact with the environment to find your way out in this creepy adventure.

Use your cunning and skills as a Demon Hunter to resolve the Mystery and protect the Church of St. Huldra. 

The Hunter


Aside from Demon Hunter, Valdrich belongs to a certain kind of creature... Vampires. His types aren't particularly well-liked by the common of people

The chances that someone comes to his rescue are less than null. Only he will be able to pull himself out of this peril.

Features

  • More than 35k Words - In Dialogue, Descriptions, Flavour Text in this Story-Rich Adventure-like game!   
  • Pixel Art Graphics - With few exceptions, everything you see in this game has been hand-drawn especially and only for it! From the sprites and backgrounds to the combat animations. No use of pre-purchased assets whatsoever!
  • Hand-Placed Content and Design - None of the content inside this game is procedurally generated. Every enemy, encounter and interaction has been hand-made to better fit a sense of adventure and progression!
  • Gothic Atmosphere - The game takes place in an original setting, inspired by 17th century Regency Era and 18th century Victorian Era. Taste the far region of Roswick, a land between civilisation and savagery
  • CGs and Animations - Visual Novel-style CGs and Drawings that trigger as you advance the story!
  • High Interaction - Dark yet Colourful world in which almost every object is interactable in some way or the other! 
  • Turn-Based Combat - A classical turn-based combat inspired by old jRPGs. No quirky changes or tricks in the middle. The game is made to be challenging but not punishing
  • Updates Coming Soon - The dev of this game (me) plans to update it with more content in the near future! If he isn't put in a ward first.

Credits

Art and Story: Lilian.

Original Sound Effects: Devil Mistakes.

Scripts: Mithran, KilloZapit, Yanfly, Galv, Levi Stepp/Lankaino.

Music: T.Waraya, EN_OKAWA, ilodolly, Aguila Jata, FLASH☆BEAT, Koke, えだまめ88, Shimtone, かずち, MATSU, こおろぎ, はつか, マニーラ, Peritune, DOVA-SYNDROME.

Sound Effects: DOVA-SYNDROME, Pixabay, Freesound.

About the Author

A normal artist.

This game was created by me, Lilian. A lover of Gothic and Victorian Fiction, and a lousy game developer. I did the art, the story, the mechanics, the characters... Oh my. 

I would like to hear any thoughts that you might want to share. Especially about the story and the characters. Good comments, bad comments, reasonable comments, nonsensical comments, sane comments, insane comments... All welcome! Deliver them below or in my GameJolt, Twitter, Discord, Email and DMs.

Perhaps, if you enjoyed the game, you may consider dropping me your support. That would greatly help me continue this story and create similar ones in the future. If instead, the game caused you any suffering or displeasure, supporting me in that case is fine too. 

StatusReleased
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(6 total ratings)
AuthorLilian Duleroux
GenreRole Playing, Visual Novel
Made withRPG Maker
TagsAnime, Fantasy, Horror, Mystery, Pixel Art, RPG Maker, Steampunk, Story Rich, Vampire
Average sessionAbout an hour
LanguagesEnglish
InputsKeyboard
LinksTwitch

Download

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Click download now to get access to the following files:

The Voyage Sinister [FINAL EDITION] 1.57 281 MB
Credits.txt 1.4 kB

Development log

Comments

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(+1)

 

Just finished your game and I enjoyed the demo so far. It’s clear that so much thought and effort was put into this project and it turns out to be a pretty enjoyable experience. I really like the art style and character portraits, it has a strange "roughness" to it that's quite appealing and makes it stands out from other titles. The environments are simple yet effective, with occasional moments of confusion like when paths are hidden beneath the trees. However, it's well-crafted with a nice color pallet and great pixel art detail, with standout moments like the night sky above the church. Each location feels visually distinct and easily recognizable which h contributes to the game’s sense of space. The stronghold area is well-designed, featuring an intriguing array of random details that break up the otherwise flat snowy landscape. In contrast, the church’s interior is neat and orderly, exuding warmth and comfort in stark contrast to the harsh exterior. The barracks, on the other hand, exude a more cave-like atmosphere, but I appreciated the added detail in the pit and the path leading to the entrance. Overall, the locations are polished and immersive, nothing to complain other than some parts look pretty barebones compare to the high detail clusters in other parts, but I could use some simplicity for the eyes to rest on. Given that many RPG Maker games rely on default assets, I’m particularly appreciative of the custom work here.

The CGs are very nice and pretty as well! To ones that are animated, they're a treat to the eyes and genuinely impressive. Most games wouldn't even spare the effort into making custom animated CGs but this demo has it and I appreciate to where it is used. The settings is alright, with the protagonist as a vampire demon hunter (don't see that very often) that works for a vampiric church with other vampires in the building, we also learn about a potential opposition cult that's behind the robbery and are probably plotting some grander schemes. I'm looking forward to what the story is shaping out to be once Valdrich resumes his journey to reach Drakonopolis, and what the outside world is like (I was really expecting there to be an area beneath the church where you can explore a small part of the town, revisit with the residents as Valdrich, buy items, find new quests and investigate trails of the robbery in the town, playing detective but I guess that's a little bit too out of scope with the project)

Just as it starts to get good the story ended before things really set into motion. I can already tell there’s a lot of depth behind the main plot, I would want to see what the church expansion is gonna be like and how the promise with Aewind is gonna wrap up, and the deal with the book and shenanigans in the city amd the relationships between characters. I would like to uncover more of it if there comes a continuation of the demo.

Though the characters are introduced pretty late into the demo with the first half keeping the player in the stronghold, their personality are still good enough to be memorable and engaging, I'm kinda envious with how well they're written from the little amount of dialogue present. Their lines are fun to read and very witty, especially how they interact with Valdrich, you can already tell what's Valdrich past dynamic's like with the other sisters in the church. I like how Vald introduced to the player and the comments along the way. But his character really shows in the presence of other people to talk to besides his horse friend. He's confident, friendly and flirty with women, much to the displeasure of the nuns. He also respect and feel grateful to Lidochka, which I assumed she picked him off of the streets to raise, more going on there. Mother Lidochka is a pretty virtuous person herself, I get why Vald would see her in that light. He seems to be in good relationship with everyone, even if they (lovingly) belittle him for for running his mouth and just existing in general, I assume they tolerate him enough to have him around and do their bittings, and to care enough about him to reserve a room for his recovery. He approaches the new nun with the same attitude he shares for everyone else, actually managed to amused her somewhat along the way. Since protecting the church and the people inside is his responsibility, he accepts the proposal to find thieves imidiately without hesitation. His habit of talking to his horse comes from what I gathered to be the result of his isolation during multiple long voyages, or it shares something similar with the fact that he has a demon(?) tagging along inside his head (schizophrenia?).

Other characters are exceptional too. I love how Nirnalotte is portrayed, she isn’t just a love interest instead she’s kinda lovely in her own way, there exist a standoffish and witty personality underneath which gives her character more depth and more endearing. I didn't expect the wine in the storage was hidden there by Nirna, not very becoming of a respective sister of faith is she? It's cute when Vlad gives her an indirect kiss with it, as attoinment for her sins! is it punishment if she likes it? You can tell the two brush off from each other's quiet a significant amount and I love the dynamics between them. Would be terrible once she hear about Vlad's second girlfriend(?) in the city. Her position in the church is the mother's right hand nun and the big sister, with fits her personality quite well though Kyraless is quickly gaining on her in influence. I look forward to see how the interactions between them would foster.

Speaking of Kyraless you can instantly tell what her personality is just by looking at her sprite. She does coerces Vald into admitting he's part of the barbarian undeveloped looter Rowicskan savages race though, don't know how that would be tackled in the future but I guess that explains the humans’ and part of the nuns’ reaction toward him. In the 2 choices section I choose "Gold" btw, I fear what will happen if I choose "You" instead but since I didn't save for a while I didn’t risk it. I kinda grow on her aggorant attitude a bit overtime and now kinda taken a liking to it. The moments when she roasts Valdrich are a highlight. I can already sense that their interactions will lead to some interesting developments, especially as the story progresses.

Aewind is such a sweetheart and so adorable. She plays the demanding little sister of Vald perfectly and the siblings banter between them is always fun to reload back to. Each interaction where Vlad acts the big bro to Aevvin, tampering her around and rubbing her head much to Aevvin's displeasure is always sweet to see. I don't know how related they are as Vald is presumed to be adopted but I can see parts of Vald's personality present inside Aewin, especially her facetiousness attitude. It's clear they have a lot in similar though financial accountability is definitely not one of them, Aewin has some peculiar choices in footwear after all. Aewin can get overbearing sometimes but she misses her big bro very much (for real this time) and would be sad to see him go. I would love to see how her character and the other nuns develop, may Aewin become a demon hunter as well? Maybe she can travel with Vald once she's allowed her own carriage.

The others characters are just as memorable as well though they don't have much lines dedicated to them. I like how utterly distrustful the two nuns on the top of the longue is at Vald, even after you get back the church fund, they don't seem as grateful as they should be, maybe they're distancing themselves from Vald because of his line of work? Or they're just petty like that, unlike the rest of the church which are pretty friendly toward him. Maura is cool too though we don't get much of her cooking asides from some spices which I can't find an opportunity to use in battle with.

Music! I'm not much of a listener so I can't discern what's good or not but it suits the atmosphere nicely. Albeit a repetitive at some parts where you spent a significant amount of time navigating the map. The music changes with the tone too which is a low bar I guess but it's nice that's a thing implemented.

As for gameplay, the game may get a little tricky at some section, but this is to be expected as the game doesn’t really hold the players’ hands either. The map layout in the stronghold is fairly straightforward, though I found myself backtracking at times as I tried to familiarize myself with the layout. Early on, I found myself avoiding enemies due to the lack of clear indicators of their strength. As a result, I treated the game like a survival experience, managing limited resources carefully since there isn’t a clear way to get more blood/crystals apart from the limited pools in the beginning. This sense of tension was heightened when I encountered powerful enemies, particularly the hidden wolf boss which I came across pretty earlier since I decided to dodge enemies’ confrontations. I quickly learned that every decision mattered, especially when I encountered setbacks that sent me back to earlier save points that took me a wild to get back to.

The enemy scaling is horendous, you have the wolfs who just act like foster enemies with mininal damage and the vex that’s a little more tought but otherwise free EXP if you know how to concentrate your damage. These are all nice enemies for an early game section and you would assume the boss wouldn’t any more difficult than the monsters here. Wrong. The first bost is a whisplash, a welcoming at that for the difficulty but a surprise to say the least. The closest thing I would compare it to in the early section is the wolf boss, which you don’t even need to engage so most player would miss out on the combat experience and to hone their skills over. You can expect to die a few times before you finally escape the boss and move to the next session. It may seems impossible at first but if you are resourceful with your actions and items the boss is managable, the large amount of supplies here also help with that. The boar boss is a joke though. I expect to be tougher but half of the time it doesn’t even attack. I get the demon boss is meant to be as a surprise but a more linear aproach to scaling the heights would also be appreciated. Having the wolf be your companion would disrupt the harder parts of the game, but having it transforms into a weak abili,ty that doesn’t even worth the effort of subduing it at all it just discourages players from finding challenges, only to slame them with a boss they aren’t prepared for beforehand. Maybe in a future revision we can return to the cliff and actually recruit in into the party?

Instant death events are also expected, but they’re limited to dialogue options only and are pretty predictable if you have a keen eye for that sort of things. They will hit like a truck regardless eespically if you haven’t made a save in a while.

The bosses get more difficult each time and every encounters become more tense as normal enemies diminishes, leaving only boss enemies in the end demo section. You do have to carefully manage your resources around them, since it is pretty limited if you didn’t prepared accordingly. The ending boss fight is a bit tough as well but worth the challenge and rewarding once you find a way around it.

There are some unintended furstrating parts I must admit. Whether it was failing to notice key items like the unholy bible that blends in with the table or misjudging my resources and actions. Learning from those mistakes is often enough to get you through the game.

In conclusion, this demo offers a well-crafted experience with a compelling story, engaging characters, and challenging gameplay. While there are a few areas that could be refined such as making certain items more visible or streamlining some of the more repetitive gameplay sections the overall package is very promising. Gameplay asides because it’s probably isn’t meant to be that difficult. It’s been a joy to play (the story for the most part.) I’m excited to see how the story and characters develop in future developments if there comes any.

(+1)

Gameplay(rant): This part is interesting because I don't play as much RPG makers as I'm used to so I got kinda rusty at times. The map in the stronghold section is pretty straightfoward once you fully navigated the whole section with the clift section acting as a shortcut with the rope from the cabin. As for me I took longer to fully etch the layout into my brain, often backtracking when I reached a dead end that I thought would reach to an open section. Nothing on the map design at all, just my general experience. I feel for a section this walking-intensive you could look into diagonal movements, it will be more interactive that way and you don't have to zigzag around and spamming the keys as much, moving smoother and faster, though it may have some problems with transparent tiles so I guess that would be a hassle. At first, I didn't know how to gauge the enemies' strength so I just jinxed them most of the time and avoid confrontations. There’s no down side to fleeing away, it’s always a 100% guarantee and the first time I encountered a squad of those spectral things, the fight set back my HP a significant amount without any items or discernable gains. I concluded that any further fight will only be undesirable since there isn’t a motive to do so at the moment. I didn’t know that choosing to rest by the horse will give you free heal and mana so I operated on limited resources act accordingly since. With the speed of not having to kill any enemies on the way, I made my way to the Cliffside where the wolf resides and choosen the wrong dialogue option, triggering the boss fight. I'm forced to take on what's essentially a hidden boss with nothing inside my inventory and no LVL-up buffs from killing enemies. I died first try. The subsequent death by the wolf sent me back all the way to my first saving point, which is at the very beginning (I feel no danger to save until then). After knowing the game has the ability to pull the same shit again and force me to retrace 15 minutes of progress at any time, I really begin to treat this like a survival strategy game, using my dexterity and carpal tunnels to navigate around enemies with utmost efficency, gathering everything I can possibly learn, knowledge is key I gathered. I feel like a hunter being hunted. My ears hyper concentrate. My eyes scanning horizons. Palms sweating. Lungs exchanging oxygen. Feets closed. Cheeks tightening in anticipation. In other words, I'm locked in. My delusion turns out to be an utter time waster as I could've just fought monsters along the way and regenerate health by resting. I came around it at one point that resting heals you and begin to lighten my load off a little, realizing how stupid I was for not figuring it out sooner. It did make intuitive sense now that I think about it, regardless I've already wasted a decent chunk of my minutes into this game now and I had just begun to realize the correct way of playing. For the record while playing this section, although there's a sense of frustration building inside, I mostly ignored the feeling and zen to the music, making the tomfoolery less agitating. Still, I don't know how long the demo would be so I conserve my heals and crystals for future uses, this is how I unknowingly engaged in hoarder mentality, however, this comes to intergral a clutch in the future. As I trek through the forest, I choose to only heal HP and MN by resting for free in the beginning section, never to use items, thus adding more minutes to my time wasted. I begin to be more lax and clear enemies to farm exp and money, thinking it as a limited resource, still in the survival mindset. Once I get the gist of it, I reach the cliff section through the open plains and got bodied by the wolf, again. Before my experience with the first demon boss however, I managed to slain the boar miniboss and reach the underground shelter. This is where you would find the unholy bible and return to talk to the horse, but in my first play through I couldn't see the book since it is the same color as the desk it's on and to top it off, I didn't make an effort to search every event tiles inside the shelter either, as the previous searched sections don't bring any items once interacted. Face with this problem of a dead end under the shelter, I decided I must kill the wolf in the cliffside to progress the game. I managed to do it after two tries, as I already killed the boar miniboss and get the meat stick for the big dog. I thought I tamed(?) the wolf? But it doesn't appear in my party as a companion and I thought the game is bugged somehow, turns out the wolf 'becomes' an ability instead as it is actually a spirit(?) and a weak ability at that. The damage it can do is 600-700 top, which sounds like a lot but the MN cost is the same as my other ability (Biden Blast) which is 200. For comparison my charged attack ability deal 400-600 with just 50 MN. Using two charged attacks on the same enemy desal the amount of damage that exceeds the what the special summoning attacks can do, yes both of them, which doesn't match the effort I pour into defeating the wolf. I don’t know if this is a conscious decision or not, it just looks like a red herring for me, or this is another instance of me not grasping how such a spell would be useful, perhaps for killing enemies quicker? But it would require extra turns to rejuvenate lost MN points expended. Back to the gameplay, without knowing the existence of the book, I spend the next 30 minutes or so finding every crook and crannies in the forest, clearing every zone as I go, thinking I must kill everything to trigger an event. After a while of no progress it's starting to get frustrating so I return to the shelter and finally found the book again. This is mostly on me, I'm pretty rusty after all but the fact that you couldn't see the book clearly could be frustrating for some players. Making the book more visible, perhaps upping the saturation wouldn't hurt that much. After that embarrassing sequence of poor decisions making I get jumped by the demon after returning to the horse and choosing to falter back instead of blocking the attack, ending my play through and forced to return to a save 20 minutes ago, thus doing it over again. My experience has taught me that running away is the right solution. So when I witness the very dismantling of my ideology, is as if it was a personal attack on me, driven with a sense of injustice my spite kicks in and I prepares to send the demon home. I saved near the horse this time and begin to strategize my ways around the demon boss. It's nothing like I've ever seen before. The enemy deals devastating blows that I thought was impossible compared to the boar mini boss and the wolf hidden boss. In both of those case I managed to cheese the fight by spamming stun magic on them, so it wouldn't be that hard with this fight right? I died like 6 times before finding a viable solution. The details of how I find the correct solution is not important but it is the same outcome of my inability to concentrate and use half of my brain on a single task, however finding the solution is quiet fun. What's not fun is hammering down the Z key, the Enter key, and the Spacebar to get through the dialogues for the bazillion times just to get a chance to try again. Do that 6 times and you want the ability to jump off the cliff in the previous section. Normal people can probably defeat the boss in a single try, thus there's no need to skip the dialogue any faster or an auto-save near boss fights, as for me, I don’t know. This is when it occurs to me that this game is much harder and unforgiving than I took it for and if you make if just a single mistake you will witness the consequences of that specific input just a turn away, this is how I face planted many times during the boss fights. But there are many other things outside of our control. RNG on the stun magic is abysmal too, I keep relying on it to migate damage to have a chance to breathe, as this is my only tactic I've developed, only to encounter a failing streaks of 4 (four) times back-to-back. Is there a mechanic that prevent frequency use of the stunning spell? Or is it just pure RNG bullshittery? I suspect that the stun must work 50% of the time, but that was an down right ridiculous and absolutely idiotic assumption. This is also the fight where I realize all my magic skills are useless, the cross light thing deals only 500-800 damage for what? 200 MN? So is the wolf summoning spell. My charged attack can deal 200-400 attack with just the cost of 50 MN. For 100 MN I can deal 800 attack consistently, saving 100 MN to do the same thing over again. Hit with this realization, I begun to suspect the spell menu was a gaping trap for beginners to sunk hours dying to, maybe this game was designed to be very funny. Regardless I finally managed to beat the shit out of the demon by sucking up damage with my inventory shit tons of heals I grinded (I still haven't found a way to utilize blocking), after 2 hours or so, I get pretty demotivated to continue playing as there's only so much time you could divert into a single section with the same scenery and retracing the same steps, but I realized that I have already played Fear & Hunger. I persisted onward. The next hour was much more engaging with the introduction of a clearer plot and characters to throw hands with. I wish I reached this section sooner but that's just my skill issue manifesting into a problem. After the much needed breather in the church. The cavern section goes on much smoother as I fully understand what I'm doing now. I use the same tactics with the mouses, though they're too weak to require much planning. When health got low I simply return to the horse and rest. Rinse and Repeat. Then I reach next progress section. I died to the guards 2 times, and to the guard leader once. I thought there this area has to be much larger than the previous one and full of monsters, but there are only two (16) rats before you encounter the guard. So I don’t have enough time to prepare what's to come. This section could be expanded with more rats and weaker guards dotting the cavern. Perhaps a stealth mechanic too agaisnt guards that you probably don’t want to deal with. This section is so short my eyes landed on the demo's final boss after just 20 minutes. The transformation shook me out of my core, I thought I've already beat the hardest boss of the area and only now am I beating down on the lackey on its side. But then the little shit transforms itself. The fight isn't over yet and there's a second phase, with another, much more powerful opponent before me. I'm fucked. I've already used an excessive amount of heals in the previous fight to soak up damage like I did before, so I don't know how I would fare against ANOTHER boss fight, that MOGS the guards from before. It turns out, this fight was harder than it needed ' be. I did make the boss fight more difficult for myself by not learning the spell that I've bought and placed inside my inventory, I thought the ability was already given to me, but I didn't check the menu or did I realized this when fighting the rats and the three guards outside the door. I have to fight the final boss without using bleed and only items I gathered from the first area up until now; a handful of animal blood and the 11 useless rat blood (which doesn't even heal you enough to tank damage in a single turn, thus making that turn virtually useless). I also didn't notice that you can buy blood from Nirna, sawing off another source of heals apart from the limited amount in the thicket. However, all of these mistakes turns out to be beneficial for me, as it makes the fight significantly harder, and more fun. I'm now forced to use more than 20% of my brain power to plan ahead and come up with a fighting solution. Without proper equipment (again I didn't buy) the demon's damage shred through me like paper. Adding difficulty. I'm debating whether or not I can sustain all the damage via healing, but the heals are ever depleting and I need at least two turns before I can heal back the amount of damage the demons took a bite out of. I tried to increase my damage per second using the mushroom, but it only last for a turn, and you need a turn to get the damage boost and with increased cost of mana on top of that, it becomes another turn-wasting item that just that I consider worthless. This is when I finally find an use for blocking, the massive damage taken each turn force me to abandon my old delusional strategy and actually use the block function for once. After I reason with my conscience, the black bar begins to inch towards the left side. I do not falter. Unfortunately, the AI in this demo is magnificent. The enemy will block (wasting a turn not dealing damage) to bait me into attacking it, trading a lesser attack from my part into an opportunity to counter attack me and dealing significant damage oppositely, bleeding tons of my HP away while the enemy receives negligible kisses on the cheeks. I quickly took notice of this and begin to block the instance the enemy also defend. As if it understands what I'm doing, t-the demon doesn't attack, it keeps blocking and increasing its Strat buffs, I do the same, thinking that I'm one-upping it, thinking that I'm proving something. But there's no further buffs to be stored, there is only decreased attack received. Out of the blue, the demon execute a series of combo attacks that left me stunned both in the game and in real life, dealing about 600 damaged (from three attacks) in a single turn. All my heals are rat blood, I'm unable to cope. This is the first run. To counter this devastating mauve, I tried to stun the enemy, forcing the demon to waste the it's turn and give myself an opportune to attack in relative safety without fear of trading blows. The stun effect only last for a turn. So I only have single turn to execute necessarily functions, either to deal damage or to repair lost HP. Once that turn is over, the devil is active again and it will attack me after the second turn. I cope by eating up the damage to heal later on. The important thing is that the stun magic cannot be allowed to fail, or it will waste my turn and deliver catastrophic damage to me. But is it true that once blocking, the demons have a higher chance of resisting stun? THE SAME THING HAPPENED AGAIN, 6 (SIX) SUBSEQUENT stun magic attempts, all FAILEDDDDD. I cannot cope. It should've worked at the 4th times, but what if the 5th time succeeded and allow me to heal? I've become a gambler--slave to the invisible numbers, I begged for the RNG GODS to allow me to rise, but it may as well stop becoming RNG at this point if the 8th time, the 9th doesn't work.. This time, I ignore the stun mechanic entirely. I've broken free from my chains. Relying on it has proven to be a grave mistakes. I stopped gambling with my fate and decided to take the initiative into my own fingers. Then I used my brain for once and attack only when the chance of both parties trading similar blows is high, and blocking when I suspect an attack exceeding the normal count is coming—which means I block when a critical attack is coming. Through a series of successful RNG and lucky blows, I managed to defeat the final boss of the demo. With all my heals gone and left at double digits HP and MN. I've managed to win fate and secured victory into my hands after times and times of trying. How many times have I died? How many times have I reloaded and go through both the guard leader and the final demon boss? I do not know, I've died so many times that I've lost the ability to count... it's actually one time btw. I finally did improve. To say, this has been more exciting that it should've ever been. I realized that I made the fight harder than it would've been, so I returned to the boss fight, much more well equipped and well versed than ever was. Much of the spell is proven to be useless, the 500g fire magic deals a negligible amount of damage for the high cost of 25 MN per turn, similar to the 600 damage for 200 MN SCAM. In this fight, the ability Bleed is proven to be the most powerful of the game. The damage is consistent each turn and the boss doesn't seem to be able to dispel the debuff. I just keep blocking and trading blows, while the bleed kills the enemy for me. There's also an improved Biden blast too, instead of the 650-200 crypto scam. The exchange is much more preferable at 850-200, a worthwhile trade, though the MN price is still too much for my likings. I realized this fight would be 50% less exciting have I not make such a sequence of stupid decisions and with a little more game knowledge. My inability to play games actually work in my favor,

All in all, everything you're creating is coming together so beautifully, and it’s clear how much effort you’ve poured into this project. Gameplay asides because you probably don't mean it to be that difficult. It’s been a joy to play (the story), and I’m so excited to see where the journey goes from here.

 

(+1)

Thank you for this fleshed-out review. I really appreciate all the effort you put into these two comments ( ͡ಥ‿ ಥ). So far, each improvement I've made to the game was with the help of someone's else feedback, and yours has been thoroughly educative. Of course, I'm also very happy you enjoyed the characters and the story. ദ്ദി ˉ͈̀꒳ˉ͈́ )✧

I also apologize for the frustrating parts. Laughed a bit reading your rant (which I probably shouldn't ૮ ˶ᵔ ᵕ ᵔ˶ ა). Since the sequel was migrated to a new engine it will feature auto-save reducing the tedium of saving all the time and repeating long sections. It's also going to be more open and free to explore or investigate since it happens in a city (hence the name Ravensburg). I'm going to take your other observations into account for the final polish.

Everything you said here was incredibly useful and I would love to have your review for RAVENSBURG too when it releases, the rant it's welcome too (but I'm going to work hard to don't cause it). It's going to have a release discount the 1st week, but if you have any problem getting it I'm gladly sending you a key here or in discord ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧. Thank you again and happy Christmas!

I wouldn't mind a key once it's finished ૮ ˶ᵔ < ᵔ˶ ა).

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Great work, my friend! Beautiful art.

I believe I also recognized some of the sound effects from Angels of Death.

Thanks Rean! <3

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Very cute

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Is this the final version?

I've been liking the game's aesthetic and the way the sequence of the undead Deerclops looking boss was introduced, but I couldn't progress after the "Melancholic Woman" enters the room.

Seems like a missing file, my bad! Good fortune you just commented it now. Let me fix it and reupload.
And yes, this will be the final version. Apparently, that won't impide some good bug fixing first. Thanks for reporting!

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Done! I deleted some unused files to ease the game's size. Probably ended up deleting that one in the crossfire. 

Remember: You only need to copy-paste your old save files (Save01, Save02, etc.) which can be found in your current version's folder, inside the game's new version folder after you download it. This way you won't lose your progress and be forced to start again. Feel free to report any other issues you find while playing!

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looking good!

Thanks! Any suggestions you may have please let me know.

(Nice name, btw.)

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I’m going to report you!!  > : c 


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I'm going to complain about your story on instagram then all of my 0 fans will destroy you.😡