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Uploaded
Feb 14, 2007 | 9:29 PM EST
  • Daily 5th Place February 16, 2007

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Author Comments

UPDATE 03/02/07 - Battle mode highscores table keeps more scores (250 max) :)

CONTROLS:
Space - Actions, texts, talk to people, etc.
Enter - Open/close the menu.
Arrow keys - Move the character.
Mouse - Click the buttons during battles.
Q - Toggle quality. (Best, high, medium, low)

Don't forget to equip your new weapon/armor once you've bought them.
Purchase the battle mode from a merchant in the game.

WHAT NEW IS COMING IN CHP3:

- New party members
- Overworld map
- Alchemy system (replacing Magic, for humans)

WHAT NEW IS COMING IN THE DEMO OF CHP4:

- Sea traveling
- Boat battles (against other boats and sea monsters)

Enjoy!
-Snails Animation
Go visit our website: www.snailsanimation.com

Reviews


lordsthieflordsthief

Rated 4 / 5 stars

Shows potential, but you really need to have this running at 30+ fps.... I'm fairly sure its only running at 20 right now, and that is actually quite painful to watch.
It's hard to rate the story on the little presented here, but I look forward to seeing it developed. Combat definitely hurt the game, though - it all too often felt like a pure grind, where if you'd spent the time to get just one level higher, you wouldn't have any trouble with a boss, as opposed to getting trounced without mercy. (grinding isn't fun!)



werwolfwerwolf

Rated 4 / 5 stars

keep it up! ::

great improvement over the first installment of this series. very good implementation of new features, such as save points and the more versatile character menu. graphics still very good and overall gameplay is shaping up quite nicely. needs some more balance, but i'm sure that's bound to tweaked in future chapters.



ShastaTwistShastaTwist

Rated 4 / 5 stars

It was fun...

Until I beat one of the worm things in the silo, leveled, and somehow reverted back to 90/90 HP and 8/8 MP after being at about 160/160 HP and 24/24 MP, roughly.

Now I'm frustrated and don't intend on playing anymore. :/



AMRIVAMRIV

Rated 4 / 5 stars

A distinct RPG among so many genaric ones.

I liked the way special skills could be used, as in I can boost and then doubleStrike for X4 damage, but that the skills could only be recarged by save points or leveling was not to my liking.

I liked the art style and the victorian era theme it had going on. Music was good but a bit bland, however you already did so well on the art and design so it would be rather demanding to ask you to make an absolutly perfect soundtrack.

I think that perhaps if you made it so that you can do an action that charges up those points it would feel like a more complete skill set. I think it would be neat if, say, when you chose the guard action you choose one skill to recharge by one point. This would keep boss battles from being a short burst of damage from the player followed by lots of little attacks till it dies.

If you do implement something like the guard-skillcharge maybe make a version that doesen't give a skill point but a def bonus next round, maybe not as strong a def as the round you block though. I would not recomend a (smaller block)-skillcharge though as while it might be balincing it would be less enjoyible that way I think.

Perhaps also have monster give some kind of tell for when they do big attacks so you know when to use block too, that way you arn't just making a bet on if they use a big attack or not.

I think being able to tell how much (or approximatly how much) health the enemy has would be helpfull as well, maybe make a skill that works for 10 rounds or something.

Also, while random encounters are ok, I would prefer if you could see, and perhaps evade enemy groups as you walked around, maybe even be able to sneak up on em and get a bonus round or something.

I might also have seen a glitch where right after the shadow car I saw a room with a hooded guy (Possibly the merchant) for a second and then, well this might be a spoiler so I won't say but I think either I skipped a car or that I just had an almost immediate transition thing.

Also getting exp and earning items feels a bit less rewarding if at each chapter you are given preset stats and eqipment. Maybe have some kind of code given at the end of a chapter that is used at the beginning of the next, though you will need to be carefull how you implement this so that people don't abuse it and get stuff they didn't earn, capping exp for each chapter would probibly be a good idea too so people cannot get codes for amounts of exp that are way too high, letting people know what the cap is would be a good idea if you do this.

Maybe when you finish the series you could also put them all together and eliminate the need for codes, but that would probibly be unnessisary work and very likely over the NG size limit.

Still this was a great game and I enjoyed it, gave it a 4.


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LudicrousProductionsLudicrousProductions

Rated 4 / 5 stars

Nice!

Unique style! Overall great game...just one thing...too...many...*gasp*...
RANDOM BATTLES!...*urk*


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