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Project Demonology

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Project demonology is a top down RPG where the player has control of the void, allowing for them to capture and control various creatures for use in battles.

Learn about the void, Aether and Aleroth and be a part of "the game" the gods play with mortals lives being the pieces on the board...

Game can be quite laggy on HTML5 - Its a mixture of image sizing and the quest journal, I am working on fixing this, but should be less of an issue on the .exe (https://mr-crabs.itch.io/project-demonology) as you can load it all from your HDD as compared to a web server - in theory at least.

The game IS in Beta, but i'm not using that as a shield against criticism, this is my first game as a hobbyist and you only improve by getting shredded and understanding where you need to improve, so criticise the hell out of me!

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So far it seems like it's on its way to becoming a good RPG game. I took notes on glitchy little things I noticed, none of which were major (playing on browser in Chrome on Windows):

When I play in a browser, I see save files from other RPG Maker games I've played on Newgrounds in the same saved game list that this game uses. That seems to be a common issue with RPG Maker and there's probably a solution for it.

Skills and many items don't have a description of what it does; it looks like there's a space where it's supposed to pop up when the skill/item is selected.

When the guy gave me a note and said to read it somewhere private, I wasn't sure how to do that and was confused for a while when I couldn't find the note as an item to read, and only later found it's in a quest log in the "pause" menu. Also, the quest log doesn't seem to update at the point when you're collecting relics. (It wasn't entirely obvious to me whether I actually collected relics in the Eastern and Western zones after killing the bosses, but I did kill the thing in the hidden room in the main town afterward so I think I did collect relics.)

Walking out of the town and onto the paved path toward the intersection just outside town, the scene didn't automatically switch from town to the road outside town unless I press the action button (at least if I walk with arrow keys; if I walk by mouse clicking it transitions). That seems weird, and might have people thinking they can't leave that way (what I thought at first) or aren't supposed to leave yet.
Maybe related: the Blood Heal ability seems like it's not targetable with arrow keys but is with mouse.

The battle with the imp in the cave outside town didn't have its background change -- the background during battle was the overworld scene with the player walking up to the cave, which seems weird.

It looks like I can't use a potion as an item during battle - only the weak teather and god item were available to choose. (This would be the only possible glitch that would significantly affect gameplay.)

Stairs at the Fallow Village Inn don't do anything -- maybe that was intentional but it's probably better not to have stairs that don't go anywhere.

If I'm supposed to be able to sell items at shops, I can't.

Edit: Now realized that the main town's building on the left is now no longer guarded, so I went there and actually finished the game. The only "big picture" thing that you might or might not want to change is that this game seemed to have an aspect of many RPG games that I don't particularly like -- it seems like the optimal approach is just to go with heavy hitting melee guys (the double/triple hitters in this game) plus a healer or two and there's no real need to change strategy at any point -- switching from melee to magic based attacks, starting to rely on items to deal damage, using specific combinations of attacks, actually using the Guard ability that no one ever uses, etc. That works perfectly well for commercial RPG games, and would be a perfectly viable way to design the game and probably generate plenty of fans, but personally I think I'd like it better if it called for changes in strategy from time to time.

MrCrabsGames responds:

Thanks for the feedback! A lot of very valid criticism here and a lot to work with in patches for this and future games :)

The issue with saves is quite concerning, especially since saves are supposed to be unique based on the games internal name, this is the case for the game as an EXE, but 100% worth investigating, so thanks for raising that.

The game was built mainly with mouse use in mind, but moving zones with the action key is an oversight on my end and will be fixed in the next patch, I will have to investigate the blood imp targeting, and the lack of a background on the first imp fight is also something I will address.

Not using a potion in battle is intentional, the idea behind them is that they are for healing during battle, this was to make it so the skeleton and imps healing abilities your only source of healing, with all the risks attached.

I do agree that once you have an optimal team, you don't need to mix up your strategy and this does detract from some of the intended difficulty mid/end game, I did originally have a concept where you would have hard hitting abilities that would slowly make your team go mad, and then be more unpredictable, giving another form of risk and reward, but this didn't play out as well as planned when tested out. I think this section especially boils down to a lack of experience making games, and I hope to improve on this and ensure that i can push this game much further and have any future games I work on benefit from this experience.

Thanks again for all your comments! Was really useful to have this feedback to work with and improve with :)

Lots of fun pokemon meets old FF!

MrCrabsGames responds:

Thanks for the feedback and I'm glad you like it!

Credits & Info

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1,745
Faves:
11
Votes
85
Score
2.99 / 5.00

Uploaded
Jun 8, 2019
7:35 PM EDT