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OK. Well, I’m really not an expert, so I’m not sure I’m getting this right. I believe it could be due to an anti-lag “fix” I found. I used to run my game on a laptop this summer, and it lagged a lot.
In Game_Map, around line 502:
Code:
#--------------------------------------------------------------------------
# * Update Events
#--------------------------------------------------------------------------
def update_events
for event in @events.values
event.update [u]if event.event.name != "#"[/u] end
for common_event in @common_events.values
common_event.update
end
end
All ornamental events – which are mostly in the town – are named “#”. Would it be better if I removed this?
Thank you
Wow. I'm amazed. I would have never thought an RMVX game could look so good!
I've played through a bit of it, and I've got to say, I am very impressed. This is the first game that has caught my attention in a half a year. Despite the use of RTP, your game is beautiful - I love the small little details you put in for visuals, like those little leaves next to the highlighted item in the menu, and how they roll in when the menu appears. The quest system is definitely the most well done of it's kind in RM history. The mapping isn't half bad either. The only things that bother me is that you have half and half with neo faces, and normal 50x50 ones (for the main characters!)
What I really want to know how you did it, was the tutorial. How the heck did you do that??? Another Scene script for it? Or what? How did you get messages to appear while in the menu, and how did you control the menu via script, to look the same as if it had been controlled by the player? I must know.'
I'm going to continue here../
The message window graphics are very nice, and the icons in the menu are perfect :3
Oh, I never noticed that - it looked so natural it just blended in! The highlight in a menu scrolls when you change selections. Very very nice...
I'm really getting into this game... You should hire a composer. I can recognize all of these songs, and it kind of ruins things...
About your plot, alot of people are going to read "floating island" and say.
CLICHE!!!
Now, ignore all comments like that. There isn't a single good idea that hasn't been done before, story-wise.
It all depends on how you use that idea, how you execute the plot, and more. Two people could both have the same exact plot, and could do two completely different games.
You should add more details to your plot, though.
I really like the sprites you've got...
And... I'm stuck. :P
I hope to see this project finished! It's the most visually appealing game I've ever seen, in RM games, and I'll play it through to the end, if you finish it.
I think your best bet is to remove that for now. However I'm not sure it'll fix it. Anti-lags are made to freeze events that are outside of the screen. Because some of the laggier maps are one screen in size, it won't help.
Some of the laggiest points though were when the hero gets out of bed, and the conversation directly in the next floor. These area don't seem event heavy at all. So maybe the fact the script is checking every event's name is causing the trouble.
I would have never thought an RMVX game could look so good! I've played through a bit of it, and I've got to say, I am very impressed. This is the first game that has caught my attention in half a year (...) I hope to see this project finished! It's the most visually appealing game I've ever seen, in RM games, and I'll play it through to the end, if you finish it.
You’re right. I guess I could actually fix that as well. For instance, here’s the full picture of the hero: it’s not a .png file, though, so it’s not that easy to crop. Secondly, larger faces lack of emotional expressions. Anyway, I would like to sort that out as well, when the essential is settled of course As you said, I like visual details.
You should hire a composer. I can recognize all of these songs, and it kind of ruins things...
That would be great, really, I would love that. As a pianist, I consider with much attention both sound and music. Anyway, all the songs I used so far are meant to represent something. I like to think of it as “quoting” through music. I’m particularly longing for familiar things, often nostalgic, so I guess my game could reflect that as well. To make it sound more “personal”, I’ve begun to use this very simple software called PsmPlayer that allows me to edit all MIDI files. What I love most is to change instruments! It’s like conducting an orchestra!
What I really want to know how you did it, was the tutorial.
Story: Well, you don't have much on the story. You don't have to reveal any major plot twists but a little more background info would be appreciated and would intrigue more people to play the game. You have a nice start. I like the fact that the protagonist is looking for his lost brother. However, I think you could of handled how he got lost in the first place better. The whole demon thing is somewhat of a cliche. I think you could do something unique with each island. I would suggest to make them all different and each one have their own unique problems. Make them separate from one another and make us experience the stark contrast between each one. One other thing I suggest is working on character development. Make your characters break the mold. Give them their own unique and different personality. You seem to do that with some of your characters, but break the mold even more.
Graphics: I think one thing that should should take a look at is your mapping. While its better than beginning mapping, what I see a lack of is in natural feel and randomness. Remember, the RTP is blocky, therefore it comes of as blocky mapping. Therefore, you need to take that extra step to make it shine. You seem to have a direct path for everything, and the maps look artificial. Make the trees more windy, spread things out more. It will really increase the look of the game. Don't cramp everything together and make sure not to use every object there. Have a palette of objects, that really accentuate the mood and feel of the map. I like the edits to the RTP however, its a nice touch. Also, in my opinion, I think the battle screens would look better if you made the enemies smaller like the characters.
Game-play/Other: The battle system looks nice, but it looks like a typical RPG game, which is fine, but don't really heavily on game-play unless there is some neat twist involved with it. I think overall, you have some nice features. I appreciate not naming the fire spell fire. It also looks like there is a night and day system as well. I hope its not just for graphically pleasing the audience, but also an element in the game. You can do a lot with it.
Conclusion: Overall this game does not look like the run of the mill game. It has potential to be something. However, it can use some polish as well. I think what you lack is originality. You have RPG down, now make it the RPG game. You could use some mapping help when it comes to artificial mapping. Your characters are nice, now make them stand out more, along with your story. You have a nice battle system, but there is no unique twists that seem to make actual battles fun and fresh. Overall though, this is a nice game and with some polish and some fresh ideas, this game could become a gem. :D
@Bacon
I don’t like games that reveal too much too soon: I can think of a hundred games that haven’t been original from the very beginning. I do have some original ideas myself, I just don’t want to make them that evident right now. I like it that the player is “thrown” immediatly in this world, slowly learning how it’s done. That is exactly the feeling I want to achieve. Just like the protagonist, the world looks some way, but feelings are telling something’s out of place. In order to make this work, the game can’t be too descriptive. The islands are in fact separate from one another, I guess I’ll have to make that clearer, and while they don’t need to be all exceptionally different from each one, they do have their unique problems. What I’m trying to say is that there’s a reason behind this. I will add more background information as the game’s complete, I know it’s not much for now
Also, the protagonist is not really looking for his lost brother, I guess I’ll have to make that clear as well. The demon thing along with the “floating islands” are meant to sound like a cliché. If it were clear from the beginnig how it really went, there wouldn’t be much left... Anyway, I’m going to fix this, to make the geography of the islands clearer.
One other thing I suggest is working on character development. Make your characters break the mold. Give them their own unique and different personality. You seem to do that with some of your characters, but break the mold even more (...) Your characters are nice, now make them stand out more, along with your story.
You’re absolutely right! This is one of the things I’m working on right now. I want my characters to develop, of course, also emotionally, but I want their personality to be neater from the beginning. Again, the game will be of course much longer than this, so this development needs as well to be gradual. (I know this isn’t what you meant, but I’ve also added a “Stat Distribution” script, like in “Diablo” you can now increase each parameter on level up).
You seem to have a direct path for everything, and the maps look artificial. Make the trees more windy, spread things out more. It will really increase the look of the game. Don't cramp everything together and make sure not to use every object there.
I don’t like my maps to be that “static”, so I’ll try to spread things out more. As you said, the RTP is blocky, so it can’t look that much softer. I’ll see what I can do. I guess you’re being metaphorical, but I don’t really know how I could make my trees “more windy”
Also, in my opinion, I think the battle screens would look better if you made the enemies smaller like the characters.
Well, the sideview BS is very common, that’s true, but I wouldn’t say it’s typical. To me, “typical” RPG would be the Zelda-styled combats – again, I could name many other games, “World of Warcraft”, “Jedi Academy”, “Mystic Quest”, “Diablo”... It may be typical in the “Final Fantasy” saga. Also, the standard BS is the frontal view. So far, there are more than 50 skills, all involving different and unique animations – actually, animations are almost 70 right now. The names for the spells are taken mostly from “Dragon Quest”, but there are also “Esuna”, “Pain” and “Demi”, which are taken from “Final Fantasy VIII”.
It also looks like there is a night and day system as well. I hope its not just for graphically pleasing the audience, but also an element in the game. You can do a lot with it.
Thank you for all your comments and suggestions. If I’m getting this right, though, you have based this off the thread itself, you haven’t actually played it! :D
@abreaction
Try reading the description in the “Quest Journal”. Also, there’s some sign on the way, and I’ve placed a few “arrows” where the path is slightly hidden. (Panril must be in the Party before leaving Nossa). Anyway, proceed south of Nossa, until you cross the bridge, then South, West, North.
@Bacon
I don’t like games that reveal too much too soon: I can think of a hundred games that haven’t been original from the very beginning. I do have some original ideas myself, I just don’t want to make them that evident right now. I like it that the player is “thrown” immediatly in this world, slowly learning how it’s done. That is exactly the feeling I want to achieve. Just like the protagonist, the world looks some way, but feelings are telling something’s out of place. In order to make this work, the game can’t be too descriptive. The islands are in fact separate from one another, I guess I’ll have to make that clearer, and while they don’t need to be all exceptionally different from each one, they do have their unique problems. What I’m trying to say is that there’s a reason behind this. I will add more background information as the game’s complete, I know it’s not much for now
Also, the protagonist is not really looking for his lost brother, I guess I’ll have to make that clear as well. The demon thing along with the “floating islands” are meant to sound like a cliché. If it were clear from the beginnig how it really went, there wouldn’t be much left... Anyway, I’m going to fix this, to make the geography of the islands clearer.
I understand the story stance you take. :D
You’re absolutely right! This is one of the things I’m working on right now. I want my characters to develop, of course, also emotionally, but I want their personality to be neater from the beginning. Again, the game will be of course much longer than this, so this development needs as well to be gradual. (I know this isn’t what you meant, but I’ve also added a “Stat Distribution” script, like in “Diablo” you can now increase each parameter on level up).
I like the fact that characters can pick what kind of character they want the character to be personally, it adds freedom. I also appreciate the work you are doing on the characters. :D
I don’t like my maps to be that “static”, so I’ll try to spread things out more. As you said, the RTP is blocky, so it can’t look that much softer. I’ll see what I can do. I guess you’re being metaphorical, but I don’t really know how I could make my trees “more windy”
Again overall, it looks like you have this game under your sleeve. I actually will try it out sometime later and give you more and better feedback. Thank for taking the time to read and reply to my comments. :D
I've discovered a major bug. Excuse me for forgetting names, but the purple haired guy told me we needed to leave town and move, and that I should pack my things. I simply went back exploring because I had quests to do. When I checked the quests again and realised that I was going to the wrong cave I decided it was time to leave.
Except I couldn't return to town.
So I went on to the next town... and a conversation goes as if I've taken the other guy with me. The game has locked me out of town before I was able to finish two important things: packing my things, and assembling the party.
I think I reached the end of the demo since I got to an empty area with nothing to do in.
Anyway, I like the idea of floating islands, but it's not visible when playing this game. The maps does in no way indicate that the game is taking place on floating islands and whenever an NPC says something that reminds me of it I go "oh right, we're on floating islands" and then forgets it soon thereafter. Even if you don't want the player to walk on the edge of the island, it would have helped if you thought about how life on a floating island would differ from life on ground and showed it. IMO, having things on a floating island being the same as on ground defeats the purpose of letting the story take place on a floating island.
Anammon comes of as not so smart.
Why does he announce his defiance and then try to perform a secret investigation? Wouldn't have keeping the investigation secret been much more likely if he practically tell others that he's up to something?
Towns feel rather empty and desolate. If not more houses, you need at least more townspeople.
I do see a lot of potential with the story and the characters though, but so far you haven't really done anything with it. While the game looks pretty, there are problems that kills the atmosphere.
I've noticed some strange things about battles. Leveling up seems to make them harder, not easier. Does enemies scale with your level?
Enemies have ridiculously high spirit and agility. Enemies will always go before characters. This becomes even more absurd when I found an armor with higher defense than the one I already had, but with a speed penalty. As if the speed penalty will matter if you're going to go after the enemies anyway.
Magic is also ridiculous weak compared to physical attacks. A character with higher spirit than attack managed to consistently do more damage with physical attacks than with magic. Then there's a skill that allows you to attack twice which further blows magic right out of the water. The high spirit score of the enemies could have something to do with it.
@Jirbytaylor
Thank you, I had noticed that too, it’s already been fixed, my mistake
@Crystalgate
Actually, the Demo should end when something like: “end of Demo, thanks for playing” appears on the screen...
The maps does in no way indicate that the game is taking place on floating islands (...) Even if you don't want the player to walk on the edge of the island, it would have helped if you thought about how life on a floating island would differ from life on ground and showed it.
That’s true. If not by seeing the actual edge of it, what do you suggest? When I thought about a flying island I never thought life should differ from the life on the “ground”. Think of it like a satellite.
Now, take a look at this picture:
If the story took place on this island, how would you draw the corresponding maps? I don’t mean to be controversial, of course, you’re right about this issue. It’s just a thought.
About Ánammon:
Why? It’s not like he’s saying: «I’m going to kill you tonight», is it? No, seriously, I thought of that... The reason is I wanted Ánammon to show how he deeply desagreed with the Council, although he’s not in a position to argue with them. So it’s like he spits out the first thing that comes to his head because he can’t keep it down, and it sounds like a promise of something, maybe vengeance. Secondly, I wanted Eilmorel to suspect of him. I wanted to give her other reasons to mistrust Ánammon. Anyway, I think I’ll rewrite that scene, the one with Ánammon at the Council, I don’t like it that much.
Towns feel rather empty and desolate. If not more houses, you need at least more townspeople.
They do look empty, but the only “town” of the Demo is Ibrema, as Nossa and Meusa are just villages. (BTW, you don’t get to actually see Meusa in the Demo, do you?) Anyway, you’re absolutely right about Ibrema, I’m going to add something more conspicuous to it. Maybe another shop as well. Ibrema was meant to be the major town of the “Shire”, and it looks like the corner of a small village...
Leveling up seems to make <battles> harder, not easier. Does enemies scale with your level?
Enemies have ridiculously high spirit and agility. Enemies will always go before characters. This becomes even more absurd when I found an armor with higher defense than the one I already had, but with a speed penalty. As if the speed penalty will matter if you're going to go after the enemies anyway.
Yes, enemies scale with your level, it’s a script called “Dynamic Difficulty”, I’m pretty sure Lauron explains that at some point. It has some bugs, though, which could be the reason why DrakoShade removed it from everywhere. I’m thinking of changing it with a better one, if I find it. The major bug is that enemies with lower “Agility” will always miss, and enemies with higher “Agility” will always evade – and I mean always. I did try to adjust the formulas given by the script, and what you’ve got there is just a compromise...
I hate it when enemies become too weak for you as you level up, which is why I wanted this feature. Of course, I don’t want battles to become harder as you level up, but I think you can see that it’s tough to balance everything. Battles looked ridiculously with different amounts of “Agility”, believe me: both sides kept jumping all the time!
Magic is also ridiculous weak compared to physical attacks. A character with higher spirit than attack managed to consistently do more damage with physical attacks than with magic. Then there's a skill that allows you to attack twice which further blows magic right out of the water. The high spirit score of the enemies could have something to do with it.
“Spirit” «affects things such as the power of magic and defence against enemy magic», so yes, higher levels of “Spirit” will influence enemies’ resistance to spells. Again, I will try to change this, hoping I don’t pull the wrong thread.
I don’t really agree with the rest of it... Eilnys is blatantly weaker in physical attacks rather than magic. Of course, if you’re fighting against the giant plants, “Water Bubble” will treat them, it’s called “Elements Efficiency”. Try using “Water Bubble” against wasps, you should appreciate some difference. Lauron and Panril, on the other hand, are not “enchanters”, so magic is simply not the strongest feature of their class. If you take a look at their skills, “Special Attack”, “Sleep Attack”, “Double Attack”, “Fast Attack”... they are all physical attacks improved. Magic will deal far more damage than physical attack, when it’s used wisely. You have the “Bestiary”, it’s meant to tell you about the enemy’s weaknesses to elements. When testing my game, I actually use magic a lot, unless I’m short of Mana, so I don’t see physical attacks being always stronger than magic. (While “Apprentice” and “Guardian” are pretty similar classes, as the former leads to the latter, “Enchanter” is a very different class, so I guess you should compare Lauron to Eilnys, not Lauron to Panril). Indeed, Panril has high level of “Spirit”, even higher than “Attack”, but so do enemies, as you’ve pointed out, so that can’t make a huge difference, can it? Apart from that, Panril is a “Guardian” and Lauron is an “Apprentice”: Panril’s high “Spirit” affects his resistance to magic more than his magic power.
I do see a lot of potential with the story and the characters though, but so far you haven't really done anything with it. While the game looks pretty, there are problems that kills the atmosphere.
That’s true. If not by seeing the actual edge of it, what do you suggest? When I thought about a flying island I never thought life should differ from the life on the “ground”. Think of it like a satellite.
Now, take a look at this picture:
Well, since they are so high up they will be above a lot of the clouds meaning less rain. However, there should instead be a lot more fog since the island floats among the clouds. As a result, the island may get more water from fogs than from rain which could change how villages gets their needed water. I'd expect less rivers for example.
Lightning will also work differently. On the surface you will always have the thundercloud above you. A floating island however could be hit by lightning from other directions as well.
It doesn't have to be anything big. If you frequently see villagers talk about things that would be different from our world, like children watching lightning hit the island sideways, it would help a little. If you want to take one step further you could think of how the villagers get water and shape the villages according to that.
There could be other small effects. If those effects alters life just slightly and that alteration is visible you'd have a frequent reminder instead of just when the plot reminds you.
I don’t really agree with the rest of it... Eilnys is blatantly weaker in physical attacks rather than magic. Of course, if you’re fighting against the giant plants, “Water Bubble” will treat them, it’s called “Elements Efficiency”. Try using “Water Bubble” against wasps, you should appreciate some difference. Lauron and Panril, on the other hand, are not “enchanters”, so magic is simply not the strongest feature of their class. If you take a look at their skills, “Special Attack”, “Sleep Attack”, “Double Attack”, “Fast Attack”... they are all physical attacks improved. Magic will deal far more damage than physical attack, when it’s used wisely. You have the “Bestiary”, it’s meant to tell you about the enemy’s weaknesses to elements. When testing my game, I actually use magic a lot, unless I’m short of Mana, so I don’t see physical attacks being always stronger than magic. (While “Apprentice” and “Guardian” are pretty similar classes, as the former leads to the latter, “Enchanter” is a very different class, so I guess you should compare Lauron to Eilnys, not Lauron to Panril). Indeed, Panril has high level of “Spirit”, even higher than “Attack”, but so do enemies, as you’ve pointed out, so that can’t make a huge difference, can it? Apart from that, Panril is a “Guardian” and Lauron is an “Apprentice”: Panril’s high “Spirit” affects his resistance to magic more than his magic power.
I'm using Theremita right now and she does have 58 Spirit while her attack is 44. The Garden Keeper which is weak against fire does despite that take just as much damage from her Double Attack as it does from Mera. When fighting skeletons she just need to attack normally to out-damage Mera.
Anyway, I see if I can find the next plot trigger then.
Alright, if you’re using Theremita there must be something wrong. The Demo I released was meant to end before even seeing Meusa! Maybe you’ve played an older version of the Demo, I don’t know... I’m pretty sure I forced the Demo to stop before that point. (It also means that Theremita hasn’t been properly defined yet in all her aspects, but, then again, she’s a “Guardian”, just like Panril, so I wouldn’t expect her spells to deal much more damage than her physical attacks). Besides, you’re comparing two skills, not a physical attack to a skill. The “Double Attack” deals twice the damage of a physical attack, so obviously it deals more damage than a single “Mera”. Again, “Enchanters” will learn more spells, they will be better at magic and their physical attacks will be weaker compared to other classes.
Anyway, thank you for taking time to see how characters are balanced, and thank you for your suggestions
Regardless of what her class is, she does have a much higher spirit than attack. Also, why would double attack deal that much more damage than a Mera? Double attack costs 10 and Mera 7, so it's not that much more expensive. Meanwhile, a physical attack is completely free. If a physical attack that is free is about as effective as a spell with a price while a physical skill with a price comparable to that of a spell is much more effective it does mean physicals are much better.
Maybe the Dynamic Difficulty would explain why I can never, ever, run away from battle. It's a real pain. The script sounds like a nice addition, but enemies shouldn't get too much stronger. Is there a level limit? Have some enemies limited more than others.
There's a weird bug with the bestiary. One extra enemy profile will be available if you press Q or W to scroll through them, but it won't be there in the list. I saw the end-demo boss and slime enemy data before even encountering them.
By the way, does the bestiary update with the Dynamic Difficulty? You've probably checked this already.
I managed to get to the end of the demo after reverting to an old save, and yeah, the demo for me ends just after the arrival at the house in Meusa. (I assume it's in Meusa, I can't leave the house.)
I tried everything with the full picture of your character to get the background white - the problem is, the artist did the outlines on paper, and never inked it on the computer. The edges, therefore, are rough, and the background isn't transparent by default. I can't imagine how she even got the transparency to work on the 50x50 face graphics... I went through the tutorial she had made, but it's so poorly translated, it's impossible to make out whats she's saying - and even in the Japanese version, she completely skips over a vital step to getting a transparent background...
That’s true. Here are some of the parameters for “RPG Maker VX” default actors (Lv. 1): Ralph: Attack -> 17, Spirit -> 21;
Bennett: Attack -> 12, Spirit -> 20;
Ylva: Attack -> 14, Spirit -> 42;
Lawrence: Attack -> 13; Spirit -> 15.
Anyway, I’m decreasing some parameters of “Spirit” when they seem too high. What I’m trying to say is it’s kind of common, according to “RPG Maker VX”, to have actors with higher “Spirit” than “Attack”.
@Jirbytaylor
There's a weird bug with the bestiary. One extra enemy profile will be available if you press Q or W to scroll through them, but it won't be there in the list. I saw the end-demo boss and slime enemy data before even encountering them.
That’s been fixed. Thank you. BTW, I think the “Bestiary” updated with the “Dynamic Difficulty” only if you encountered the enemies.
Maybe the Dynamic Difficulty would explain why I can never, ever, run away from battle. It's a real pain. The script sounds like a nice addition, but enemies shouldn't get too much stronger. Is there a level limit? Have some enemies limited more than others.
Yes, that would be the problem. I have removed the “Dynamic Difficulty” script. Enemies will now have normal amounts of “Spirit” and “Agility”, and it will be possible to run away from battle. I’ve also found a replacement. The script I’m using now is called: “Enemy Level Control”. I find this one much more flexible. This isn’t the only fix, though, I think I might release a new version of the Demo by the end of the week. Unfortunately, I couldn’t go on with the main plot, I figured that these fixes had priority.
@abreaction
I tried everything with the full picture of your character to get the background white (...)
Thank you so much for trying! It’s OK, though, I don’t think I’ll need larger faces so badly.
(BTW, is it a she!? I thought Kaduki was a boy! Well, that would explain why “she” draws male actors so unnaturally edgy...)
That’s true. Here are some of the parameters for “RPG Maker VX” default actors (Lv. 1): Ralph: Attack -> 17, Spirit -> 21;
Bennett: Attack -> 12, Spirit -> 20;
Ylva: Attack -> 14, Spirit -> 42;
Lawrence: Attack -> 13; Spirit -> 15.
Anyway, I’m decreasing some parameters of “Spirit” when they seem too high. What I’m trying to say is it’s kind of common, according to “RPG Maker VX”, to have actors with higher “Spirit” than “Attack”.
What you're seeing here looks like a good example of Enterbrain smoking pot when designing their combat algorithms. Strength and Vitality are set to have twice the impact Spirit has. The trial has passed for me, but if memory serves one point of Strength increases damage with 4 and one point of Vitality reduces damage by 2 for normal attacks. For skills, if you move the sliders as far to the right as possible, one point of Strength will increase damage with 8 points, one point of Vitality decreases damage by 4 points while Spirit will increase and decrease damage by 4 respective 2 points depending on whether you're the attacker or the target.
Enterbrain realized that and instead of modifying the algorithm so that Spirit has the same impact Strength and Vitality has, the chosen course of action was apparently to give actors in average about twice as much Spirit.
This is the cause of a lot of trouble. I have played VX games where you can choose how to distribute the stats. Whenever that happens my first question is always "does the author know Spirit is set to half effect?" and I hesitate in making a magic oriented character. XP is no better though.
Anyway, be aware of how the damage algorithm works when statting.
New version of the Demo: fix list included in the first post. Screenshots updated.
I’m sorry it took me a little longer than I imagined.
EDIT:
Alright, I’ve actually changed the “tiles” again, but I sweared this would be the last time... Here’s a few screenshots of what the game now looks like. I guess you will get to see this at the next release. The materials were taken from “Coming-Of-Age Day” game, so they are in fact by Enterbrain itself. Thank you!