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Runic Cipher

Runic Cipher is a long-time JRPG project that I've been working on for several years, on and off. My goal with this is to bring back that nostalgic feel of the earlier Final Fantasy and Breath of Fire games, as well as having an in-depth and original story line filled with plot twists and with a more gritty edge than your typical RPG.

A few gameplay ideas Runic Cipher will introduce:
  • A battle system inspired by SNES-era Final Fantasy games with elements of their ability systems.
  • Dungeon design inspired by the early Lufia games.
  • Final Fantasy VI-style party selection system (i.e. setting up teams for a particular dungeon).
We will be releasing content in an episodic format, and hopefully have releases out in a timely basis (we are both perfectionists, so the chapters will be released when they're done; we're not rushing to meet deadlines).

Click for screenshots:
battle.PNG
menu.PNG
screen02.PNG
title.PNG
kanto1.PNG
leo.PNG

Demo download (last updated on 12/25/13):
http://rpgmaker.net/games/1496/downloads/5253
 

Jason

Awesome Bro

Wow, those screenshots are just... wow.

Although the portraits COULD do with a little touching up, especially the first and second, they just look... odd.
 
Wow, those screenshots are just... wow.

Although the portraits COULD do with a little touching up, especially the first and second, they just look... odd.
I am not too sure what you're implying on the screenshots, but if you like the visuals, glad to see it that way. :)

Also, this is not a sprite/art showcase thread. Please review my game, not my art. Thank you.
 
Allen Hunter":xz12bqiw said:
5th slot is called Field, pertains to nothing in the game but your walking characters on the screen, such as being able to walk over tile floor damage or watching out for traps. It takes only one field ability to be equipped to affect everyone in the team with that character on, so you get more freedom this way.
Still, this slot makes me think "lots of equipment micromanagement." Even if you're editing your scripts to run at 60fps, this sounds like it would be really, really annoying.
 

Sir

Member

Allen Hunter":3csjvohh said:
Wow, those screenshots are just... wow.

Although the portraits COULD do with a little touching up, especially the first and second, they just look... odd.
I am not too sure what you're implying on the screenshots, but if you like the visuals, glad to see it that way. :)

Also, this is not a sprite/art showcase thread. Please review my game, not my art. Thank you.

Actually, he is reviewing your game, the art is part of your game, meaning that he should review it, you asked for criticism, he gave it, you didn't like it, don't ask for criticism if you cannot handle it.

Beside that, i like the idea of the relic system, but Hmm.. I don't see the point in taking the armour and weapons away, since you have relics in those slots right, how do you calculate the damage they do say without those relics? Do they have base damage or what not (sorry hard to find the correct words) , it's a nice idea, but i just think that taking the equipment screen away is not fit for a game like this, maybe if the whole game was only made up out of magic (no weapons just magic) yeah i'd see it. but hmm.. I don't know, maybe your onto something there
 
I just gave your demo a try. I like it a lot! Those 8bit graphics remind me of some of the old skool games from when I was just a young lad. The story line seems well thought out. I usually am not a big fan of the old 8bit style these days, but you seemed to have pulled it off well and it works! The time based battle system can be a bit WoNkEy and annoying for me, but that is just my personal opinion and not so much a critique. From what I have seen, the maps are all done very well. I like the simple and effective way that you have the relic system set up. I am interested in seeing how this progresses.
 
You said mapping was one of your strong points. In the one map that actually shows something other than battle, which would require mapping, I see FF6 tiles poorly used to compose a large, rectangle-based home.

The problem with using FF6 tilesets is that the FF6 mappers can be considered dieties in some religions. Those guys were flawless. So seeing any fan-made map using those tilesets makes them look awful by comparison.

For example, compare the god-like mapping of the original FF6 game with that of the bonus dungeon for the GBA release.

Original FF6 mapper's cave

New Bonus Dungeon

The difference is jaw-dropping. What happened? The legends who mapped FF6 either A) died or B) retired, and now some new young designers who probably never even played the original FF6 were given some tilesets and told to map a new dungeon. The result? Garbage.

So, in a nutshell, my point is this: Your game's audience is an RPG making community, full of RPG fans who are likely to have played FF6. They will recognize the tilesets and the lack of mapping prowess just as I did, and it will affect your game negatively.

Suggestions? Practice using the tilesets like they were intended. I'm not saying you can't make a good game using them, just don't embarrass them. Avoid 90 degree corners in homes. Avoid completely flat walls, have some protrusions, furniture that is offset, or something. I would offer more advice but you only have 1 screenshot listed.
 

Jason

Awesome Bro

... Actually I was implying your sprites were good, not bad... and the graphics are part of the game, I was giving my opinion, you know, they look GOOD... and you sort of rejected my C&C o.O
 

Jason

Awesome Bro

Your screenshots represent the game, and alot of people don't like playing games if their presented poorly in screenshots, I was impressed by the screenshots meaning I imagine the whole game to look nice... good presentation...

But if you're gonna' be snide about it anyways, I'll just take my leave.
 
If that's the case, then I offer a new criticism.

Do not mix FF5 and FF6 chipsets. You said it yourself, they are designed to be different sizes, colors, styles, etc.

On the other hand, FF4 and FF5 sets would blend together much more nicely.
 

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