Download links:
- Game: http://www.mediafire.com/download/6b214 ... 292014.exe (05292014)
- RPG Maker VX Ace RTP: http://www.rpgmakerweb.com/download/run-time-package
(If you do not own RPG Maker VX Ace, you will need the RTP installed on your computer to play. It’s free and easy to install.)
Controls:
Spoiler (click to show/hide):
Standard RPG maker stuff.
Alt+Enter for fullscreen.
Enter/space to select things/interract/advance text, etc.
Arrow keys to move on the map and inside the menus.
Escape to open/close the menus or to cancel a selection.
"A" inside inventory to organize it.
Standard RPG maker stuff.
Alt+Enter for fullscreen.
Enter/space to select things/interract/advance text, etc.
Arrow keys to move on the map and inside the menus.
Escape to open/close the menus or to cancel a selection.
"A" inside inventory to organize it.
Some screens:
Spoiler (click to show/hide):
Current state of the game:
What’s done:
- Main story entirely playable.
- 8 heroines, 8 conquests, 3 optional dungeons.
- 4 different endings depending on your actions.
What’s not:
- No HCG yet. You’ll just be rewarded with a black screen.
- Lots of in-battle enemy appearances and the dialogue faces sets are placeholders.
What I am currently working on:
- Slowly, very slowly improving my horrible, horrible art skills.
- Creating goblins and dwarves sprites for more NPC variety.
- Balancing things as much as possible with the help of the player’s comments.
- Including whatever outside help I will receive.
A few random words about the game:
Spoiler (click to show/hide):
- Rather classic RPG maker game system, with a few particularities here and there.
- You have 3 types of units: the Overlord, your Orcs, and your Mistresses. Orcs can’t level by killing monsters and don’t have skills (for now), but to compensate, they’ll gain levels very quickly if you let them rape stuff, especially potential mistresses. Playing a full-orc game is basically easy mode. Mistresses follow a more standard pattern: they gain levels, better stats and skills through fighting like any other RPG character, but you will need to spare them (read: “not rape them”), talk with them a lot, and usually do some kind of sidequest to convince them to join your side. Lastly, the Overlord is a bit of a special case: he gains levels through experience like the mistresses but, not unlike his orcs, he can also gain new skills and/or permanent stat boosts through raping potential mistresses and side characters.
- There are four possible endings. One if you concentrated on taking mistresses. Another one if you had your overlord rape them all. Another one if you gave them all to your orcs. And the last one is a generic ending you’ll get if you choose different options from one potential mistress to another. Please note that what you do with secondary, non-mistress characters will not affect your ending (for exemple, you could play an overlord route game but still give every secondary character to your orcs so they can at least help you a little in battle.)
- The fighting system follows some kind of tank/support/dps trinity, though those roles are more often than not shared by multiple characters. Most of your character’s skills are intended to work with the rest of the party, so you’ll want to actually read the skills’ descriptions to make the most of them, especially early on (later on, if that’s your fetish, you’ll be able to grind exp in dungeons, overlevel to hell and just hammer the attack command until the end of the game... I didn’t find any satisfying way to prevent you from doing so without restraining your liberty of action.)
- Yes, the saving system was made that way intentionally, to force you to plan your moves ahead and to detrivialize the game over screen.
- The story is... there. As is the characterization. The background too, if you actually take the time to look for it. Whever they are any good, well... That’s not for me to judge.
- Balance might be a bit all over the place right now. Do not hesistate to tell me if things are too hard/too easy.
- Lastly, this is not a GOR. I like playing games, so to me, the idea of rewarding the player for loosing just feels... wrong. In Conquest, you will only ever get scenes through completing your objectives. So don’t bother trying to lose intentionaly.
- Rather classic RPG maker game system, with a few particularities here and there.
- You have 3 types of units: the Overlord, your Orcs, and your Mistresses. Orcs can’t level by killing monsters and don’t have skills (for now), but to compensate, they’ll gain levels very quickly if you let them rape stuff, especially potential mistresses. Playing a full-orc game is basically easy mode. Mistresses follow a more standard pattern: they gain levels, better stats and skills through fighting like any other RPG character, but you will need to spare them (read: “not rape them”), talk with them a lot, and usually do some kind of sidequest to convince them to join your side. Lastly, the Overlord is a bit of a special case: he gains levels through experience like the mistresses but, not unlike his orcs, he can also gain new skills and/or permanent stat boosts through raping potential mistresses and side characters.
- There are four possible endings. One if you concentrated on taking mistresses. Another one if you had your overlord rape them all. Another one if you gave them all to your orcs. And the last one is a generic ending you’ll get if you choose different options from one potential mistress to another. Please note that what you do with secondary, non-mistress characters will not affect your ending (for exemple, you could play an overlord route game but still give every secondary character to your orcs so they can at least help you a little in battle.)
- The fighting system follows some kind of tank/support/dps trinity, though those roles are more often than not shared by multiple characters. Most of your character’s skills are intended to work with the rest of the party, so you’ll want to actually read the skills’ descriptions to make the most of them, especially early on (later on, if that’s your fetish, you’ll be able to grind exp in dungeons, overlevel to hell and just hammer the attack command until the end of the game... I didn’t find any satisfying way to prevent you from doing so without restraining your liberty of action.)
- Yes, the saving system was made that way intentionally, to force you to plan your moves ahead and to detrivialize the game over screen.
- The story is... there. As is the characterization. The background too, if you actually take the time to look for it. Whever they are any good, well... That’s not for me to judge.
- Balance might be a bit all over the place right now. Do not hesistate to tell me if things are too hard/too easy.
- Lastly, this is not a GOR. I like playing games, so to me, the idea of rewarding the player for loosing just feels... wrong. In Conquest, you will only ever get scenes through completing your objectives. So don’t bother trying to lose intentionaly.
Changelog:
Spoiler (click to show/hide):
Next version release: whenever I feel like I’ve added enough content to justify it.
Also, I have no idea if your saved game will be compatible from one versionn to the other. Just try and see.
05292014: Quickfix to remove game-breaking bug. Should be compatible with last two releases.
- Small change around abandoned mine so you can't get stranded away from your ship any-more.
- Abandoned mine ghost now gives a bit less xp. Wasn't intended to be farmable at all.
- Fixed the missing graphic problem in the goblin palace in mistress route that sent you back to desktop.
05262014:
- Should be compatible with saves from the 05202014 version.
- 4 new goblin girls sprites for a bit more variety.
- Redid Mu's sprite so her skin color matches.
- Added one animated sprite to the elven part of the Weed side-quest. That empty room was begging for it.
- Fixed the bug that let you fight Big Brother several times.
- Fixed the bug that let you access the Mistress Master tower scene without actually having recruited all eight mistresses.
- Simar's side event now complete and, hopefully, bug free.
- Added a side-location with a minigame. Will appear early in the game, just after the Market and Saint Zaulys.
- Fixed cloud helm and cloud armor armor types.
- Included some proofreading by DemonAtShort
- Included some proofreading by Commodus
- Redid the Disclaimer screen with Commodus' proofreading.
- May have fixed the equipment problem NGSimple and NG+. Please tell me if you still end up keeping stuff you shouldn't have.
- Updated credits.
05202014: Back with a big update.
- Demon Tower is now complete. Good luck.
- That means the last slaves are in.
- Menu will now open just before the dwarf king fight so you can heal your party.
- Added some extra lines to the point where the mistress route separates itself from the main story to be sure to put the point accross
to the player (Yulgoblund now litteraly says that there will be "no turning back".)
- Added tons of NPCs to liven up Saint Astha and Castletown.
- You can now organize your items alphabeticaly or numerically. Press "A" while inside the inventory.
- Your skills should now stay in the order you obtained them in the menu.
- Four new books in Saint Astha's Church, and one more in the knights' study. Also, depending on the route you are on, a party member or another may make some commentaries on some books.
- Applied Workdammit and Lucky777's proofreadings. Thanks again.
- Your orcs now automatically gain a special skill at some point in the overlord route.
- Changed the skill the overlord obtains from raping the barbarian.
- Raping the Elven Priestess as the Overlord now grants a special skill.
- Fixed the access in Gluk's sidequest. Now touching it is enough, no need to press enter.
- Fixed the ladder-pitchfork. ^^'
- Saint Astha's name now displayed correctly when entering the town post-conquest.
- No more jumping on some militiamen's heads in the battle for Saint Astha.
- New Game + is in. Untested, so tell me if that works.
- CG room. You can access it from your throne, and it will keep track of the CG you obtained from one game to the next when using NG+. Won't work cross-aves though.
- New optional party member. Only recruitable if you recruited neither Labryl nor Lysia. (Meaning he is mostly intended to add a bit more tactical options for the Overlord and Orc route players.)
- A couple of sidequests.
- Updated credits.
- Fixed a display error in the battle for Saint Astha. Thanks Lucky.
- Lots of little things and corrections I didn't take the time to write down.
08292013: Another quickfix.
- Fixed the islands. Again. Me feel really really dumb.
- Corrected a faceset error in a cutscene.
- I may have fixed the "distract them" skill. Just tell me if you feel an improvement or not on that matter.
08282013v2: A quick fix. Sorry about that mess.
- Tail Sweep attack power divided by 2.
- Added the "Greatest Cure" in the elven shop. 1200G, will rid the whole party of all afflictions.
- Great Cure and Greatest Cure will now get you rid of stun too.
- Dawn, Dusk, Starless Night. I hope.
08282013: Orc route well fleshed-out with four side-quests and a final reward, one new consumable, bug fixes, some more balancing on the late game.
- Removed the debugging tools.
- Added four side-quests specifics to the orc route. The first three ones will automatically start when you visit some particular locations while your orcs are level 14 or more (a level they'll reach in merely two conquests on full orc mode). The last quest involves a small dungeon as well as a boss, and you'll need to have both the control of Saint Astha and orcs level 30 or more to be able to start it. The first three quests rewards are skills, but you may not be able to obtain them if you are transferring a save from an earlier version, so you may want to start a new save to play the orc path. Sorry about that.
- Added the "Salvation" consumable in the elven shop. It costs 3000G, will always hit first and, when used, will bring back all dead allies to 100% life. So it's the kind of thing you'll want to bring with you in the Dwarven Mine and Saint Astha conquest, you know, "just in case you were unlucky towards the end". I mean, those are fairly long chapters without save, so I can perfectly understand how frustrating it can be to get beaten at the very last fight and to have to redo it all. Now you have a way to trump that if it were to happen... for a price.
- Added a barricade in the SE part of the goblin fortress invasion to prevent the player from getting stuck. (had forgotten to do that in the last release.)
- The chest at the bottom of the Hellhole now displays the right price. Also changed it's value from 25.000 to 20.000G.
- You shouldn't be able to fight the boss of the Hellhole twice anymore if you choose to save Alexia.
- The brave capitain can't use shield bash anymore to remove the risk of 3/4 of your team getting stunned in the same turn between him and the two knights, and his attack power was slightly nerfed.
- Shield Bash and Lightning Trusts are now tagged as physical attacks, so they can miss (thanks for pointing that out).
- Also, shield bash shouldn't hit first anymore, as that wasn't intended to begin with.
- Added some HPs to the dismounted Saint General, as I actually found that fight to be a bit on the weak side when testing it.
- Nerfed the Starless Night skill of the Duelist. It now hits twice less hard. Can still apply up to two conditions to your team members if you are unlucky though.
08242013:
- Slightly modified the path in the forest and the moving speed of the rabbit so you can't bypass it anymore.
- The forest mirror/rabbit part should now work properly... That one kinda annoys me, as I did test it beforehand, and now have the impression one of my events simply vanished from the game. That, or I'm getting senile.
- Added a second Hinkypunk to the groups of flying energy balls as they seemed a bit too easy to dispatch for my liking after testing things out.
- Elven archers rebuffed a bit.
- A chest with 5 collyres can now be found during the battle for Saint Zaulys.
- Alexia's "Forward! Follow me!" skill now costs 45 TPs.
- Quick and dirty nerf of some of the most ubber ennemies of the Dwarven Mine and Saint Astha. Mainly the dwarves bosses attack power and the Saint Astha's knight charge (tested with dwarven equipment: you should be able to survive the initial charge now if you order your whole team to guard on the first turn and then focus on healing back up, as the knights only charge you once. And, yes, this was intended to be a downhill battle, as you basically took a cavalry charge to the face.)
- Opened the first 3 levels of the Doom Tower. Should be envisageable roughly at the time where you manage to conquer the elven forest and start preparing for the dwarven mine.
- Fixed the shops access in the goblin fortress. Had to create a new tileset just for that so you don't also walk right through the stalls in the conquest part of the fortress or in the barbarian market.
- Fixed the dwarven princess' "Guarded Strike" skill. It shouldn't crash the game anymore.
- Fixed the mapping mistake in the hellhole. Thanks for pointing it out.
- Added a debugging tool in the master's quarters, on the shelf full of potions, for those of you who missed the last skill of some of their mistresses when going from the 22 to the 23 version. Please read the instructions before using it.
08232013: Balancing again, mainly.
- Big nerf on the tree guardians' defense and attack speed. They'll still hit relativelty hard and have 1500PVs, so use a tank.
- Now only Hinkypunks will strike before your team (they are the wind, single-target wisp). Will o Wisp and Ignis Fatuus (those aiming for the whole team) are now slow as hell. Also, rather than appearing in groups of three of their own kind, they'll now appear in mixed groups, so you are supposed to prioritize taking down the Will o Wisp and the Ignis Fatus on the first turn before getting to the Hinkypunk.
- Seriously nerfed the attack power of the elven archers. They'll still hit first though, but that should make for much less of a downhill battle.
- Slightly buffed the elven mage attack power, but they now strike last (casting time or something). So you'll probably want to make some choice between taking either them or the archers down first, knowing that the mage will always do a whole party attack on turn 3 and should definitely be put out of comission before that.
- Corrected a transfer error Ardelas found in the Dwarven Mine battle. Your name will be on the credits next time I redo them, good sir.
- Once you've conquered it, you'll now have a choice to get transfered directly to the elven village from the second forest map.
- Mu's Dirty Trick no longer gives TPs on completion.
- Mu's Trick Preparation now gives 25TPs rather than 15.
- Mu's Smoke and Mirrors now costs 15TPs rather than 25. (Didn't touch her attack power just yet, as she is supposed to be a support character, defending the team by blinding and confusing the ennemy. For exemple, I think a skill like Smoke and Mirrors should be godsent in the dwarven mines, where all ennemies are slow and have no special ability aside from "hitting hard and taking a beating".)
- Mistresses now gain their last skill on level 12 rather than 15, so that you have access to their full arsenal for a larger part of the game.
- Modified the world map so you can't end up stranded on an island anymore. Hope it doesn't look too ugly.
08222013: Mostly balancing. Also included the beginning of the orcs route.
- Replaced the casualy clothed orcs in the battle for Saint Zaulys by soldier ones.
- Added a pricey mana recovering potion in the inventory of the elven shop.
- Scaled down weapons and armors prices.
- Scaled up gold dropped by ennemies.
- Changed the loot of some chests.
- Nerfed magic users offensive capabilities. Tell me if that's too much/still not enough.
- Nerfed a bit the offensive strengh of the boss of the Hellhole. He'll still make a mess of your party if you didn't bring antidotes, collyres and courage drink with you though.
- Elves should now be squishier.
- Labryl now drops a Simple Axe uppon defeat. Let's just stay the other one broke during battle or something.
- Added three small scenes to introduce the orcs of your guard. Everyone will be able to see those at the beginning of the game, but the next ones will be dependant on your orcs level, and won't be displayed if you are not levelling them up.
08212013: First release
Next version release: whenever I feel like I’ve added enough content to justify it.
Also, I have no idea if your saved game will be compatible from one versionn to the other. Just try and see.
05292014: Quickfix to remove game-breaking bug. Should be compatible with last two releases.
- Small change around abandoned mine so you can't get stranded away from your ship any-more.
- Abandoned mine ghost now gives a bit less xp. Wasn't intended to be farmable at all.
- Fixed the missing graphic problem in the goblin palace in mistress route that sent you back to desktop.
05262014:
- Should be compatible with saves from the 05202014 version.
- 4 new goblin girls sprites for a bit more variety.
- Redid Mu's sprite so her skin color matches.
- Added one animated sprite to the elven part of the Weed side-quest. That empty room was begging for it.
- Fixed the bug that let you fight Big Brother several times.
- Fixed the bug that let you access the Mistress Master tower scene without actually having recruited all eight mistresses.
- Simar's side event now complete and, hopefully, bug free.
- Added a side-location with a minigame. Will appear early in the game, just after the Market and Saint Zaulys.
- Fixed cloud helm and cloud armor armor types.
- Included some proofreading by DemonAtShort
- Included some proofreading by Commodus
- Redid the Disclaimer screen with Commodus' proofreading.
- May have fixed the equipment problem NGSimple and NG+. Please tell me if you still end up keeping stuff you shouldn't have.
- Updated credits.
05202014: Back with a big update.
- Demon Tower is now complete. Good luck.
- That means the last slaves are in.
- Menu will now open just before the dwarf king fight so you can heal your party.
- Added some extra lines to the point where the mistress route separates itself from the main story to be sure to put the point accross
to the player (Yulgoblund now litteraly says that there will be "no turning back".)
- Added tons of NPCs to liven up Saint Astha and Castletown.
- You can now organize your items alphabeticaly or numerically. Press "A" while inside the inventory.
- Your skills should now stay in the order you obtained them in the menu.
- Four new books in Saint Astha's Church, and one more in the knights' study. Also, depending on the route you are on, a party member or another may make some commentaries on some books.
- Applied Workdammit and Lucky777's proofreadings. Thanks again.
- Your orcs now automatically gain a special skill at some point in the overlord route.
- Changed the skill the overlord obtains from raping the barbarian.
- Raping the Elven Priestess as the Overlord now grants a special skill.
- Fixed the access in Gluk's sidequest. Now touching it is enough, no need to press enter.
- Fixed the ladder-pitchfork. ^^'
- Saint Astha's name now displayed correctly when entering the town post-conquest.
- No more jumping on some militiamen's heads in the battle for Saint Astha.
- New Game + is in. Untested, so tell me if that works.
- CG room. You can access it from your throne, and it will keep track of the CG you obtained from one game to the next when using NG+. Won't work cross-aves though.
- New optional party member. Only recruitable if you recruited neither Labryl nor Lysia. (Meaning he is mostly intended to add a bit more tactical options for the Overlord and Orc route players.)
- A couple of sidequests.
- Updated credits.
- Fixed a display error in the battle for Saint Astha. Thanks Lucky.
- Lots of little things and corrections I didn't take the time to write down.
08292013: Another quickfix.
- Fixed the islands. Again. Me feel really really dumb.
- Corrected a faceset error in a cutscene.
- I may have fixed the "distract them" skill. Just tell me if you feel an improvement or not on that matter.
08282013v2: A quick fix. Sorry about that mess.
- Tail Sweep attack power divided by 2.
- Added the "Greatest Cure" in the elven shop. 1200G, will rid the whole party of all afflictions.
- Great Cure and Greatest Cure will now get you rid of stun too.
- Dawn, Dusk, Starless Night. I hope.
08282013: Orc route well fleshed-out with four side-quests and a final reward, one new consumable, bug fixes, some more balancing on the late game.
- Removed the debugging tools.
- Added four side-quests specifics to the orc route. The first three ones will automatically start when you visit some particular locations while your orcs are level 14 or more (a level they'll reach in merely two conquests on full orc mode). The last quest involves a small dungeon as well as a boss, and you'll need to have both the control of Saint Astha and orcs level 30 or more to be able to start it. The first three quests rewards are skills, but you may not be able to obtain them if you are transferring a save from an earlier version, so you may want to start a new save to play the orc path. Sorry about that.
- Added the "Salvation" consumable in the elven shop. It costs 3000G, will always hit first and, when used, will bring back all dead allies to 100% life. So it's the kind of thing you'll want to bring with you in the Dwarven Mine and Saint Astha conquest, you know, "just in case you were unlucky towards the end". I mean, those are fairly long chapters without save, so I can perfectly understand how frustrating it can be to get beaten at the very last fight and to have to redo it all. Now you have a way to trump that if it were to happen... for a price.
- Added a barricade in the SE part of the goblin fortress invasion to prevent the player from getting stuck. (had forgotten to do that in the last release.)
- The chest at the bottom of the Hellhole now displays the right price. Also changed it's value from 25.000 to 20.000G.
- You shouldn't be able to fight the boss of the Hellhole twice anymore if you choose to save Alexia.
- The brave capitain can't use shield bash anymore to remove the risk of 3/4 of your team getting stunned in the same turn between him and the two knights, and his attack power was slightly nerfed.
- Shield Bash and Lightning Trusts are now tagged as physical attacks, so they can miss (thanks for pointing that out).
- Also, shield bash shouldn't hit first anymore, as that wasn't intended to begin with.
- Added some HPs to the dismounted Saint General, as I actually found that fight to be a bit on the weak side when testing it.
- Nerfed the Starless Night skill of the Duelist. It now hits twice less hard. Can still apply up to two conditions to your team members if you are unlucky though.
08242013:
- Slightly modified the path in the forest and the moving speed of the rabbit so you can't bypass it anymore.
- The forest mirror/rabbit part should now work properly... That one kinda annoys me, as I did test it beforehand, and now have the impression one of my events simply vanished from the game. That, or I'm getting senile.
- Added a second Hinkypunk to the groups of flying energy balls as they seemed a bit too easy to dispatch for my liking after testing things out.
- Elven archers rebuffed a bit.
- A chest with 5 collyres can now be found during the battle for Saint Zaulys.
- Alexia's "Forward! Follow me!" skill now costs 45 TPs.
- Quick and dirty nerf of some of the most ubber ennemies of the Dwarven Mine and Saint Astha. Mainly the dwarves bosses attack power and the Saint Astha's knight charge (tested with dwarven equipment: you should be able to survive the initial charge now if you order your whole team to guard on the first turn and then focus on healing back up, as the knights only charge you once. And, yes, this was intended to be a downhill battle, as you basically took a cavalry charge to the face.)
- Opened the first 3 levels of the Doom Tower. Should be envisageable roughly at the time where you manage to conquer the elven forest and start preparing for the dwarven mine.
- Fixed the shops access in the goblin fortress. Had to create a new tileset just for that so you don't also walk right through the stalls in the conquest part of the fortress or in the barbarian market.
- Fixed the dwarven princess' "Guarded Strike" skill. It shouldn't crash the game anymore.
- Fixed the mapping mistake in the hellhole. Thanks for pointing it out.
- Added a debugging tool in the master's quarters, on the shelf full of potions, for those of you who missed the last skill of some of their mistresses when going from the 22 to the 23 version. Please read the instructions before using it.
08232013: Balancing again, mainly.
- Big nerf on the tree guardians' defense and attack speed. They'll still hit relativelty hard and have 1500PVs, so use a tank.
- Now only Hinkypunks will strike before your team (they are the wind, single-target wisp). Will o Wisp and Ignis Fatuus (those aiming for the whole team) are now slow as hell. Also, rather than appearing in groups of three of their own kind, they'll now appear in mixed groups, so you are supposed to prioritize taking down the Will o Wisp and the Ignis Fatus on the first turn before getting to the Hinkypunk.
- Seriously nerfed the attack power of the elven archers. They'll still hit first though, but that should make for much less of a downhill battle.
- Slightly buffed the elven mage attack power, but they now strike last (casting time or something). So you'll probably want to make some choice between taking either them or the archers down first, knowing that the mage will always do a whole party attack on turn 3 and should definitely be put out of comission before that.
- Corrected a transfer error Ardelas found in the Dwarven Mine battle. Your name will be on the credits next time I redo them, good sir.
- Once you've conquered it, you'll now have a choice to get transfered directly to the elven village from the second forest map.
- Mu's Dirty Trick no longer gives TPs on completion.
- Mu's Trick Preparation now gives 25TPs rather than 15.
- Mu's Smoke and Mirrors now costs 15TPs rather than 25. (Didn't touch her attack power just yet, as she is supposed to be a support character, defending the team by blinding and confusing the ennemy. For exemple, I think a skill like Smoke and Mirrors should be godsent in the dwarven mines, where all ennemies are slow and have no special ability aside from "hitting hard and taking a beating".)
- Mistresses now gain their last skill on level 12 rather than 15, so that you have access to their full arsenal for a larger part of the game.
- Modified the world map so you can't end up stranded on an island anymore. Hope it doesn't look too ugly.
08222013: Mostly balancing. Also included the beginning of the orcs route.
- Replaced the casualy clothed orcs in the battle for Saint Zaulys by soldier ones.
- Added a pricey mana recovering potion in the inventory of the elven shop.
- Scaled down weapons and armors prices.
- Scaled up gold dropped by ennemies.
- Changed the loot of some chests.
- Nerfed magic users offensive capabilities. Tell me if that's too much/still not enough.
- Nerfed a bit the offensive strengh of the boss of the Hellhole. He'll still make a mess of your party if you didn't bring antidotes, collyres and courage drink with you though.
- Elves should now be squishier.
- Labryl now drops a Simple Axe uppon defeat. Let's just stay the other one broke during battle or something.
- Added three small scenes to introduce the orcs of your guard. Everyone will be able to see those at the beginning of the game, but the next ones will be dependant on your orcs level, and won't be displayed if you are not levelling them up.
08212013: First release
I need help!
First and foremost : why help me ?
Well, hopefully because you liked the game and want to contribute in making it better. On a more practical level, one of the reasons I decided to do most of the game on my own before throwing anything on the net was to show how serious I am about this project: I spent hundreds of hours working on it already. Alone. So, yeah: if you do decide to help me, I can assure you it will not go to waste. Oh, and any kind of substantial help will net you a place in the credits. I mean, come on, we are talking eternal glory here! They built empires on that stuff!
Then: what kind of help do I need?
- The art. My single biggest concern. My drawing skills are kindergarten level, I am not a rich man, and I don’t plan on taking random vaguely-looking-like-my-characters pics on the net. So I need awsome people with actual artistic skills to do the art for me. For free. More about that desperate case in the related spoiler.
- The texts. I’m fairly confident in my writing skills in my mother tongue. Sadly, said language isn’t english. So if your own english is good, you can help me by proof reading the in-game texts. More in the related spoiler.
- Bug hunting. Well, I already playtested the game quite extensively. But that does not mean it is perfect. So if anything... strange... happens to you while playing, simply noting how and where it happened and reporting it to me will help.
- Various other little things, from drawing medieval-looking maps to doing a bit of ruby coding... See the last spoiler.
Art:
Spoiler (click to show/hide):
As things stand now, I’d need at least 8 battlers, 8 facesets, and 80 HCGs for the game to be roughly complete. And that’s excluding the battlers I’ll need for some random ennemies like the green feather mercenaries or the dwarves or the mounted knights. And I don’t know how to draw. Or to render. And I’m dirt poor, so commissionning isn’t an option.
Obviously, I’d like for the art to be consistant accross the game. But then again, I doubt I’ll find someone willing to make the whole CG for free. So, in an ideal world, I’d find multiple volunteers each ready to make at least 1 battler, 1 faceset, and 10 HCGs, as that amount would cover 1 mistress/chapter of the game. But then again, I’m desesperate, so even if you only wish to do a single pic, do not hesitate to contact me.
As far as art style is concerned, anything goes for me. It’s really all about being able to make it consistant througout the game.
So, yeah... If you are able and willing to help, please contact me via private message. Just tell me how much you are willing to do, estimate how much time it would take you, and link me to some exemples of your work. We’ll start talking from there.
As things stand now, I’d need at least 8 battlers, 8 facesets, and 80 HCGs for the game to be roughly complete. And that’s excluding the battlers I’ll need for some random ennemies like the green feather mercenaries or the dwarves or the mounted knights. And I don’t know how to draw. Or to render. And I’m dirt poor, so commissionning isn’t an option.
Obviously, I’d like for the art to be consistant accross the game. But then again, I doubt I’ll find someone willing to make the whole CG for free. So, in an ideal world, I’d find multiple volunteers each ready to make at least 1 battler, 1 faceset, and 10 HCGs, as that amount would cover 1 mistress/chapter of the game. But then again, I’m desesperate, so even if you only wish to do a single pic, do not hesitate to contact me.
As far as art style is concerned, anything goes for me. It’s really all about being able to make it consistant througout the game.
So, yeah... If you are able and willing to help, please contact me via private message. Just tell me how much you are willing to do, estimate how much time it would take you, and link me to some exemples of your work. We’ll start talking from there.
Texts
Spoiler (click to show/hide):
That one is rather straightforward. You read a passage of your choice pen in hand and take note of everything that don’t look right. Just two things:
- Don’t just tell me “that part isn’t right”. Tell me what isn’t right, and more importantly how you would correct it (keep in mind I’m not english, so an error might not look as obvious to me as you’d think).
- Don’t come here to point one error at the time. Not only will it not net you a place in the credits, it will also end up annoying me. I’m not asking you to proof-read the whole game, but at least do a complete scene.
That one is rather straightforward. You read a passage of your choice pen in hand and take note of everything that don’t look right. Just two things:
- Don’t just tell me “that part isn’t right”. Tell me what isn’t right, and more importantly how you would correct it (keep in mind I’m not english, so an error might not look as obvious to me as you’d think).
- Don’t come here to point one error at the time. Not only will it not net you a place in the credits, it will also end up annoying me. I’m not asking you to proof-read the whole game, but at least do a complete scene.
Bug hunting
Spoiler (click to show/hide):
Do you really need an explanation on that one? ^^’ Tell me what happened and where it happened. The more details you give me, the more likely I am to single the problem out.
Do you really need an explanation on that one? ^^’ Tell me what happened and where it happened. The more details you give me, the more likely I am to single the problem out.
Various things
Spoiler (click to show/hide):
- There are three maps of the continent displayed alongside Yulgoblund’s explanations in the dark castle, and another one somewhere in Saint Asthia. Currently, those are just horribly scribbled print-screens. It would be quite nice if some awsome person was able to redo them to make them look more like medievalish maps. If you are willing to try, just send me a private message and I’ll send you a link to the originals. Oh, and, yeah: ideally, the maps should be 544x416 pixels (or easily resizeable to that format, like 1088x832).
- In the same vein, the 6 pictures used during the battle for Saint Astha are very schematic depictions of the tactical situation. If you think you could work on a more esthetically pleasing alternative, don’t hesitate to contact me by private message to explain what you have in mind.
- Same thing for the title screen. If you feel like you could do something better, contact me (but don’t start anything on your own: we wouldn’t want your work to go to waste).
- Lastly, I’m always open to read some constructive analysis regarding game balance, and will apply suggested changes if I find them pertinent. It will hold especially true during the next few weeks because, wihile I tested the game quite extensively while looking for bugs, the same can’t be said about balancing: it’s probably all over the place. So if something seems way too easy or too hard, just tell me (while precising which path you are following, if any). But that will not net you a spot in the credits. Sorry.
- There are three maps of the continent displayed alongside Yulgoblund’s explanations in the dark castle, and another one somewhere in Saint Asthia. Currently, those are just horribly scribbled print-screens. It would be quite nice if some awsome person was able to redo them to make them look more like medievalish maps. If you are willing to try, just send me a private message and I’ll send you a link to the originals. Oh, and, yeah: ideally, the maps should be 544x416 pixels (or easily resizeable to that format, like 1088x832).
- In the same vein, the 6 pictures used during the battle for Saint Astha are very schematic depictions of the tactical situation. If you think you could work on a more esthetically pleasing alternative, don’t hesitate to contact me by private message to explain what you have in mind.
- Same thing for the title screen. If you feel like you could do something better, contact me (but don’t start anything on your own: we wouldn’t want your work to go to waste).
- Lastly, I’m always open to read some constructive analysis regarding game balance, and will apply suggested changes if I find them pertinent. It will hold especially true during the next few weeks because, wihile I tested the game quite extensively while looking for bugs, the same can’t be said about balancing: it’s probably all over the place. So if something seems way too easy or too hard, just tell me (while precising which path you are following, if any). But that will not net you a spot in the credits. Sorry.