A downloadable game for Windows

"Hello, I would like to join your guild."

You are a guild leader, recruiting members to strengthen your guild that was formed to fight against the one who threatens the world with limitless power.

Main Story
Part 1 - War (Chapters 1-6)
Journey to other worlds and lend your aid to conflicts of battle and war. In turn, those you have aided promise to assist in your battle against Infinity.

Part 2 - With (Chapters 7-10)

You have recruited many to join you in your fight, but as it stands now you know your guild alone is not enough. There is more you'll need with you if you are to save the world from the disaster that awaits.


Events (Time Indefinite)
School's In - Nu wakes up to a childhood friend telling her to get ready for school. But she's never had a childhood friend. And school? That was something she had given up, so what brings her to this fantasy she once wished for?


Recruit
50 (Fantasy Heroine) actors to recruit
8 Rank 1 actors (2.5%)


Battle

Turn-based combat

Hyper - when TP is max, gain buff unique to each character and allow use of ultimate

Stun - attacking target's weak or dealing critical has a 40% chance to stun, target is unable to act for that turn


StatusPrototype
PlatformsWindows
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
AuthorLowWah
GenreRole Playing
TagsGacha, RPG Maker, Turn-Based Combat

Download

Download
WwI v2.zip 525 MB

Development log

Comments

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the game is good but some action break the game so check for other bugs it mostly it was after i upgraded a weapon there might be more so please check

Do you know how to get the crash, or share a screenshot. I can fix this if it's easy but I'm trying to remake this with a new game engine so any bugs will be irrelevant. (Though progress is very slow)

(1 edit)

idk exactly but it happens after i scrapped weapons and then tried to equip them

Managed to fix the bug, actually its related to compressing code after I compile. I never found it because I was always testing the development version, and I guess I didnt properly test the release version

you should check for other bugs now because when you get further down the line it will be a hassle later 

(-1)

Played the game for a few hours and here's the feedback i would like to say;

The flow of the game is nice, there's a lot of things going on but not to the point of being overwhelming, battles are a fair challenge. However it's with the battles i began having issues with how the game plays;

Skills both passive and normals are far too one dimensional with all characters, what i mean by this is the fact that most skills have a singular action trough out all rarities, making the advantage of having higher rarity character simply being "higher stats" which to an extent defeats the point of them being harder to pull.

Same can be said for passive skills, a good portion of them are bland and barely make a difference in gameplay if at all, once again defeating the point of character rarities to an extent, after all what's the point of farming to get a Rank 1 character when they bring almost nothing to the table other than higher stats?

As a suggestion; give higher rarity characters multiple effects on a skill, for example "Heavy Slash - deals moderate physical damage to 1 enemy and buffs own defence by 25% for 1 turn". Same thing can be applied to passive skills, example "Heaven's Door - Buffs all allies atk by 10% for the first 3 turns in battle; Heals 5% of own HP for the first 5 turns". Skills like this on higher rarity characters would give a much better reason to summon for them since they will be much more impactful in battle.

For my second and last feedback for battles, it's definitely the UI. It works fine for the most part but some information could definitely use a bit more highlighting, what i mean by this is that the "target" indication is rather small and not very eye catching, so on the first few battles i was rather confused on who i was actually targeting. While i did get used to it overtime, i think it still is something worth keeping a note of.

Overhaul i see a lot of potential in this project of yours and i hope at least some parts of my rambling can be of use to you. Good luck on your future projects!

(+1)

Skills being one dimensional is probably because I'm lazy and didnt want to make a unique set of skills for every single character but my other excuse is because of the game engine. RPG Maker cant do those effects you suggested by default, and i didnt want to write custom code just for one skill, so i've left them being generic. The unique passives (which are custom coded) were meant to be whats separates each character and break this genericness but i guess they arent interesting enough to give a reason to pull for a specific character. For the next version, I'm planning on using another game engine to have more flexibility for creating skills, though truthfully i wanted to continue with using generic skills for convenience, guess i need to put a bit more thought in that area

Thanks for writing this

(1 edit)

Understandable, but i would like to point out that you're incorrect about rpg maker not being able to do my suggestions by default, i know this because i've used it in a project before. You can look up "Damage formulas 101" to know just how much you can do with skills by default. Here's my example from before but in a more technical way; 

"Heavy Slash - deals moderate physical damage to 1 enemy and buffs own defence by 25% for 1 turn" would be "a.addBuff(3,1); a.atk * 8 - b.def".

As for a different engine to work on the game i would advise against blender, it's not exactly beginner friendly.