Jewels of the Shattered Moon
A downloadable game
Dear Rose,
Ugh. Where to begin? Might as well start with the worst of it: our home's gone. I think I'm still processing that. Every time I go to sleep, I keep thinking I'm going to wake up in my own bed. At least the nightmares have finally stopped.
I've almost caught the one responsible for it, though I can't wrap my head around why he did it. With how much damage he's done across the world, I guess one small village didn't mean much to him. Funny. That village was my whole world. Well, whatever he's planning, I have to stop him; don't think I'll be able to find a new home if I don't.
I'm finally getting to see it all, just like you started to. Plenty of new friends, too. One of them said I should write this letter. You know, to help me... deal with it... I don't think it's working. Day in, day out, the one thing that keeps me going is the thought of what I'm going to do when I finally get him. And that thought scares me. I want to slaughter him, to slice him limb from limb and turn whatever's left to ash just like he did to
I'm sorry, I'm rambling. I guess I'm doing okay, sis. Things are bad, but they'll get better soon. You'll always be in my heart.
Love,
Cyrus
Features
Now that I (hopefully) have your attention, Jewels of the Shattered Moon is a story-driven role playing game with an emphasis on the characters. Though the narrative is the main draw, it is still a game, and you can expect the following features:
- A combat system based on exploiting enemy weaknesses (fire beats earth, magically strong enemies are weak to physical attacks, and so on)
- Eight party members, each with their own special attacks, roles, and weaknesses rooted in the combat system
- Puzzles and dungeons that make logical sense (fortresses, mansions, and temples rather than maze-like caves)
- Bad place-holder art (hey, if you can't draw, might as well go for entertainingly bad, right?)
Status | In development |
Author | Dusk_Army |
Genre | Role Playing |
Made with | RPG Maker |
Tags | 2D, Singleplayer, Story Rich |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Click download now to get access to the following files:
Development log
- Chapter 6 HotfixMar 06, 2023
- Chapter 6 is available!Feb 12, 2023
- Chapter 5 is Available!Nov 13, 2022
- Battle System ImprovementsMay 07, 2021
- Whoops (Day 1 Patch)Apr 14, 2021
- Starting OutApr 13, 2021
Comments
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I tried the game out for a while, until the mansion, and here are my impressions:
Alright, thank you for your thoughts on it. I'm glad at least one thing I did left a positive impression, even if you're not satisfied with the pacing and all. In particular, I might change the interaction with that guard; looking at it from an outside perspective, it is a bit... well, awkward, to say the least.
Actually, might I start a discussion with you on the matter of linearity? I'd like to pick your brain on the subject, since you're the first person I've received that comment from (I've tested it with some close friends already).
The game does open up a little bit after the first chapter, though I suspect not to the degree that you might like. I've mostly allowed the player to backtrack to previous areas, and I intend to include optional areas as well (secret dungeons, bonus bosses, and the like). However, that kind of content isn't in the game yet. Basically, what I'd like to know is this: do you think the Game is too linear, or do you think the Story is too linear? I'd like the player to feel like they have agency, and knowing the answer to that would help me address that issue.
It's fine if the story is linear; many great RPGs are a straight line without being able to affect its outcome. However, gameplay-wise, the problem is that the game is (so far) always boxing you in: you can only go exactly where the plot is happening, and it takes control off constantly to ferry you between places. I'll take your word that it gets freer later and this is only the first chapter, but consider: does the player really need all that handholding?
Example: the village is destroyed and a black figure runs away. There is only one obvious option, which is following it. Taking control away from the player eliminates any agency they might have for no reason whatsoever, since that was going to be the thing they were going to do anyway.
Example 2: You reach the next town, and even though there are a couple of districts, trying to go anywhere prompts the mercenary guy to say that you're not supposed to go there. That, again, takes away all agency of the player for no good reason; if the area is made, there is nothing blocking it and isn't far away from the main quest, why not let the player visit ahead of time, even if there isn't much going on? In fact, it's a great opportunity to introduce optional exposition or foreshadowing for later events, or even minor sidequests.
Anyway, those are my 0.02$. You can always also try out other RPGMaker games to see what they did different and how it compares to your own game.
Thanks for your input. I sort of see what you mean, and I'll try to address it (though, perhaps not immediately). When I get to the polishing phase, I'll try to expand on what's there and how the player interacts with it. It's probably never going to be wide open, but I can at least make it so that it doesn't feel as closed off.