Sword Scroll Saga
A downloadable game for Windows
SYNOPSIS:
The Sword School where sword students studied the sword saga scrolls was attacked by axes that dare to rebel against the sword society and sword system.
Your homework now is to find the three sacred swords needed to fix everything!
FEATURES
In-Battle Subclass Change System (IBSCS for short)
Every playable main character has 1 class with 4 different subclasses and they'll switch between them at random when they use their subclass abilities.
Characters also have special abilities that allow them to switch to a specific class of their choice at the cost of the turn's action (along a minor buff, healing and guarding).
Dynamic Battles
I specifically wanted to avoid boring "here's 6 equal enemies that look exactly the same for no reason, kill them all" or "here's a lone boss with 10x more HP than the party, hit it until it disappears".
I seek to customize each encounter, enemies coming in varied groups, bosses not relying just on being big damage sponges to be challenging.
Multiple Routes
There's three main areas to explore and you can pick which order to do them. The order in which you do things and specific choices you make do will affect later areas you visit.
At the most basic level, areas visited later will become harder. Not only enemies will get higher combat numbers, they'll also get new abilities and other surprises.
Permanent Death
There's no ressurection magic in Sword Scroll Saga. Dead characters stay dead. You can get randomly generated replacements back at the Sword School, however Enar IX dying means a game over since this is her story.
Limited Resources
Enemies don't conveniently drop bags treasure upon death, and there's no cheap inns nor magic fountains that'll fully restore you besides basic HP.
There's still a fair amount of treasure to be looted from chests and whatnot accross the land so you don't need to be super stingy, but you can't afford to buy everything in sight either.
Dead characters take all their gear to the grave with them.
Peace Paths
Stabbing first and asking questions later is not always the answer. You can overcome most challenges through peaceful means and even go through all three areas without ever fighting a battle.
SwordsSwordsSwords
Sword skills, sword spells, sword skies, sword societies, sword systems, swords and more swords!
Weapon Alignment
Sword is not everything though, maybe you can try to follow other weapons like Axe...
Hope you enjoy Sword Scroll Saga!
CREDITS:
-ovate for monster faces.
-Aaron Krogh for musics.
-hiddenone for sprites 3_2 and 3_4
-rhino for battler 3_1
-Benji01 for battler 3_3
-blackmorning84 for his shop plugin.
-Morris Roman font by Typographer Mediengestaltung
DEVELOPER'S NOTES:
What kind of RPG is this?
I've been playing and loving RPGs for decades, from the classics like Final Fantasy, Chrono Trigger, to more niche ones like Fire Emblem, Phantasy Star and Shining Force and then also more bottom of the barrel like Holy Magic Century.
So over the years I've also started to dream about making my own RPG(s). Although I have experience with a bunch of programming languages, I ended up deciding on RPG maker since it saves me the work of coding an RPG engine from scratch and I'm also a big fan of RPG maker games.
My primary goal here is experimenting with actually making an RPG. I had a plan beforehand, but as I started coding, I quickly realized there's quite a lot more details to consider than I expected. Still been learning a lot and also came up with new ideas as I discovered RPG maker's possibilities.
My secondary goal was, well, making an interesting RPG. I have a bunch of RPG ideas and decided to start with a more simple one, an RPG where all the protagonists use swords. However I didn't want things to be too simple, in particular I wanted to try something that felt fresher for combat.
Now looking at all the RPG games I've played, many have also worked to innovate the basic turn-based combat. Combos, chain gauges, staggers, status stacking, elemental systems, you name it. But something that personally bothered me with most of those is that despite adding extra layers, eventually players would figure out the most optimal sequence of actions that deals more damage and then just repeat it over and over. To avoid this, I decided to add a random element, with characters changing between subclasses at random so you can't just spam the same special skill/combo over and over.
Being a big Fire Emblem fan, I also made resources limited, and in particular even basic attacks cost "Sword Spirit" (aka MP by any other name). Someday I want to try my hand at a full tactical RPG, but not today.
I also wanted to do multiple routes where each route can affect the others depending in which order you do them. My initial plan was 6 routes, but quickly realized coding challenges raised exponentially so settled for 3 routes, which was still quite challenge. Although I post this in development, there's an actual start, middle and finish. However the game could use a lot more polish. Any feedback is welcome.
Status | In development |
Platforms | Windows |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | BraveKing |
Genre | Role Playing, Adventure |
Tags | Fantasy, Funny, RPG Maker, Singleplayer, Turn-Based Combat |
Development log
- New Enemy SpritesJun 15, 2023
- Sword Scroll Saga version 0p81 releaseMay 02, 2023
- Version 0.50 releaseMar 12, 2022
Comments
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First, I must say I'm really happy that you reviewed my first RPG project on youtube, thank you very much!
Now second, I also thank you greatly for providing plenty of critique. There's several harsh truths in there which I needed to hear and you presented them in a very polite way. You've given me a lot to think about on how to solve Sword Scroll Saga's issues and improve it!
What pained me more was seeing you get hardlocked right at the start due to a dumb newbie dev mistake from me, basically I forgot to make the fortress tile passable by the player. Fighting and defeating the boss changes it to ruins which I made passable but solving things peacefully leaves it as a regular fort. And the other routes get locked until you complete one (because each route has triggers that affects the others, but if the player could change routes midway, then that would mean triggers getting even more messy).
Now to comment on some things that were less clear:
-The "hearts" that pop up during talks are affection, but not to the characters. They're affection to the weapons themselves, some are sword hearts and other are axe hearts (that's why you still gain it even if you're a jerk). Weapon affection affects a lot of stuff, most noticeable being the background parallaxes. Seems like I need to make the weapons on the heart icons more visible hahaha.
-The idea behind Ethereal Edge and Blade barrage are that they're higher damage attacks available to everybody that however can't be spammed since they make the enemy gains the ability to counter their type. Although yeah, may not be the best idea, gonna think on how to rework those.
-Sword save on merchants is a leftover from previous versions where I tinkered with disabling saving anywhere.
-Basic enemies not dropping money is because I'm aiming at resource management mattering, although you're right they should feel more rewarding, gotta think on that
too.
Everything else you commented on I basically 100% agree with, in particular I really need to explain things in-game better, introduce the player to the custom systems a bit slower, better mapping, more varied dialogue, etc.
For now I released a hotfix for the hardlock problem, hope you can take another shot at Sword Scroll Saga and explore the other areas now. I'll start working on tackling all the other issues you pointed out, thank you very much once more!