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What do you think?

Hey, your game sounds awesome! I’d recommend doing the following to turn it into a bigger success on Game Jolt!

1. Post about your game, news and updates in as many communities as it makes sense! Communities like Game Dev or Arts n Crafts will get your posts in front of thousands of users! Find more communities here: https://gamejolt.com/communities.
2. Write a bio on your profile. A complete profile always looks more legitimate in the eyes of the community. This is a great place to add in your website or other social channels.
3. Post and update your followers frequently to stay on their radar! 
4. Set up a beautiful header for your game!

Marrick and Natasha were just kids when a violent coup in the Imperial Senate took their father's life and split them apart. One became a street-wise thief on the run from his past. The other, a prodigy sorceress raised in secret behind monastery walls. But fate will bring them back together when a mysterious relic offers them a clue to their father's murder.

This game is my love letter to JRPGs of the 1990's. It has been through a few drafts and iterations but this past year I redeveloped the entire game from the ground up because when I had initially finished the project, my writing and dev skills had evolved so much that I couldn't help but notice every little newbie mistake, every little plothole or piece of bad dialogue and it drove me crazy. I have really put my all into this project and I can finally say, I'm proud to share it with you all.

While this game is heavily influenced by classics like FF4, FF6, and Chrono Trigger, I made it a point to do a lot of research on modern JRPGs. I wanted to stay as true as possible to a SNES-era JRPG but I also wanted to have fun. There were a few things I couldn't decide on so I adopted the philosophy of "when in doubt, make it an option". Players can see this philosophy played out through options like enemy difficulty, random encounters vs map encounters, and two different combat systems (ATB and Standard). That philosophy is woven into the mechanic design as well. Players can build their characters to fight as more classic-style JRPG battlers or they can build their characters to utilize the Attack Chain mechanics for a more active combat experience.

#rpg #retro #adventure



all-ages
Mild Fantasy Violence
Alcohol Reference
Mild Language

So I did a thing. About 14 months ago I took Neverspring Chronicles down for an update. That, of course, turned into me completely rebuilding the game from the ground up. The new demo is live. I hope someone likes it!

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"A disgraced soldier and his magically gifted sister confront the shadow of their estranged father in a world where technology feeds on the death of magic.​"

(( Finally got an updated trailer put together. Always open to feedback and critiques! ))

A few tries at some new artwork for the thumbnails and title screen. My friend and I are at odds on whether or not to add the japanese writing. Neverspring is an homage to JRPGs but we aren't personally japanese. Is it an acceptable salute or just tacky?

The combat phase is more than just eye candy and numbers. Some skills are enhanced by pressing the right button at the right time or, for skills like Aero, charging up the cast to full power. If you cast at full power the thunderstorm will chain 3 times.

Combat in Neverspring Chronicles is challenging, not punishing. If someone falls, they'll try to make a comeback. Charge up the bar in time and they'll get up. If everyone falls, avoid a game over by paying the retry cost to reload the start of the fight.