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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.
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4. Set up a beautiful header for your game! :)

Intro fluff
After a very long hiatus, I decided to continue the game. Various circumstances and events that happened in my life prevented me from continuing this project further, but today I want to share the second DEMO of my project. If I will continue or not this project will be entirely up to the reception it'll have -- the game is absolutely massive and I need motivation to continue further.

This is a very old project on mine, something I started back in 2017 but I never decided to continue. Well, here I am today, trying to give this project on mine a second chance. The game was almost complete when I left it years ago, but I decided to make it go through a complete overhaul and maybe even add more bits to it as I grew more experienced with time, so...
Also worth to note, English is not my native language.

Here goes nothing.
​

What is Rag'narök Fragment ?
Rag'narök Fragment was and still is a very ambitious project; I had a clear vision in mind: A long and satisfying old-school RPG experienced which dwells deep into not only narrative, but also into character grown and... Challenge.
The game will have many, many side events and side bosses, with a few of them being extremely challenging to the point that extreme knowledge of the game (and proper gear, of course) will be required to even dare start the fight.

! Story !
Narrative is the main focus of the game. Rag'narök Fragment universe is massive, and the events who will take place in this game have deep roots in it's past.. and future.
When I said this project was ambitious I wasn't kidding; to be able to finish the full narrative, I had and still have planned a trilogy... But now, let's focus on what to expect on this chapter, shall we?
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A long, everlasting war has afflicted the world of Ebon for over five hundred years, and the fate of the entire universe depends of it's outcome.
The Primordial God, Izanami, Izanagi, Agni, Leviathan, Kamaitcahi, Raijū.
They are all dead.
Only one Deity remains alive to this day, all alone, fighting still to this day against a Nykephoros, the monstrous Demon.
Will she survive, or will she fall?
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We live in an Era of terror and misery, where our only hope is Yuukia, the Ice Goddess.
We live in an Era where Society decides who's worth the Teachings.
We live in an era where the Ice Barrier stops Humans to even dream of cast Ice Spells.
We live in an era where people struggle to trust each others.
We live in an era, where every single day, may be the last.
We live, in the Chaos Era.
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The Ice Goddess will be the fist episode of Rag'narök Fragment, and will see the player tackling it's story with Arrowny, a twenty-one years old girl able to cast Ice spells and summon the souls of fallen Gods, who lost her memories when she was only seven.
Where will your journey to unfold the truth behind her powers bring you?
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I know, many people raise a brow when they see a turn-based combat system, but I've always been a fan of it since the glorious old days. Though, I decided to spice it up.

"Trash" monsters are not mere fodder. They can (and will) punish you for carelessly smashing 'Attack' during your exploration.
Most (if not all) Bosses will possess unique mechanics on top of astonishing strength. You will die. You will wipe.
Learn the Bosses mechanics... if your enemy is doing too much damage or seems impossible to defeat... maybe you are missing something obvious? Pay attention to all, and you shall be rewarded.

Learn how to buff your party, and how to stack debuffs on your enemy. Suddenly, that scary 9999 AoE attack will turn into laughable 999 damage.
I truly believe turn-based combat has the potential to be extremely fun and challenging when done right, and that's going to be my own, personal challenge. I want every boss to feel unique, to challenge the player into figuring out mechanics and buff/debuff rotations to keep their damage in check.

To combat the frustration of wiping on a boss until mechanics are all figured out, the game offers you the option to save before a Story Boss, and even weaken them if you truly cannot get past them. You can find those options in the Menu.

Remember! The preemptive save and weakening only applies to story bosses. If your curiosity leads you where you shouldn't be... No help for you.
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The game priority is to deliver a good, cohesive and entertaining story. But, as explained so far, my personal challenge is to also deliver on challenging boss fights that will push the players' limits further and further. This obviously means the game will be littered with side content. Defeating optional bosses, exploring optional areas, collecting powerful gear, exploring your companions background, learning more about Ebon and it's current state... The list goes on.
Everything is already planned in the game as I stated before, and I can already say that the amount of side-content is on par with the length of the main quest. You'll drown in side-content. When you'll finally be allowed to roam the world freely, you'll see with your own eyes.
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All modern games have the prestigious "Platinum" achievement... And this one is no exception. Something however, always bugged me about reaching "Platinum" in any game...
"Why am I rewarded with this extremely broken weapon if I can't use it? I've done everything in the game..."
I attempted to fix that. The game will track all your progress, and once you've completed everything the game has to offer... Something will happen.
What will happen exactly? Well. Let's just say I will give you a reason to use all that overpowered gear you've gathered in your playthrough for one, last, fight.

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What to expect in the 2.0 DEMO​

  • 7h to 9h of gameplay. Play one third of the complete story of Rag'narök Fragment!​

  • Sidequests are available, but the player will be unable to conclude them due to their closure happening in later areas of the game, which are out of reach in the DEMO.​

  • Seven out of nine characters will be playable before the final showdown of the DEMO, giving the player a taste of the intricacy of the strategic battle system. One very important mechanic is still out of reach: Soul Sync. By playing the DEMO, player will easily be able to understand what this mechanic will do in the full build. Unfortunately, access to this mechanic is granted to the player shortly after the DEMO ends.​

  • The Achievements are implemented and can be viewed in-game, but most of them are out of reach. On top of that, do keep in mind that not all achievement are transcribed in game just yet - expect more to appear in the full build.​

  • The Achievements description before/after completion is currently lackluster - will be revamped before release.​

  • Bugs. There will be bugs. I'm one person, and it is bound to happen. Something surely has slipped me.​

  • You will be given a DEBUG Book, which will allow you to save anywhere. This is only available in the DEMO, to combat any potential bug that still may linger. Use it wisely.​

Dip your toes into the dreadful wholesome world of Ebon, meet their inhabitants and learn about the desperate joyful situation the world of Ebon is plunged into.
... Will you chase the truth?

#rpg #rpgmaker #turnbased #storyrich #darknarrative



teen
Intense Fantasy Violence
Realistic Bloodshed
Alcohol Reference
Suggestive Themes
Strong Language
Crass Humor
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