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Heroes of the Seven Islands - Hand-drawn tribute to classic RPG and comics

rap2h

Arcane
Developer
Joined
Dec 21, 2022
Messages
93
Location
France
Hey Plane Escapee I just implemented the clam you asked for, I hope you will like it! You can meet him in the Dolmen Hamlet (work in progress)


Capture d’écran 2024-12-19 à 16.12.32.png
 

rap2h

Arcane
Developer
Joined
Dec 21, 2022
Messages
93
Location
France
I'm experimenting with something to make the game more dynamic: Adding “occasional events” (sort of random encounters) that are accessible on the map every X travel, and which allow you to have merchants, trainers or enemies appear just once in the land (ignorable).
Still, I am not sure it's a good idea, what do you think?

Capture d’écran 2024-12-29 à 15.51.39.png

The icon on the map would be in a different place each time, with a distinct encounter, and most of the time, the icon is just not here

Example of encounter, traveling merchant:

Capture d’écran 2024-12-29 à 15.52.34.png
 

Incognito

Backlog incliner
Patron
Joined
Oct 5, 2021
Messages
254
I'm experimenting with something to make the game more dynamic: Adding “occasional events” (sort of random encounters) that are accessible on the map every X travel, and which allow you to have merchants, trainers or enemies appear just once in the land (ignorable).
Still, I am not sure it's a good idea, what do you think?

View attachment 59302
The icon on the map would be in a different place each time, with a distinct encounter, and most of the time, the icon is just not here

Example of encounter, traveling merchant:

View attachment 59303

Consider some high stake encounters. Like really hard fights but with very good rewards. And if you fail, there's no second chance (unless you savescum, but that's unavoidable).
 

Plane Escapee

Your friend
Patron
Joined
Sep 11, 2015
Messages
223
Location
chair
Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I really like the style and concept of this. Looking forward to see how it turns out.

What are the chances that I'll be able to have an anthropomorphic clam in full platemail in my party?
I tried to make something, but I don't even really know what a clam is or what it looks like (it translates to "palourde" in french). Nor, for that matter, where to place its eyes. Anyway, I hope it looks like what you wanted Plane Escapee !

View attachment 58423
Love it! Left version is definitely very close to what i had in mind!

Hey Plane Escapee I just implemented the clam you asked for, I hope you will like it! You can meet him in the Dolmen Hamlet (work in progress)


View attachment 58898
Great work, makes perfect sense for an armour trainer. Consider adding a southeast-asian slant to his speech patterns and maybe throw in something about an intense fear or dislike for lemons.

Anyway, keep up the good work. It is great to see someone actually going for a different and lighter tone and style for a RPG :bro:
 
Joined
Jun 23, 2020
Messages
249
Just played through the demo and I can say that it was a very pleasant experience. The art style is very charming and full of personality, the story is very simple and doesn't get in the way of the player's enjoyment, and the gameplay is definitely basic but competent.
This reminds me of the sort of "low-stress" games I liked to play when I was a child and it was quite relaxing.

The only major gripe I currently have is that the complexity of combat doesn't really evolve much beyond what you get in the beginning because the characters rarely get new abilities. This means that after a while fights start to feel increasingly repetitive, even more so if you have non-casters in your party as they have less options in combat.

Other notes:
-During combat, the statistics screen doesn't show the tooltips explaining what each different stat does like the out of combat statistics screen.
-The questlog doesn't have any option to filter quests that were completed or not.
-There doesn't seem to have any apparent difference between each weapon type besides the restrictions for what items you can equip to be effective in combat, which is kind of underwhelming.
-I noticed that the words "ministrel" and "bard" are used interchangeably, which isn't a big issue but it might possibly confuse some players.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,845
uGfGeDe.png

I didn't even notice how two hours have passed since i started the demo. Game oozes charm.

Training skills to expert costs quite a bit early on.
Lockpicking makes your life a lot easier with that extra loot but reputation loss makes me feel bad about robbing NPCs. Checking out people's flower pots and other random things doesn't count as stealing, right? I don't like people saying mean things about me behind my back.
There is only one "ingredient" you need to gather in order to craft potions, skill determines what kind of potions can be crafted. Despite starting with Herbalism skill my assassin is too stupid to train it above novice, required INT investment is too massive.
The only benefit of meditation seems to be spiritual fullfilment and free stat boosts from totems, wonder if the max level of skill worth the investment?
Didn't get to try spells from air and fire schools. Too expensive and in retrospective status effect clear and fire protection spell wouldn't have been that useful on the first two islands anyway.

Agree about lack of evolving combat complexity though. A bit few more combat abilities and spells to play with would be nice addition, i think.
 

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