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Amazing job. You stick pretty closely to (the best parts of) old-school jrpg mechanics, but the battles are compelling and fun.

Most of all, your world building is solid. It feels like a standard fantasy plot (not a bad thing at all) - but it is so satisfying,

exploring the world, meeting new party members and finishing their quests.


I think it is because you let the player *experience* the world. No long cutscenes or exegesis, and you don't 'over' build the world. There is enough there to be compelling, and little enough there the let the player experience it for themselves.

I really felt like an explorer in a new strange world - anything could be around the next corner...

At any rate, however you did it, great work and I look forward to trying the rest of your games :)

Thank you for making this!!

Wow, thank you so much! You just made my day.

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:3c

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Hi, i enjoy so much the game... but in the last part of the game the battle are lagged and i don't know why. maybe is a error in my save file. only 3 fps in the screenshot

Hey! Thanks for letting me know. I have a friend who's created a performance patch which may solve this problem next update.

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Hello,

This past weekend I streamed your game. Overall, I actually thought it was a pretty enjoyable game.

By far the biggest strength of Exony is it's no-nonsense approach to storytelling (quite literally) as it does away with back story, the set up to the story is brief (almost to parody), and has the player set off on their adventure in no time.
I think the biggest flaw with the game is some whacky balancing problems. Where, for example, one of the first fights I encountered seemed easy enough, then the next fight I am getting hit with a poison state that ticks more damage per turn than any other attack the enemies have. It's not the worst balancing I have seen, but for an intro enemy it can feel quite punishing.
On that note, I realize the game - according to the store page - sells itself as a difficult JRPG. Based on the little bit I played on stream, I actually feel like that is not a very accurate description, though that is probably for the best. The game doesn't seem to take itself too seriously and overall has a pretty light-hearted mood, so brooding challenge would be antithetical to the established atmosphere of the game.
One thing I didn't bring up during the stream is the unfortunate use of this asset pack. At the time, when I played the game, I was unaware that the art was from an asset pack which made me see the game in a more positive light. Ironically, the very next game I played on stream used the same asset pack. Then I see someone in this very comment section linked to another game using the same asset pack. While it's not the death of the game (my very own game in development uses a commonly used asset pack) it does detract from the game. Using asset packs as a base is understandable, especially if one lacks the artistic abilities to make their own art, but I think taking the time to adjust, edit, or recolor the assets to make things feel more unique to this game could go a long way.

If you'd like to watch my experience with your game, I've linked the archive below. You can click the timestamps to jump to when I start playing your game.

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Thanks! I appreciate it. I'll keep this all in mind :3

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super cool game! i thought it captured some of my favorite things about dragon quest while having a strong, unique character of its own. first, i loved the spritework and especially the environment design, nes dq opened my eyes how gorgeous 8-bit tiles can be but the spaces in this game take it even farther, some of my favorite village building interiors in any game and some really fabulous looking dungeons two. second, the world map had this great lonely vibe, especially in the quiet corners of continents or along the seacoast, i found really evocative and wonder-inducing (shoutout to the bgm here, too). that feeling that there could be anything lying across the ocean - it could even be go on forever... it worked well on me. one thing i enjoyed that was a bit newer to me was the brisk clip of the game and its dungeons, i was really impressed by how many diverse locations and how robust and complete a full-scale rpg experience it offered in just 8 hours. at the same time i wish i had gotten to spend a bit more time inhabiting these places, which often vanished into the rear view before i could really savor their beauty and their atmosphere. they're fantastic spaces, but i found the concise, streamlined experiences i had with them a bit at odds with my personal desire to inhabit them and breathe them in. still, this is one small personal gripe in an overall very satisfying package, and i'm coming away from exony delighted with the time i spent with it. i look forward to checking out monochrome kingdom (long overdue) and pandemony (my friend says good things) soon! thanks for putting exony out into the world and best of luck with whatever comes next!

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You just made me cry. Thank you so much, seriously. It's comments like this that make gamedev worth it, way above any kind of monetary or personal satisfaction making a game could ever bring.

How does the run function work? I have tried it maybe 10 or 11 times on different battles and enemies and every time it says running is not possible

Running is based on your Agility vs the enemy's Agility. Each time you try to run from a battle and fail, your chance of escaping on your next attempt increases by about 20% for the duration of the encounter.

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Awesome job with this one, Morso! Enjoyed the first 1 1/2 hours and can't wait to dig deeper! Looking forward to whatever it is you do next.

Thanks so much, Rigster :3 I really appreciate it

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Forgotten Wings: King of Demons Remake

where can i download it?

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It used to be on Oersted's profile, but he seems to have taken it down. Sorry, I can't help there :/

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I just completed my playthrough after approximately 17 hours, it's an entertaining game with lots of things to do and explore, so thank you for developing and sharing this game, morso. My biggest gripes were the low level cap (25) and the generally missing/uninteresting monster drops. Both issues collided when I farmed a few hours for Plate Armor drops (2% chance) from Skeleton Captains. Not only did I reach the level cap before the second half of the game this way, I also noticed that Plate Armors can be bought later, only to be quickly outclassed by Mithril Armors. :(

There are still some loose ends that I could tie up. At the end of my playthrough, I was still missing the bestiary entries no. 47, 57, 80, 89, 115 (115 is probably the final boss, and one of the other entries might be reserved for the Troll, see below) and the weapon entry no. 38. Any clue which optional location(s) etc. I might have missed? Admittedly, I was a bit tired towards the end because of all the random encounters (and no incentive to defeat them thanks to the low level cap), so my exploration motivation and prowess probably wasn't at its peak.

Also, I encountered a few bugs - nothing too serious - that you might want to fix:

- The Smitten status isn't removed by walking (only by resting and through cutscenes).

- It seems defeating the goblin boss in the Ancient Grove and obtaining the Druidic Flower is the trigger for the soldier NPC granting passage southeast of Langbury (might or might not be intentional), not planting the Druidic Flower (I checked by chance, since I was on a personal side quest to sleep with all harlots in Langbury).

- Shrine southwest of Cromby Village: It's possible to skip the "break room" completely. While it's not a big deal, this occurrence alone was enough to make me leave a dungeon and save my game every time I was about to open a locked door. Maybe place another key in the Behemoth's room to alleviate the players' fear of missing out.

- Desert hole: It's possible to walk on the wall left and right of the vine (also later in the Wyrm cave), which enables the player to grab two treasure chests in the northeastern part (which is blocked by a water fountain) prematurely.

- I think it's not a good idea to send the player one tile downwards after choosing not to enter the desert hole. For example, the game freezes if - when doing this - Perci II (the horse) has been "parked" one tile south of the desert hole.

- Right after entering Easchester, the fortune teller lady assumes the party has already slain the Lamia.

- For whatever reason, if the player tries to enter the Hydra boss room a second time (i.e. from the second time onwards), he will somehow find himself in the Dark Prince boss room (Exony Castle) instead.

- If the player docks south of Sothport and then enters Sothport from the south, he will lose the ship permanently (game-breaking), since Sothport can't be left to the south.

- The Staff of Morn raises the intelligence stat way more than what is stated in the staff's description.

- When talking to the Druidic Flower after defeating the Great Druid: The first time the protagonist's name is mentioned, the default name (Jaden) is shown instead of the player's choice.

- It seems Trolls (encountered on Twin Dragons' Mountain) don't appear in the bestiary after having been defeated.

- It's unclear what can be achieved (if anything at all) by donating money to the Twin Dragon shrine. I wasted 25000 Gold before reloading an earlier save file; the Twin Dragons can be challenged right away, and the opportunity to donate money disappears afterwards.

- It seems many bosses don't possess instant death resistance (against the Urchin class' Murder skill), which might or might not be intentional.

Thanks again for creating an enjoyable game.
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Thank you for your kind words, and for pointing out some bugs, which will be looked at ASAP


I'm not at my PC right now, but I will check those Bestiary entries for you when I am. 

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Just finished this; it was really good! I really loved the world you created in this game, full of crumbling ruins and people who had lost hope. I especially loved how many secrets you packed into it; I always love exploring RPG worlds. On the negative side, battles seemed to drag on in the latter half of the game, and the enemy weaknesses/resistances seemed glitchy at times, but overall it was a lot of fun!

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Thank you so much! I'll take a look at enemy resistances. What exactly was glitchy about them?

I can't speak for Healy, but I noticed that, for example, stunned, burned or chilled enemies were suddenly weak to fire and ice when being hit with Desert Dagger and Frostblade, though I ultimately thought it was an intentional design choice.

Hmmm, well, at times it seemed like the "WEAK" and "RESIST" icons would trigger at random. I remember one enemy (maybe it was a boss?) where a character was using a thunder-powered weapon against it, but while it showed the "WEAK" icon, no damage was being displayed. I hope this helps!

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How long is a playthrough?

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For me, about six hours since I know where everything is. For most people, it seems to take about ten!

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Originally released on the NES in 1986, Exony is an incredible turn based JRPG that takes you on a great journey!

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Truly a classic!

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Who are you people

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friends :-)

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Hey, jumping in as a pixel artist to say how fantastic the art on this project is, some truely skilled craftsmanship on this.

Cheers!

It means a lot. The artwork itself is by Marumugi!

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Looks great can't wait to play

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Thank you! Let me know what you think.

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Absolute banger alert, get ready to have some fun if you try this

You rock!