A downloadable masterpiece for Windows

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This is a game project I begun developing since December 2021, and released on my blog April 2022.

It's a open world game interconnected by maps, where you can create your own guild, recruit members, whose you'll play with as a mini group, and explore the world with.

I tried to follow an approach of freedom, inspired by games like Ragnarok Online, while also avoiding implementing vile mechanics that would hinder your gameplay experience.

As people show interest in the project, I might be able to continue working on it further, and implement new content and stuff.

The way I'm developing the game project doesn't actually have an end goal, so you can pick how you'll spend your time in the game world, with what it has to offer you.

As for the game name, I really didn't got any idea of name for the game, so I'll keep it as is for now, until I get a name. Not even the world has a name right now.

If you want more information, you can check the blog page:

https://nakanondev.blogspot.com/p/guild-management-game-project.html

Or, check the game Indie DB page:

You can check the project Discord Server too, if you want to receive news about updates, speak with fellow guild leaders or even get support.

Also, follow my twitter page to know when updates lands, or have a sneak peak on what I'm working next.

And more importantly, have fun :)

Updated 23 days ago
StatusIn development
PlatformsWindows
Release date Apr 27, 2022
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorNakano30
GenreRole Playing
Made withUnity
Tags2D, 3D, Open World, Singleplayer, Unity
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
LinksBlog, Discord, Twitter/X

Download

Download NowName your own price

Click download now to get access to the following files:

GuildManagementGame.zip 83 MB

Development log

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(1 edit) (+1)

I just remembered a bug where Benny can use Shogeki even while stunned.

Haha, that's definitely not intended.

Tomorrow I'll fix that bug.

Speaking of unintended bugs, I've noticed that the Waschbar warp isn't working at the moment for me.

But in any case, I was doing the headless horseman quest where you're supposed to fight him in the farmlands, and I assumed that you were supposed to fight the variant in Lavanda. So imagine me, going with Tyrone with Asphalion, Rose and Prescelia, alongside an acid dog who I've made a familiar with rose's ability. 

Tyrone was kicking ass in that fight alongside Rose. The real MVPs however were Prescelia and Asphalion. Those two were regenerating about 200 health combined with me having Prescelia use lullaby to put it to sleep when I needed to heal and Asphalion being the Goat, pun intended, in damage, healing and all around utility.

I think Prescelia should have passive damage buffs to make her more viable because Asphalion just trivializes most fights if you get him a high enough level. It goes to show he is a must have character. On top of giving you access to storage of course. I'm not saying you should nerf his abilities, I think other characters should get buffed to have better passives other than just insane healing which passively increases their technique level. 

There should be more emphasis on passives since they are very good. Some skills seem completely useless, like potion throw. Why use something that requires me to have a potion to use when I can just open up my inventory and use an item by double clicking when I have the character selected? Mostly a gripe with Benny since it's a pretty mediocre skill in my opinion in concept. When there's kick wounds which can revive a character from the dead if they have the Regen on while ko'd provided they don't die from a debuff. 

On another topic I barely have decent equipment either. This is all just pretty much raw levels and technique.  Debuffs should be used more by enemies. I find night bats and operators to be terrifying with how they swarm you if you have a related debuff. Not only that, but another bug I think that should be made into a feature is stacking debuffs. You see, when you're inflicted with a debuff you can't gain that debuff again from the same instance of the enemy. 

Note that I said the same instance.

Operators and Night Bats can stack a debuff on you, so you can get more than one instance of the debuff per enemy.  This could balance out the passive healers and make active heals more useful if they remove debuffs.  

(1 edit)

Holy wall of text.

Anyways, lemme try to answer this step by step.

I'll check out why Waschbar Ritual spell isn't working as expected. I had to fix a bug related to it previous update, which might have broken the second function of it.

Priscila really needs some extra skills to make her more reliable. I thought about adding more dance moves to her, once I think about what they could do.

The Potion Throw skill actually increases the effect of the potion thrown at a character too (they heal more), alongside adding an extra chance of healing a character (Since Potion Throw doesn't use potions cooldown). Due to Benny making it easier to get golds, he can buy strong potions to be thrown in battle when in peril.

Buff stacking can happen if they're from different sources. The same is also valid for debuffs.

Btw, if you have Discord, I recommend accessing the game discord server to send feedbacks and bug reports. You can find the link on the download page of the game.

Ah okay, thank you. It's also good to have someone willing to post on the actual game page as to make sure people accessing it here know some things.

And I'm trying to avoid spoilers too btw, heh.

On another topic where is Kiki located? I have Magara already, who I thought was male before reading her quest and actually being able to see her front sprite in a brighter setting, as well as Benny. 

Good luck finding Kiki, and also the person she takes care of.

Fair enough.  It'll be some time before I can find her. I've found Wolfgang and I just need to do his missions. 

(+1)

On another topic, I just remembered I got a Waschbar pet. Now I have dedicated healing, 15 second cooldown on healing is great, and a magic attacker with evasion up is excellent. Since I'm using Magara now I'm going to be storming through the rest of the game provided I am able to get technique levels high enough because many of them have great passives. 

Question, what pets are currently available in the game? I'm curious if there are other enemies I can tame and use in my party. Which I hope eventually when the player character is added they will always be first in the party and increasing the party cap from 3 to 4 with the player character being the leader of the party, but other characters comments still add banter to the game. Since, it's kinda goofy there's no guild leader and the guild kind of magically manifests. I hope the player character can interact with other characters and learn their classes to add more customization with more friendship. So far, I've found myself constantly using two characters just because of their classes. The charmer and the chill musician first have passive healing that's kind of busted. The chill musician being stronger than the charmer by technicality due to him having 3  different ways to heal and buff the party passively, not to mention he also gives the guild storage action for free. While the charmer isn't as great by comparison, but makes up for it in her dance of scales which is pretty good, if you don't get your butt kicked before you can pull it off. 

There is a small amount of pets available, whose you need to find their pet food to be able to try taming them.

Some of the pets are obvious (like the bunnies and the dog), but others are a bit more tricky to find their pet food.

Basically, check a pet food item description, because they will tell which monsters you can tame with them.

As for the absence of guild master right now, the guild doesn't simply "manifests". When the first member is recruited, isn't a ghost adding it to the guild. It's just that the guild master is not a playable character right now, but I will work on it in the future, once I formulate how the guild master and their classes will work (currently, I only got a Human Fighter and Mage drafted, with the Female sprite needing work).

Interactions with Guild Members is something I'll have to add. Would be nice to hear what guild members have to say, and also what they think. And also know more about them too.

Yeah, the new passive from the musicians really makes them handy (beside on the released version of the game, it's also buggy, since even ko'd they can still offer healing). Maybe it might get nerf in the future, but at least they made the musicians even better regarding support, so Kiki can get some rest.

I haven't even gotten Kiki yet. XD

I have the other two, the snake and the centaur.

Anyways, what I meant by manifesting is how it will work with saves prior to the addition of the guild master.

Already I've found a bug. Dennis is using his underwear sprite during combat despite having clothes on in his inventory. So for whatever reason he's just in his undies.

Thanks for the report.

I just saw here, and a frame that wasn't intended to be exported with his outfit ended up being, which causes the standing frame to show nothing, and the walking combat frames to be delayed.

Next update will bring the fix.

Cool. I'll see what else I can find. I'm also wondering what pets I should collect considering the acid doggies'... "Green shower" plus armor piercer seems really crazy since I'm assuming it can inflict bleed on top of acid. Which sounds like a recipe for damage.

I mean, that just spices more the builds you can make on your gameplay.

Oh nice, I just saw this update and it's literally the last day for children's day event.

(+1)

So far the game has opened up for me after the tutorial. As soon as I entered south Gavea fields I instantly realized that I was going to get lost fast without a map or a better camera angle. If it weren't for the raised areas I would have been much more confused on my location.

Eventually I met dolly, was absolutely stomped and invited the dog to my guild and only now noticed his technique is "stabbing" and he is a thief class. Which is going to be great for the long run. So far my issue with the combat is the lack of an indicator for an enemy's level.  

Soon I'm starting to realize that my tendencies to pick up everything I see in most games I play are going to be absolutely crushed with the weight system and limited inventory space.  Hilariously enough my first thought while writing this is the dark souls of rts because of the lack of a map. Only to find out that dark souls never had a map and that made me realize how lucky I am to have a compass due to my bad sense of direction at any given moment. 

Soon I realized that I was going to have to cram in as many guild members as possible. Even though I only gave myself 3 then started to take applications for other characters. So now I have to work my way through characters that I know little about and hope I don't end up losing guild members to a fatal enemy that I never knew about until last minute. 

It's a good practice to check if your guild mates can take on new challenges you bump into. If a monster is too tough or hitting too hard, it's not bad practice to return when you get stronger. The absence of levels for monsters allows one to take risks, and measure if they can take the challenge or not.

Even if guild members suffers fatal defeats, they wont be removed from your guild (even more since I didn't implemented hardcore mode yet).

Trying out new guild members you unlock is a good way of discovering their strengths and uses for battle, and looking for new ones helps too.
You never know when you'll bump into a new potential guild member.

Yeah, I still get worried though. I'm still learning how to do different things and so far this game is a fun challenge!

(+1)

I think I'm going to like this game. It feels rough around the edges, but it's obviously a work in progress and has quite a bit here. Granted, my most personal issue is the movement system and lack of a map, but I suppose that adds to the challenge of the game. You're starting from the bottom so you have to remember where everything is. that and this an RTS pretty much, I have a very slow reaction time. 

I also feel like there should be a character that's a stand in for the player since it feels a bit weird that the characters apply to a guild that doesn't have a guild leader. Of course, that would be asking for character customization which is another matter entirely. 

The tutorials are okay, the only one I have a significant issue with is the tutorial for the techniques. There's little mention of how to equip and examine the Techs which, is important. I know the game mostly is mouse based but the hitboxes for some things are a bit iffy.

I suppose the main issue for me is the GUI itself and in game camera. It feels unnatural and has some issues. First big issue is the scrolling for the gui. Since there's no buttons to differ the camera and the mouse wheel camera zoom, if you try to scroll you end up zooming in too far. In addition, the details section of individual techniques doesn't have the scroll reset. So some skills with shorter descriptions you have to drag to back up to get to rather there being defined boundaries for the text boxes scrolling. 

These were just from me completing the tutorial stages. Overall, pretty good game to start with, but I've barely dived into it so some issues might grow on me and I accept them.

Anyways, I'll be sure to keep an eye on this game!

Thank you for your feedback.

I begun checking a bit the tutorial, to see if I can improve the explanation on the parts that are lacking.

I will still need to work on the Guild Leader. Gladly, I have a more solid idea of what to do about them, beside I still need to plan out their customization.

The game lacking a map is intended. You'll see that quests and their quest logs direct you to the field or npc you need to talk to, and uses cardinal directions to tell which place of the map your target is. If you have troubles with cardinal directions, some Waschbars in the tutorial map can help you with that.

The other reports I'll look into as I develop the game.

Have fun :)

I will! Yes, I did notice the Waschbars in the tutorial area. I have a general sense of direction.

(+1)

Both the game and the dev are great would highly recommend!