Trials of Cascadia
A downloadable game
Take a journey through the verdant but dangerous lands of Cascadia with loyal Paladin recruit Isaac and his rambunctious best friend Orman. As the son of a farmer, Isaac had always dreamt of one day becoming a Paladin like the Chosen Hero, Zvarus. A man whose bravery was legendary and who stood down in the face of no foe. After a year of training with Orman's father Orlan, a retired Paladin general, Isaac sets off with his sword and holy book alongside his friend to vanquish the forces of Darkness that beset the world.
But not all is as it seems on the surface. Those who presume to speak in the name of justice may abuse their power, while those who commit heinous acts may do so out of perceived necessity. Sometimes, even certain facets of history are conveniently omitted. But the truth is out there waiting to be found, as the friends soon find out. Will they do the right thing, or play it safe? Only time will tell.
Handcrafted World:
-A story-focused RPG. Explore Cascadia in an unfolding narrative to discover the world's true story, that spans multiple continents, and possibly multiple dimensions
-Custom artwork to bring the game alive with a vivid watercolor aesthetic
-Custom sound and meditative, emotional music reminiscent of 90's JRPGs
-A plethora of items and equipment to discover
-Special Artifacts that can empower your entire party
-Optional side quests strewn throughout the world map that may increase your reputation
-Playable with controller, keyboard or mouse
Frenetic Combat:
-A charming cast of unique characters, each with their own stories, roles, abilities and skill augments. Mix and match for your favorite group
-Build TP with normal attacks, and then spend them on flashy spells and specials. Gain Pwr with damage or healing to boost your morale
-Delay enemy actions and cancel spells altogether with instant cast skills
-Use elemental debuffs from offensive magic spells to stack weaknesses on your enemy
-Unleash devastating 5 TP ultimate attacks
-Over 50 different enemies for you to encounter, including rare enemies (and even some friendly encounters)
Party Members:
Isaac
Isaac is able to heal the party and cure various debuffs, but he can also dish out massive damage using his Light-based abilities such as Lumina Blade. He has a higher critical chance than others.
Orman
Isaac's best friend from a young age. Although somewhat boisterous and headstrong, Orman has the heart of a hero. He doesn't always like to follow the rules.
Orman is able to protect the party by drawing the enemy's attention and blocking physical attacks with his shield. He excels at interrupting spells and has several defensive utilities up his sleeve.
Aiya
A mysterious and proud elven girl with pink hair, she is able to wield the power of the elements. Although her motives are unclear, she seems to have peaceful intentions.
Aiya can't take as much abuse as the Paladins, but she has the highest damage potential. When using her magic spells, she can also gain enchantments for her dagger, which can be stacked for exponential damage amounts.
Mondrus
An eccentric man who claims to be an oracle, and hundreds of years old. He claims to guide the party towards their destiny, but his past remains obscured.
Mondrus is a hybrid between a healer and a caster. He can cast nature spells which make the enemy more vulnerable or restore the party and apply shields. While his spells are cheaper to cast, they take a short time to recharge.
Status | In development |
Rating | Rated 4.4 out of 5 stars (14 total ratings) |
Author | Lunesis Studios |
Genre | Role Playing, Adventure |
Tags | 2D, Colorful, Fantasy, JRPG, Retro, RPG Maker, Singleplayer, Story Rich, Turn-based |
Links | Steam |
Development log
- Version 0.31 patch notesNov 09, 2022
- Version 0.3 patch notesNov 05, 2022
- Version 0.237 patch notesSep 02, 2022
- Version 0.236 patch notesAug 28, 2022
- Version 0.235 patch notesAug 27, 2022
- Version 0.23 patch notesAug 27, 2022
- Version 0.22 patch notesAug 21, 2022
- Version 0.21 patch notesAug 21, 2022
Comments
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Is the demo lost media now?
Working on a new version with updated maps etc
is this game no longer downloadable?
You have to go to Steam
Hi! I'm a native Italian localizer looking to expand my portfolio as a localization specialist and I was wondering if you were interested in an Italian localization of Trials of Cascadia. If so, let's get in touch via Twitter, my handle is cer_mir :) thanks!
How big is the file to download?
500ish mb
Is it gone?
Just for now, working out some issues but should be back soon with a new revamp!
I don't see a link to download the demo. Is that only a temporary thing?
Yes, we are redoing the art assets as well as some other revamps. Expect it to be back in a month or two!
Excellent game feel. Animations are fluid and attacks all feel extremely weighty and satisfying. Weakness system is unique and lends well to a classic rpg formula. Very fun!
Thanks!!
This guy made so many improvements and put so much effort into this that you will enjoy this game without fail.
a hard worker indeed
Greetings Lunesis Studios.
Just finished your demo and I want to say what a great game, especially for an RPG Maker title. It's actually very similar in concepts to something I've been working on for a couple years (along with some similar lore), though I doubt I'll ever finish my project, so I want to thank you for making a game that almost seems custom-tailored to what I like to play ^_^.
Everything about the demo is great, from gameplay and pacing, to graphics and music. I had a greally good time playing it over the last couple days. The game is so well polished and designed. I can't praise it enough.
That being said, I noticed a couple bugs in the latter half of the demo; Nothing gamebreaking, and they do not detract from the enjoyment of the game, but thought I'd mention them incase your testers missed them. They're all very minor things,
Mapping Bugs:
-Mansion with Elf Maid, the port town. You can break into the black outer area of the map by heading through the wall at bottom of the upper-right room on the top floor.
-Forest after port town; You can move diagonally into the mouth of the hillside where the water comes out just near the rare monster fight. This lets you get up to some shenanigans with cliff climbing.
-There was one more I noticed somewhere between the previous mentioned section and the desert town, sorry I can't recall exactly where that one was.
Typos:
-Desert Town Weapon shop should be "Ensure quality" not "Insure quality".
-Mordrus' Natural Disaster currently has the same skill description as the Elf's 5TP move. However, rather than Fire, Ice, Thunder damage, as the description states, it actually does Wind, Earth and Water damage. I assume the description is the bug not the actual skill, seems the actual skill aligns with his associated elements.
-Probably there was more but those are really the only two I remembered, so I think you did a great job here.
Game Design (These are probably more design decisions than bugs):
-Getting multiple Treasure Chests that are near each other, often results in receiving duplicate items. Are they perhaps randomly generated on a seed? This isn't that big a deal when it comes to receiving Armours, as most Armours can be equipped by multiple characters. But when you beat a rare enemy/boss and receive three identical Spears from the four chests it was guarding, it's a bit more of a downer, considering it appears Weapon Types are not shared across any characters. You can still sell the extras, but it'd be better to get something different.
-KO'd allies at battle end receive no EXP. I know this is how traditional JRPGs do it, but I had a long boss fight where I could have finished the boss at any time, but got stuck into a cycle of reviving an ally only for the boss to take them out immediately as soon as I revived them. In the end I just lost all my patience and items and used my skill that had be prepped for many many turns to finish the boss off, but it was frustrating, forsaking EXP gains for that character. Technically, the character still fought in the fight until right near the finish line, so really they still would have gained combat experience, which is what EXP systems are supposed to represent. Perhaps the no EXP for KO'd allies trope is best avoided to prevent tedious situations such as that?
Overall, these are all very minor things and I think you've done a fantastic job with the game overall. Really looking forward to more, good work!
Thanks for your playthrough and feedback! I've went ahead and fixed all of the issues you've mentioned here for the next build, included the no exp on death part. I'm a strong believer in rewarding the player rather than punishing them, so why not? Let me know if you remember the other passable tile in the canyon map. The next build should have random equipment affixes (random chance to have stat prefixes and elemental suffixes) to spice up the randomized drops a bit and make them more varied. (I can also push the chance to drop more Aiya specific weapons and armor on that map since Isaac and Orman may already be decked out in Iron.)
I'll be updating this as I go along. Here are my initial first impressions for the first half hour of the game. So far, I'm really enjoying it!
I'll be talking to every NPC I can find throughout the demo, and exploring much as I can. I'm using a PS4 controller and a pretty good rig (AMD 8 core 3.4Ghz and Nvidia GTX 1080).
- Options menu is robust and solid
- Intro is good, like the use of spell animations (are some of them custom)?
- I understand that the first 'battle' is story-based, but I would have still liked to fiddle around and try things out myself than just watch it play out. Still pretty cool.
- At 1080p everything looks fantastic (I'm playing on a 1080p 60fps monitor and it's what the game defaulted to for me), but the sprites and all are just too small in scale. The larger battlers look great during battles, but the field sprites are just a bit too small. Suggest either a semi-permanent zoom in (save for battles) or making the field sprites a bit taller (there was a plugin for that in MV but don't know if MZ has it).
- The UI and menus are very clean and look great. Loving the cursor sound effect.
- When I went to save for the first time, I noticed a save in slot 1 already for an hour and a half into the game. Intentional?
- Haventown map is GORGEOUS
- NPC in Haventown (in cave/springs map) "The water from these spings is said to..." Spings should be springs
- Really like the clouds rolling by
- The tombstone that reads "I told you I was sick!" gave me a chuckle
- Loving the custom portrait art
- I like the little details, like going into bushes you get a bushy sound effect
- Overworld is giving me Pixel Remaster vibes with the sheen of light on the sea/lands and all that. Liking it!
- First real battles and things are buttery smooth. Enemies don't hit too hard, and I took care of them in just a few turns which is good to see for beginning battles.
Heyo! Thanks for joining D7's stream today! I fixed "spings" and a few other issues. The save file should be gone in the current build, just me playtesting the export and not clearing the folder. I'll look into zooming on the overworld maps. Thanks for the feedback, it helps me iron out the issues!
Hello Lunesis Studios!
I have downloaded Trial of Cascadia and I am loving it! I am having trouble with making my own maps for my RPG. Would it be ok if I used some of the maps you've created and used for this project? I will give full credit accordingly. Also, do you have the demo version by chance? That way I can mess around with the mapping and such and easier to transfer to my game? I would really appreciate it!
Let me think of a good way to meet you halfway on this. I had zero experience with mapping last year when I started and just used trial and error to see what worked and what didn't, so I feel like if I can do it, so can you!