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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

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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?

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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!

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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!

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Thanks!!

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This guy made so many improvements and put so much effort into this that you will enjoy this game without fail.

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a hard worker indeed

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Seeing is believing, you wont be disappointed
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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!

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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.)

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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!

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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!

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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!