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[POTS] [COMPLETE] Forever's End: Episode One

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Rep: +0/-0Level 82
Winner - 2011 Autumn Project of the Season

Forever's End

Voted RMN's Most Promising Demo of 2010 Misao

In the world of Linguardia, the nations of Rikalia and Dorent are the reigning powers. Although both leaders have been at peace for centuries, a dark cloud is on the horizon. King Richard, leader of the Rikalian Empire, has recently lost his wife and daughter to a pack of demons. Now, his mind twisted from grief, Richard is on a quest for domination. His plan: to harness the power of the six legendary crystals, which, according to scriptures, will bestow the wielder with unimaginable powers if brought together. With Richard on a path of destruction to collect the crystals, war seems inevitable.

Players take control of Epoch Lander, Captain of Richard's Dragon Knights, an elite force within the Rikalian Empire. However, when Epoch begins questioning the morals behind Richard's actions, he is arrested for treason and sentenced to death. With his head full of unanswered questions, Epoch must decide whether to accept his fate or fight for what he believes to be the greater good: even if it means fighting alone.

..:: FEATURES ::..

- A vast number of different playable characters, each with their own unique battle skills.
- Consistent graphical style, borrowing mainly from the Treasure of the Rudras.
- Capture monsters and use their skills against your opponents in battle.
- A compendium to keep track of all the monsters you've scanned and captured
- A well-crafted story with strong character development.
- Approximately 15-20 hours of gameplay for Episode One depending on how many of the sidequests you do.
- A magnificent soundtrack, featuring a large repertoire of songs by Yoshitaka Hirota and Yasunori Mitsuda.
- Beautifully drawn, comic-style cutscenes by the talented boobledeeboo

..:: SCREENS ::..

..:: RECEPTION ::..

Forever's End has received a total of 14 positive reviews on RMN, making it one of the most reviewed game on the site (although some of these reviews are for older versions). It is also currently the most subscribed game on the site.  You can read these reviews by checking the homepage here:

Forever's End Reviews :: rpgmaker.net

Here are some quotes from people who have reviewed the game:

"Forever's End appealed to everything I love about RPG's...I couldn't recommend it enough." - Little Wing Guy

"It has a genuinely gripping storyline, and I cannot wait for the next installment of this game...I literally want it right now, and if you play this game, you'll see why... " - Fallen-Griever

"{Forever's End} has some spectacular and engaging characters and dialogue to make for a compelling game experience." - Solitayre

"...this game is great and is on my list of most wanted games. It's a must try." - Tyranos

"Seriously...this game is pure sexual magic." - Feldschlacht IV

..:: DOWNLOAD ::..

Forever's End: Episode One

..:: CREDITS ::..

Character Sprites and Graphics
Treasure of the Rudras

Map Design
Little Wing Guy

Yasunori Mitsuda
Junya Nakano
Motoi Sakuraba
Yoshitaka Hirota
Nobuo Uematsu
Shiro Sagisu

Custom Song
Remember~ - Alex Amana

Custom Artwork

Beta Testers
Little Wing Guy

..:: CUSTOM ART ::..

All custom art, including comic-style cutscenes and facesets, is drawn by boobledeeboo.

Click for examples:

Spoiler for:

..:: NOTES ::..

I'm posting this here because it's gotten a pretty good reception on RMN, and I believe any RPG fan should check it out. If you encounter any fatal bugs or glitches, or just want to critique or suggest something, don't hesitate to inform me.

If you want a more indepth look at game progress, you can check out the game profile at RMN:

Gamepage :: rpgmaker.net

I hope you all will check it out!
« Last Edit: November 15, 2011, 10:54:09 PM by modern algebra »

Rep: +0/-0Level 82
Winner - 2011 Autumn Project of the Season
Well, we are using our graphics from the same source.

pokeball NPCOfflineMale
Level 84
Asking you to rescue princesses since '05
Great, just finished. Seemed pretty professional.
Only a few typos and i don't even remember where they are now. Also, a few map glitches (you can walk into the pool where the old lady enjoys looking if you walk along the bottom first, stuff like that) but nothing too noticeable.

So, in review: NICE
Why do 1 lined nameless NPCs never get taken seriously?

Rep: +0/-0Level 82
That's a pretty good demo. The level design is great. Can't wait to see more in the future.

Rep: +0/-0Level 82
Winner - 2011 Autumn Project of the Season
Thanks guys. I'm glad you enjoyed it. I'll keep you all posted on the latest updates.
« Last Edit: January 22, 2010, 04:21:03 AM by NicoB »

Rep: +0/-0Level 82
Winner - 2011 Autumn Project of the Season
Eliminator just recently posted an extremely well written review for Forever's End, so I thought I'd share it to anyone who is deciding whether to download the game. It's a great review that covers near every facet of the game. Note that there are a few minor plot spoilers (nothing too major though).

Spoiler for:
Impressive, enjoyable RPG experience with a few flaws.


01/15/2010 04:54 PM
This review follows the newly uploaded version of Forever's End (as of New Year's 2010 I believe), not the old, nigh unplayable one. The purpose of this review is to:

1) Give information to those interesting in downloading and playing the game.
2) Provide feedback to NicoB in hopes of him improving the game.

This is my first review of an RM game. It's a bit long. Hope I don’t sound like I’m rambling the whole way through, and I hope you like it!


The story starts off as one giant cliché storm and does not let up until a few hours pass. If you’ve ever played a JRPG, then expect to see plenty of reused plot devices and character archetypes. It gets better. After a certain point the characters start to show a bit more (and deeper) personality, and the plot really picks up one its own.

Most of the story concentrates on Epoch Lander and his struggle between morals and following orders. Joining him is Elise Alkenridge, who is probably the main heroine of the game and a girl with mysterious powers. An interesting note is that the story does not follow Epoch all the way to the end of the demo. At a certain point you will play as a character in a flashback(?) sequence. At another point you play as a young boy named Lee on the run from Evil Empire, with the help of a talking goblin named Goldo. Of particular note is a sequence where you briefly play as another character.

On the antagonist side, we’ve got King Richard, an evil king bent on gathering MacGuffins (and they HAVE to be crystals!) to conquer the world. There’s also a mysterious shadow monster race called the Lost (probably the most interesting villain so far), a hooded man (…yes), a demon hunter named Slade (is it a requirement that every RM game have a character named Slade?) and an evil advisor named Marcellus, who seems like the main adversary to Epoch and crew. I am guessing his demise involves him getting raped in some basement by a leather-covered manchild. Or not.

No, but seriously, the story does get better in the second half of the game. Characters start to get much more interesting, new plot threads appear, and there are quite a few twists that appear out of nowhere. Twists! Hell yeah! Sometimes the pacing felt a bit off: there were no towns until about a few hours in, and a cutscene bombardment occurs at one point. Still, this is no big problem as it goes with the flow of the game.

Maybe some reworking of the first few hours of the game could work. Especially try to make the characters appear more interesting and less cliché (I was already sick of Epoch whining about what is right and wrong in his head before leaving Rikalia Castle). Flesh out some characters, add depth and personality and stir away from the same old archetypes we see in Final Fantasy and other big-name commercial RPGs. You seem to be able to figure it out and do this later on in the game, so why not give the first few sections similar treatment?

+Interesting setting.
+Some grammar mistakes, but effective writing overall.
+Protagonists and antagonists have huge potential.
-Cliché storm story so far, which only gets good halfway through.
-Characters without much personality, could use a bit more development.


Aesthetically superb is all I can say. There are two mapmakers, and you’ll be able to tell when you see the maps later on despite the fact that the same chipsets were used. Rudra looks great, and NicoB’s maps still look terrific. I suggest not worrying too much about mapping at all, whatever’s in there does the job perfectly. There are a couple areas which use standard Mack and Blue / RTP chipsets, but they seem to fit in well. I can’t see a game of this scope using only Rudra in the completed version, so it’s only fair.

Not much to say about characters and animations. There’s lots of cool effects, especially in cutscenes later on. Skills look great when used in battle (though spells seem a little simple). I didn’t understand why some guards were charsets pasted into monster designs (Hyuga), some guards were FFVI guards which looked like giants compared to Hyuga and his buddies, and some were cartoony-looking Rudra guard rips.

As for design, it’s pretty and pretty top-notch. There’s lots to do here—a stealth mini-game that’s actually pretty fun, useful items in treasure chests, being able to camp out and interact with characters on the world map, and other neat little features. There are only two towns (more like one since the other is just a preview) but they feel complete and lively. I also liked how there were no towns in the first half of the game, it seemed like a break from the regularity of most traditional RPGs, which is a plus in my book.

Dungeons, while neat, are pretty simple overall, with nothing mind-bending about them. I hope in the future you add some more puzzle, or clever design segments. Something like that stealth section.

Also, points for monsters on the screen that chase you when they see you and go back if you run far enough.

+Exceptional map design with little flaws.
+No random encounters.
-Dungeons are mostly simple and straightforward.
-Some mismatching/clashing problems.


Those who played the first demo of Forever’s End will most likely be glad to hear that the difficulty has been toned down quite a bit. The first demo was extremely hard, but not challenging, just tedious. In this demo, random encounters are quick and painless (no longer am I spamming Epoch’s Atom Slice as it’s the only thing that does damage), boss fights are much easier to handle, and the flashback dungeon is actually possible now (okay, I’m exaggerating, but I could not get past that without cheating). You also have easier access to items, and a new gameplay addition simplifies things even more while keeping the game unique.

The latter addition is the monster capture system. In the game, each dungeon consists of several enemy encounters and you have the ability to trap them in crystals, which can then be used as battle items, or can be traded in to a monster collector for valuable items. Capturing a monster is simple, but requires a couple different items: a Scan Crystal (which can be used on any enemy to identify their HP totals, weakness, etc) to gather information, a food item, and a capture stone. When you scan the monster, you will be informed of the type of food they prefer. Now, use that particular on the enemy and they will begin eating it, after which you can use the capture stone to acquire that monster’s ability stone. You’ll want to use and abuse this system, because not only are the monster abilities immensely powerful, but trading monsters in nets you some rather awesome items or equipment. Also of note is that every time you scan a new monster, you gain scouting points. Get enough of these to raise your scouting level and be able to fight new fiends on the map. In one instance I was able to fight an optional boss which I believe only appeared when your scouting level was high enough. Very cool.

Unfortunately, this system has some problems, again relating to the game’s difficulty. For one, you can use the monster abilities more than once – I’m not sure how many times as it doesn’t say (let the player know in the future version). This makes them a bit cheap, especially the powerful damage dealers such as Kaasht and Tundra. Two, and more importantly, is that capturing a monster is 100% guaranteed once you feed them their food, provided you are at a high enough level, which you will almost always seem to be. There is no chance of failure. This means that you can simply throw a food item at a certain monster giving you trouble and then capture them, erasing them from the battlefield completely. While I did not run into any enemies that gave me a hard time, in future versions this could be a cheap tactic to winning a battle. A suggestion would be either to make the % rate higher depending on how hurt the enemy is, or higher depending on your level.

Have I talked about the battle system at all other than capturing enemies? No? Oh yeah, well the battles are fun and fluid. Epoch, Lee, and Goldo are unique in that they have different fighting styles. Epoch has to learn new skills through magazines which he can then upgrade, Lee draws skills from enemies which he then keeps permanently (again with 100%), and Goldo can steal tools from enemies that he can use to make new items, which only he can use but cost MP to be used. I’m not sure what Elise’s unique role is, but she seemed like a genuine spellcaster to me.

Another cool addition is being able to equip books to learn new skills from winning battles, similar to Starless Umbra’s magic learning system. I liked how the books were real classics like Dante’s Inferno, which teaches fire, and 20,000 Leagues Under the Sea for water. I look forward to equipping Stephen Colbert’s I am America! in order to learn the ultimate magic.

Other than that, everything about the gameplay is right on, without any big issues. The big problem again is the difficulty, as the game is absolutely too easy. I did not get a single game over, and every single boss fight was a joke. I did fight every single enemy in the dungeon beforehand though. This is encouraged of course, since you not only get something special for clearing out an area, but so you are able to capture every monster and get even more neat things. Since regular battles are so simple it is easy to clear out an area, which then means you’d be ready to wipe the floor with the boss of the area. Then again, I’m pretty much a completionist and not everybody is the same way, but I just breezed through the game with only the desert ruins being a little harder than anything else. Also, Lee is an absolute GOD in battle, and when you get Goldo you are unstoppable.

One last thing, even though the game needs some balancing, it is still miles better than the original version. In the original I could not get past the desert ruins because I was out of items and the enemies were brutal. I had heard the bosses get even more frustrating after that point. If anything, you could make the bosses in the new version offer quite a big challenge, but keep regular enemy encounters the same difficulty.

+Excellent, polished battle system.
+Different characters with unique battle skills and abilities.
+Cool monster capturing mechanic.
-Too easy.
-Monster capturing can be abused.


This is commercial game music, so expect to recognize many tunes. Again, a lot of it fits well into the game, and some tracks that I barely heard in their own games were used to good extent here, which made me like them even more. Much of the music is from Shadow Hearts (Covenant I believe). All of the battle themes including the boss themes are, I believe, and so are the world map and title screen themes. It's almost as if you were making a Shadow Hearts fangame, so I dunno, maybe get some variety in there? Other than that, there's also some Final Fantasy, Chrono, and ARMs in there, and some original pieces. I despise popular game music in midi form in video games, and fortunately Forever’s End uses all .mp3 quality themes.

I liked that there were different battle themes, and a handful of different boss themes. Really cool when you don't have to hear the same boss themes over and over - the theme played during the sewer boss deserves mention because it is absolutely AWESOME. I know it's from Shadow Hearts but which one? Whatever, it's AMAZING and should be used for the best, most epic fights in the full version. Okay, maybe not, but you really did a good job picking out some of the songs.

+Good choices for music.
+All high quality; no midis.
-Overdosed on the Shadow Hearts music – actually this is not really a bad thing, just an observation…


I took off some points because some sections felt a bit incomplete, besides the last town which was fine since you warned us about it anyway. I believe there was an inaccessible treasure chest in Namu Pass. There was also a skill I learned from a monster with Lee that popped up as something else.

Let’s see what else:

-Goldo should have a Scan Crystal ability at some point.
-There should be a merchant in the desert ruins. I ran out of scans and couldn’t get all the monsters there.
-There is a music glitch in the Royal Hunting Grounds, or maybe not as I’m not sure you intended for it to be this way. When you enter, there is no music, and after a battle you hear the world map music the rest of the way. It changes to the dungeon music when you get to the save point and stays like that for the rest of the dungeon.
-Is there a monster encyclopedia anywhere, or have you not added it in yet? I thought I saw a screenshot.

Nitpicking aside, it’s a great game and I look forward to the completed version. In terms of overall game design, what you’ve crafted is impressive, and I believe you have the potential to finish this. The story, while starting off rather lame, also seems to be gradually getting stronger.

It is a lot of work, and it seems like quite the ambitious project, but I have faith in you. This is currently one of the best traditional RM games out there, and it has potential to be one of the greatest projects in 2K3 if it is completed.

Final Score: 35/40 = 4.375/5, rounded to 4.5

Rep: +0/-0Level 82
Winner - 2011 Autumn Project of the Season
Bump. Just released Forever's End: Episode One. Check it out here:

Gamepage :: rpgmaker.net

Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Cool. Good work! I look forward to playing it.

Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member

Forever's End has been nominated for Project of the Season: Summer 2011! Place your vote in the voting topic.

Rep: +0/-0Level 82
Winner - 2011 Autumn Project of the Season
Oh wow, that's awesome. I'm honored, haha.

Rep: +0/-0Level 82
Winner - 2011 Autumn Project of the Season
Hey guys,

Thought you'd all like to know that Forever's End is getting its own original soundtrack!

I'm receiving help from a really talented composer by the name of Jose Moreno, aka CastorOnline, who has offered to help me for a very reasonable price. Jose is a Mexican composer whose experience includes transcribing partitures, making arrangements for school orchestra, composing the Chrono Trigger Medley performed in cafe iguanas at 2009, composing many themes for various independent games, and composing music for local filmmakers (short films). I was really impressed with his style after listening to his older works; and seeing as I was looking for a composer for my game, I decided to snatch him up before some other user got the chance. In less than a week, he's already finished four songs for me, and I think they're fantastic.

Here are three songs that he has already composed for the game:




You can check out every song he's composed for Forever's End by clicking HERE and get updates when Jose posts new songs by subscribing to his video page HERE.

I've also gone ahead and created an OST tab on RMN's main gamepage that has all of the songs he's created for FE, which I will update periodically. I'm really happy with what he has composed so far, and I look forward to continue working with him. I've heard a lot of people say that my game's music was too recognizable and could really improve from a custom soundtrack. Hopefully, these new songs will help improve the game's image and its originality in the eyes of the player.

In addition, Jose is also making his own RPG Maker game in VX called Emerald Chronicles: Castor Wars. It isn't currently in English, but the main characters are beavers, and that should be enough incentive for any gamer. You can check it out HERE.

Let's all show Jose some love.

Rep: +0/-0Level 82
Winner - 2011 Autumn Project of the Season
Oh wow, just realized I'm project of the season, haha. Awesome! Thanks to everyone who voted for me, and ModernAlgebra for nominating me a second time. :D

Level 74
I'm baaack!
This seems like an awesome game! I especially wnjoy the olden graphics style. They remind me of the RPGs I fell in love with when I was younger!

Level 62
RMRK Junior
At first glance, this game looks very close to Golden Sun >.<

Great job.