Relics of Aurelia
A downloadable game
Relics of Aurelia is a non-linear JRPG where every boss you encounter is a puzzle and every piece of equipment you find is cursed!
As a teenager transported from modern day Tokyo to the ruined fantasy world of Aurelia, item descriptions of the mysterious Relics you’ll find won’t tell you much besides “this sword looks sharp” or “this shield is heavy”.
Talking to the locals, checking bookshelves, and inspecting helpful rune stones may shed some light on what sorts of powers and curses each Relic holds.
Discover, identify, and equip different combinations of Relics to overcome the unique environments and fascinating monsters standing between you and your way home...
...or perhaps make new friends, uncover why the Relics were cursed, and take an active stance in the struggle for the fate of Aurelia.
Characters:
Makoto
An awkward but friendly teen from Tokyo obsessed with video games and obscure challenge runs. When he is randomly transported to the JRPG-esque fantasy world of Aurelia, he quickly finds out that "Grinding monsters for EXP" is not an option so he must put his challenge run skills to the test if he hopes to make his way home.
Rel
A talented adventurer who spends her time traveling from town to town taking on monster slaying commissions without ever accepting payment. Rel is quite popular amongst the newer crop of adventurers in her class but rarely works with others.
Louis
An optimistic and endearing scout, youngest in a family of famed Relic Hunting Adventurers.
Louis sets out to follow in their footsteps but is determined to stand out from their collective shadow.
Lucant
A seasoned Relic Hunter looking to settle down and live the simple life after losing her husband to a great monster years ago. These days, she runs a farm and acts as a guide for scouts and lower rank adventurers who need advice or a place to rest.
Artyr
A cautious Paladin who has lived for centuries via the enchantments of the Relics he has equipped. He is viewed as a godlike figure by the people of Aurelia due to his abilities and the selfless nature of his great deeds.
Renault
A Dark Knight peerless in his knowledge of the Void as well as his ability to traverse it. Prior to the disappearance of the Royal City Aeternium, he was next in line to be King. Renault believes he alone can save Aurelia... but from what exactly and at what cost?
Features:
- Exploration one might call “rewarding”
- A non-linear interconnected post apocalyptic (but upbeat) fantasy world
- Townspeople and adventurers who may actually build character if you don’t do all of their quests for them
- Countless horrible Relic combinations and a handful that are quite useful
- A lot of lore (optional reading / logs) and some story (cut scenes) too
Want to give feedback or chat with others into this sort of thing?
Join our Discord:
https://discord.gg/NwvRHw5FqT
This project is currently a work in progress; it is missing many aspects that would make it a complete game,or even a complete demo, (eg: most assets are placeholders) but I'm hoping to improve it as I build it based on your feedback so please feel free to let me know what pieces you enjoy or dislike.
Credits:
- Yanfly
- Galv's RPG Maker Scripts & Plugins
- MV Layer Graphics
Updated | 9 days ago |
Status | In development |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Plexicrafts |
Genre | Role Playing, Adventure |
Tags | Anime, Fantasy, isekai, JRPG, metroidbrainia, Metroidvania, Retro, RPG Maker, Top-Down |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Mouse, Gamepad (any) |
Accessibility | Configurable controls |
Download
Install instructions
- Download the zip file
- Extract it
- Open the folder
- Run the game application in the folder
- Enjoy!
Development log
- Balance changes and bug fixes9 days ago
- Discord Access16 days ago
- From Idea to Minimum Viable Product16 days ago
- Fewer Random Battles in Starting Areas16 days ago
- New Title Crawl Included16 days ago
- Intro Improvements16 days ago
- New Lore Sprinkled in on Bookshelves and a Dungeon Redesign16 days ago
- Patch notes for demo .10216 days ago
Comments
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I enjoyed this game, and I think it has a lot of potential going forward. It is still just a demo, but there is something here for sure.
While the story is not always apparent and "there," it has a strong base, if not a little bit of an isekai. The combat is what you would expect from an RM game, but with the many different relics introduced, it keeps combat a little more fun with its variety of items.
If you decide to play, keep an open mind!
Thank you so much for the kind words!
I've added a bit more story to the opening area in the new .76 version of the demo to help set up the characters, world, and stakes a bit better.
I aim to polish some of the battling to make Relic choices the focus but still spice up the encounters once you've decided what to equip!
Next thing I'll likely add is a bit more lore sprinkled into the notes and bookshelves. I'd love to spend more time on additional side quests but I want to focus on getting the starting area as smooth as possible. :D
After an hour of giving it a good play through, I am still not done with the story but have noticed some things about the game. So here's a brief review. Please note that none of this is to dissuade or put down, as I would indeed like to see this completed and do suggest the game for a download.
Likes:
-The combat is unique in that it does not rely on levels but rather gear, focusing on having the right gear and skills so that you can take on enemies. Meaning you no longer have to spend large amounts of time grinding EXP/Levels in order to put up a good fight or find victory.
-The layout of each area is well done, having a nice feel that the world is indeed lived in.
-Key items are more than just one and done, but rather stay for a more permanent reminder of what items do or special encounters you will face.
-The story is rather pleasing and can be equated to a light-read. While not overly deep, it is deep enough to enjoy the world and see what the other characters have to say.
Dislikes:
-While the story is interesting and not too heavily tropey or leaning too much into the isekai style of stories, there is a small problem. That problem primarily being is that the story doesn't properly layout goals early on, leaving moments of feeling without direction.
-Random combat encounters do not feel rewarding or worth doing. While you do get some items from them, primarily essences, unless you are farming them for a craft, it is better to just run versus doing battle.
-Some of the set encounters do not feel properly balanced out. A risk vs reward customization is a novel concept, but can easily lead to frustration of how to deal with a type of enemy, especially when you find items but are not able to find correlating notes as to what the item does. (I.E. Brittle Axe is needed to beat slimes, but no notes were found before that battle saying what the axe did. Or the Rusty Metal Ring which I can only say that it does damage over time to you.)
Hey, thanks so much for the kind feedback!
I’ll absolutely use it to improve the game.
To address some of the dislikes:
I should point out that the story is likely the last piece I’ll look to add and polish while I continue to balance the systems. Atm, it’s simply an intro, 2 side quests, and whatever the NPCs say as a one off.
I will begin to sprinkle some lore into the bookcases (to give Artyr, Renault, and Aurelia in general some more history and context) and letters from NPCs on their desks will continue to be used for world building.
When it comes to the “escape” strategy, I totally see where you’re coming from. Without the incentive for exp, when you don’t need the loot or money, and with it so easy to escape, the choice to escape is an easy (and sadly uninteresting) one to make.
I’ll absolutely look to balance this aspect in further iterations by adjusting the trade offs.
As for the balance of the Relics and clues, I believe I have not sign posted or tutorialized this aspect very effectively yet. Thank you for bringing it to my attention.
As a work around for now: The black stones will give you clues about what Relics do and the white stones will give you clues to strengths and weaknesses of enemies that can block your path.
Once you read a stone, you will be able to reread the clue it gives you by checking for it in your Key Items.
The Rusty Ring clue is next to the cave where you start the game and the Brittle Axe clue is found in the Mountain Pass area.
Looks like you overcame the Slime Army before getting the Brittle Axe clue so congrats on the sequence break! I’ve seen people use the Rusty Ring + Barb Garb to get past them which uh… was not intended so it’s always cool to see what “Keys” people come up with (as long as the challenge still feels rewarding, that is)!
BTW, have you completed both of Rel’s side quests? I’m curious as to what your thoughts are on that aspect.
Either way, thank you so much for trying out the demo and giving your feedback. :)