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Patch Notes  (10/9/23):

  • Fixed a bug where "Skill Block's" cooldown didn't work
  • Increased "Skill Block" cooldown from 3 turns to  5 turns
  • Added some more information about buffs, debuffs, and combat in the tutorial section 


Patch Notes (10/9/23):

  • Balance changes across the board (except for Sanctum Quest enemies and bosses)
  • "Skill Block" now lasts for 2 turns instead of 2 actions
  • "Quick Stun" last for 2 rounds instead of 1
  • Mining gear no longer appears in the Fallmire Armory until you purchase a mining license 


Patch Notes (10/5/23):

  • Minor bug fixes
  • Added visual health bars for bosses


Patch Notes (2/2/24):

  • Minor bug fixes
  • Changed some map transitions to make them less awkward
  • Cernunnos no longer regenerates HP during "Lightning War" (This should speed up the fight a little bit)
  • Slightly increased movement speed


Rise Above takes the classic turn based JRPG formula and refines it by making it a bit faster paced, as well as giving a lot of room for skill expression and build customization.  

Play as Lero and explore the forest region of Fallmire! Tackle menacing bosses, complete side quests, or just sit back and do some fishing! The world is open!

+ Combat  

Rise Above is not attempting to do anything new with turn based combat. However, there are some major changes that spice things up! The combat system is inspired by Final Fantasy XIV which is strange since FF14 is not turn based! Rise Above takes certain concepts from FF14 and integrates them into a turn based format. Combat is reliant on stringing together rotations and combos, as well as keeping up with buffs and debuffs. In addition to that, combat encounters (Mostly bosses and super bosses) will throw out brain teasing mechanics that will force the player to create a solution to survive. 


+ Exploration 

The player is able to freely roam around the overworld, and visit different zones with varying enemy levels. One of the main goals of exploration is to reward the player in someway. For one example, the player can enter a high level zone early in a playthrough, and depending on that player's skill level, they'll be able to conquer the area and receive loot or upgrades a lot earlier then they're meant to. On top of this, some abilities can only be found through exploration, meaning you won't be able to progress until you do some exploring.


+ Skilling 

Professional skills can be ignored all together, however, they bring massive benefits to players who decide to pursue them!  Each skill has their own levels and leveling methods. This is achieved through a license system. In order for a player to begin leveling a skill, they must first purchase a license for that skill.  But, why go out of the way to level these skills? Leveling these skills will provide powerful benefits! For example, if you level your mining skill, you will be able to sell ores for more money at blacksmiths! In addition to this, blacksmiths will sell you items at reduced prices! That's not even mentioning the exclusive gear you'll be able to craft from the ores themselves!

+ Minigames 

Minigames are side content that serves to give interesting rewards through doing their activities! 


+The Demo Includes

1 Region to Explore

3 Dungeons

2 Story Bosses

2 Optional Bosses

1 Optional Super Boss

11+ Unique Enemies to Encounter

30+ Unique Armors and Weapons to Collect (split among the 4 current classes)

40+ Unique Items and Materials to Collect

2 World Traversing Abilities to Collect

2 Skills to Pursue

1 Minigame which includes 2 Mini Bosses

9 Unique Quests to Experience (Side and Main Story)



All feedback is appreciated!


+Media :

Twitter:

https://twitter.com/LunarSpiralGame


YouTube:

https://www.youtube.com/channel/UCDTnqNusxYyhp2MA-8klNwg




Download

Download NowName your own price

Click download now to get access to the following files:

RiseAbove.zip 570 MB

Comments

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???

(+1)

Its that time


Trying out ya demo


(2) rarelytypicalplayers - Twitch

(+1)

Thank you for playing! I apologize I wasn't able to catch the stream earlier.

(19 edits) (+1)

Alright, I finished the stream and I enjoyed every minute! 

-I'll touch on the elephant in the room first, the "Deep Forest" area and balancing. The original path of progression was meant for players to visit the armory in "Wood Town", complete the quest you receive from there, gear up, and then proceed into the "Deep Forest". It was my mistake for pushing the player too hard to enter the "Deep Forest" early. This is something I would've never foreseen if I didn't watch your playthrough! In addition to this, I agree with you on the balancing issues in some places, especially since I designed many encounters to be close calls. I also noticed a lot of frustration as a result of that. This is on my end because I thought "Difficulty = interesting combat" which looking at that statement now, is completely false. That final fight was especially painful to watch because it was the pinnacle of all the issues you were having with this game. I'm not gonna lie, seeing you trashing on that fight had me rolling on the floor!

-Next thing I'll touch on is the intractability of the world. I noticed that a lot of the time you'll attempt to talk to the NPCs or interact with interesting looking objects but most of the time you can't interact with them at all. This is also something I did not see coming because as a dev, you already know what you can and can't interact with. It created a weird illusion for me where I believed the world was very interactable. I also agree with you with graves not having text! It's a massive sin!

-The last thing I'll touch on that I noticed is that I failed to inform the player to play aggressively. I balanced everything around "skill blocking" the strongest attack and "counter kicking" the "stances", and then focusing on DPS. I noticed you playing very defensively which prolonged and increased the difficulty of many encounters.

Also the level 20 battler only having 2 skills is a massive oversight by me! 

-Overall I really enjoyed the stream! It gave me a whole new perspective. Many of the issues we both noticed is the difficulty and balancing. I'll tackle many of the major issues you've experienced and update the demo accordingly. Thank you for your playthrough and feedback! Not only will these criticisms benefit this project, but it will also effect all of my future projects!

Hey there! Just letting you know that we're going to feature your game on out RTP (Rarely Typical Players) Podcast on Youtube: https://www.youtube.com/@RarelyTypicalPlayers

And Twitch: https://www.twitch.tv/rarelytypicalplayers


Next Wednesday at 2PM EST!


My cohosts and me are going to give our honest opinion, feedback and thoughts about it!

That's amazing to hear! Feel free to give your harshest criticisms! I'm excited to see what you guys think!

That was the plan all along, mwahahaha!

This is a really cool game.

I'm a young videogame music composer and I'm interested on compose some tracks for your game, let me know if you are intersted on it.

(7 edits)

Hey! I’m sorry I couldn’t respond earlier. I really appreciate your interest in my project! You have no idea how much it means to me! I would love to have some custom composed music for this game! Especially since all of the tracks are just paid assets I found online. I’ve listened to some of your music and they sound perfect for this! But currently, my full focus is on a smaller scale rpg game in order to get more experience in releasing a game that’s more complete. I’ll definitely reach out to you in the future if you’re still interested! Thank you for reaching out! :D

Thanks.


So I will wait for your future hiring.

Good luck for all your projects.