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Experience an epic story, a fun turn-based battle system, and a full custom soundtrack – all that and even more in Whispers in the Moss, coming soon on GOG!

Whispers in the Moss is a full-scale retro JRPG experience that embraces the nostalgic charm of 8-bit and 16-bit console classics. Embark on an epic journey with three young heroes from a tranquil fishing village, thrust into a world dominated by an empire seeking ultimate power and a banished prince determined to restore balance. As they traverse the world, our party uncovers an even more sinister secret – fiends of the underworld are stirring...

Wishlist it now!
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Cavalary: Granted that I didn't look carefully to see whether anything was out of place, but at a glance it looks like the standard character set to me that's been around since the DOS days, what you still get with Alt codes. Now that I searched, seems to be called code page 437.
Good to know; I very rarely used DOS back then. Mostly what I know of it is through DOSBox.
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VanishedOne: There were early JRPGs that used text-based graphics. Like this one: http://www.hardcoregaming101.net/ken-to-mahou-sword-sorcery-dark-age-of-jrpgs/ It's just that they're pretty obscure, weren't 8- or 16-bit console games, and weren't called Final Fantasy.
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UnculturedGames: Drawing inspiration from somewhere doesn't mean that the game has to match the source visually, which is only one aspect of video games. Pretty much 100 % of the inspiration drawn to Whispers in the Moss comes from the 8-bit and 16-bit era JRPG classics. The fact that the game uses a very different approach to graphics than those games, will not change that one bit.

I've played some really good text-based interactive fiction games, that were completely inspired by Final Fantasy. These games didn't even have graphics.

Ken to Mahou is a good shout, though.
I'm not telling you your approach is invalid in philosophical or design terms. I'm telling you it's no wonder people are confused by your advertising copy. That's why you're having to expend energy explaining yourself in a forum thread.

If I said a song was inspired by Bach, Mozart and Puccini, and it turned out to be symphonic metal, my description could be accurate, relevant and interesting--but as a sales pitch it would set people up for a surprise.
"Embark on an epic journey with three young heroes from a tranquil fishing village, thrust into a world dominated by an empire seeking ultimate power and a banished prince determined to restore balance."

Is it just me, or does this sound almost exactly like the plot of Avatar: The Last Airbender?

Regardless, while I initially found the graphics off-putting when taking a look at the screenshots, I found the game quite appealing when watching videos about it. Seeing the game in motion really made me want to give it a try, although I have to admit that I still don't see myself playing it for long periods of time. I find these types of graphics to be too migraine inducing for that.
Pssst... It's already here

...and the demo too
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Breja: That said, I really do have to question the visual design of your game, not even on its aesthetic merits, but simply because even just looking at the screens is genuinely giving me a headache. And it's not a "it's so bad" hyperbole, I mean quite literally that I physically couldn't play it. […]
+1
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UnculturedGames: […] I took it as a challenge to visualize as much as possible with this very limited and restricted art medium.
“I've suffered for my art and now it's your turn.” =]
I feel like i'm taking an eye exam looking at these screenshots.