Vampires Dawn: Reign of Blood Another case of having a huge pile of notes for a review, but I'm yet to even write the one for Diggles, finished 3.5 months ago, so... I'll again try to quickly summarize.
Impressive amount of customization, quite a few things that I didn't think were possible in RPG Maker 2000, but it does crash against its limitations in some places, on top of the problems inherent to any games made in it, largely having to do with the battle system. Also nice that silver (money) flows in real time if you have the workers, and that you heal in real time too, so can just wait between battles and you'll be fine. And the blood and souls mechanics are interesting, but there are a few bugs even about those, and while it may be that those couldn't really be avoided because of the engine, that excuse doesn't apply in case of others, which should be fixable and which you'd have really thought would be fixed in a game released over two decades ago but which got the English translation far more recently, so someone went through it again (but said someone even missed translating two lines in a pretty important place)...
But what's really frustrating is the save system. Looking at the remaining savestones at the end and the number of saves listed in stats, I'd have probably made it without using souls to save, and there is a savestone merchant you can activate relatively late in the game, and eventually you'll just drown in money so buying them from then on isn't an issue, but I was wary of using the savestones once I could regularly save with souls, leading to thousands of souls used in that manner instead of to improve characters, and either way I was as frugal as I could with saving, which is frustrating and means a dev with no respect for the player's time.
That said, it does keep you playing, interested in what's next, exploring the basically fully open world, developing the characters in that manner that's really unexpected for a RPG Maker game... And pretty nice music too, really nice in some places, though the standout moments tend to be front-loaded, and maybe again right at the end. But so many secrets get tedious, all those random tunnels in walls (there is that spell eventually, but even so it's tedious to keep casting it), all those random unmarked map tiles that lead to places, the ghosts that only appear at night... And the dungeon in the tomb is such a pain to navigate, and the ethereal plane is tedious too.