It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I know that it's too early to ask about a possible sequel when the first game has just been released. But do you have any plans, ideas? Well, some surely - just the possibility to save progress at the end shows this. (Something, by the way, unfortunately missing from "Heroine's Quest", which I consider perhaps even the best adventure-RPG, even when the contender pool is admittedly not so large.) I also encourage other players to express their ideas should they have any. Communication with game developers is harder nowadays... well, you DO include an e-mail and DO respond, but some game dvelopers don't, thinking that Facebook Messenger can be used instead and not imagining that people who don't have Facebook accounts really exist...
A few ideas:
1. More class-specific differences in solutions and subquests. It disappointed me a little that, apart from the sidequest, the difference between classes is usually superficial...
2. Shall D'arc visit another Mages' Tower, of course the halls devoted to different elements should look different that in Iginor. ;)
3. That this could be the future after our own is something I already have suspected in case of "Quest for Infamy" (some modern-ish details - for example, tunnels used by the thieves resemble contemporary metro networks... as if, pretty much like in your game, some global disaster had happened and civilisation went back to a medieval-like period), in the case of "Mage's Initiation" it's officially confirmed - perhaps include some subplot about suddenly stumbling upon some remains of the Old World during a quest?
I quite enjoy such "culture clashes". Such a motif reminds me of the 90s adventure game "Inherit the Earth" and also a short AGS game called "Patchwork", by Ivan Ulyanov (more known as portraitist for other developers' games). (I's about a scientist testing a teleportation device and a girl in alternate universe trying to summon and banish a small demon for her magic class - and the energy from these two processes gets mixed up. A nice and funny game, although really short, which greatly limits its replay value.)
But then, a friend of mine even laughs at how I constantly say that this or that situation reminds me of some book, or sometimes movie, or game... Much les often do I say that something in a book reminds me of a "real-life" situation, as if texts of culture* were the more important reality for me...
*I'm not sure if this term is used in English... basically, texts of culture are all cultural works, not just those which are textual in the common meaning of this word - games, films, paintings, musical works are texts of culture as well.
We do have multiple sequels already written in rough form and, yes, an arc for the series already exists. Potential future sequels would delve deeper into discovery of things left behind from the Old World and what happens in West Ele'wold and Dominatra etc.

It also became apparent in development that it's very difficult to do an RPG with multiple classes when all of them are Mages with only their spells and personalities differentiating them. It severely limits how different the solutions for puzzles can be between the classes. For example, a thief could climb to pick an apple from a tree, while a Mage could cast their Retrieve spell, whereas a fighter might use strength to barge the tree with force and make the apple fall. But when all of your classes are spellcasters, the solutions are pretty much limited to their unique spells.The only way around that is to add other non-Mage classes. Or perhaps to make certain Mage classes specialize in a trade that mimics the techniques of a fighter (e.g. Fire Mage) or a thief and then make puzzle-solving more reliant on their physical stats rather than magical ones.

Of course, if there are sequels. we'd really need to find a good way to streamline the development process because we can't be taking ten years to finish each game. Maybe it'd be more realistic with an investor or publisher behind it. And of course, it all depends on how well the first game does.
Actually, for me it was a nice idea that there would be different classes (the RPG aspect), but all would be different kinds of mages. I always preferred the Wizard class in adventure-RPGs (QfG, QfI, "Heroine's Quest"...). Maybe introduce more of the peaceful spells in next games and develop differences further based on that? The combat system is already quite nice - it has its flaws (my most favourite ones were perhaps the one in your remake of QfG2 because of its versatility and the one in QfI because it's turn-based and thus much more friendly to the double-left-handed and generally people who lack quick reflexes), but visually it's the best. I liked the spell icons and the decorative border very much and actually I maximised the combat bar's opacity so that I could see them better. :) Oh, and by the way - pausing is a great thing, something which was horribly missing from other games. Imagine answering the phone when you're in the middle of a combat sequence...
Post edited February 09, 2019 by ewaulinska
I like how Golden Sun played the "every PC is a mage" trope. Sure, everyone can use magic, but some are better at straight combat (in Golden Sun's case, generally fire and earth mages) while others are better off using their magic spells (in Golden Sun's case, generally air and water mages).

I would suggest that in the case of Mage's Initiation, water mages would make the best thieves; earth and/or fire mages would make the best fighters and/or paladins; and air mages would make the best... well, mages.
Another way to work around the problem of all the classes being spellcasters could be giving them different puzzles to solve. Like in Shadows of Darkness, the Paladin basically had his own subplot with a ghost asking him to do Paladin-like stuff to help people. Helping out ghosts is one of Fire Mages' things (one that I liked in Mage's Initiation).
Yes, there was the main plot that was pretty much the same for all four classes - gather the rituals, get through the Dark One's cave, deal with the foreigner in a funny hat, - but there were also different problems that the hero had to face because of what he was.
Cool, please make these sequels!
Just finished this game today, glad I backed this, and will wait patiently for a sequel (I understand that you might want to work on other games before heading into a big RPG again)

Good work everyone!
Wonderful game, can not wait for a sequel, such a fascinating world.
Good game, any news on potential sequels or other games developed by the Devs?