[FE8]Red Dragoon, a Macedon base fan game inspried by Mega Man

Heyo, heyo. Jotari’s back with another fan game. This one, as you can see from the title, is inspired by Mega Man. Eh, no, it’s not a platformer or anything like that, it is real Fire Emblem gameplay. The Mega Man inspiration comes from the chapter progression. Basically, there’s a prologue and an endgame, as is typical from Fire Emblem. But between those two points you can tackle the chapters in any order you want. This will naturally influence what resource you have when tackling each chapter, though, overall, I tried to make the game a little easier than most fangames tend to be. It’s a little rough on presentation, I’ll be honest, my passion for the project waned a little towards the end and I forced myself to finish it, but, it’s relatively short and it’s non-standard progression might prove interesting, so give it a go and tell me what you think.

Basic premise of the plot, it takes place seven years before Shadow Dragon, in the two year period after Medeus has been revived, but before the actual war breaks out. Macedon is understandably concerned with their ancient enemy being revived, and disagreements alongside a touch of regicide leads to a civil war. The protagonist is Minerva who has to gather support from generals around the country to restore Michalis to the throne. If that sounds like something you’d be interested in, then give it a go. Naturally, the nature of the game’s less linear approach means it needs a lot of play testing, both for balance and any unforeseen behaviour (Sacred Stones map system was not designed to work this way, I had to deal with some really funky issues, there’s also some houses in one chapter that look really bad because mountains and full sized houses just don’t exist together in vanilla Sacred Stones. If anyone has a map pallete that works for both, please share).

https://www.dropbox.com/scl/fi/doexar79zi875gs316z7i/RedDragoon.zip?rlkey=nqsmqqx98j5w8grefsqdvx8zy&st=i9c9iako&dl=0

Be warned, Hard mode in this game, like in Pyrathi Warlords, is Lunatic Reverse mode from New Mystery, so all enemies will attack first.

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As a mega man zero enjoyer, I approve this message.

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neuron-activation-neuron

(I’ll play sometime)

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Something that’s probably a bug, and a question

The bug, Warren is holding hawkeye, and he still missed with a steel bow.

The question, When you get to the choice of chapters, it says “The next 6 chapters you can do in any order you want” but there’s 7 battles. Does that mean one you can’t do, was it a typo, or does it just mean you can’t choose the 7th one because it’s the last one, and it’s not a choice at that point?

I think I just miscounted. Listing off the battles in my head now there are indeed seven options to choose from before the finale.

Z-saber or we riot.

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It would be greatly appreciated if you could include some screenshots in your post, as they would be incredibly helpful.

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Yes, my Emperor.

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Minor update. Hawkeye didn’t work against the Dracoknights in Chapter 3 because they have Nihil. Why do Dracoknights have Nihil in a game without real skills? Well that’s a good and valid question with an answer that exists but is too self referential and to be worth your time. Anyway, point is, Hawkeye and Hunter’s Bow work now. I also removed Vantage+ from player characters that are recruited as enemies on Lunatic Reverse.

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so i played this, and hot of the heels of finishing my run, felt i should give it some feedback. shit was pretty neat

Objectives

As a whole, they’re enjoyably varied, each one feels like a unique sequence in of itself. No map had a super dull objective, and I liked that even the final boss had a whole intended way of going about it that made him fun to fight.

Though, I definitely found the intro chapters to be the weakest overall. The maps felt iffy and the second prologue map was especially rough with both the silent key giving making it akward, and needing to do a whole run-around to get both chests on each end of the map. It’d almost serve better as a cutscene.

Grey General was a standout map, the gimmick with Orridiyon was really fun to contend with, and made the effort getting such a good unit suitably rewarding. Though alotta the objectives, while very unique in of themselves, struggled in execution.
As stuff like Noble Children, meanwhile, felt pretty sloggy and engaging with all the levin sword mercs was especially tedious with the terrain. Black General, as well, for another example, really could’ve done with cutting down the trek to recruit Lykke. Especially for how close the boss is, makes stuff like Warp in those situations feel like a bandaid fix for a map’s faults rather than a fun tool to fiddle with.

Polish

As a whole, the lack of polish on things, like so many item/class names getting cut off, bugged mapsprites, certain promotions like Malice’s having no promo gains, inconsistent mechanics (see: the escape in the prologue vs the mountains escape) all come together to really bog down things. It sort of cheapens the the entire play experience as a whole, and while I didn’t run into anything gamebreaking, it’s still iffy.

The mugs absolutely fucking rock all around, though.

Merc Units, and their big issue

This part gets its own section, because it’s both the biggest problem, and the one that exemplifies most other issues. Every merc (not named Darros) is incredibly unbalanced from the game itself, and plainly, it feels like they were all designed for an entirely different hack with how differently their growths are from everyone else you recruit normally.

For reference, growths look like this between the map-joiners and the mercs, respectively. Most of which come with pretty comparable bases.


While even the ones with bad growths, like Ursula/Etzel, have huge stats/a niche nobody else has (and a shared A support that currently isn’t granted to them.)

Their cost isn’t really a challenge, to showcase, this is the money I have, after immediately going to the base. All done buying Callahan, selling her arms scroll, and pawning off other non-weapons (besides the hoplon) from other units.


I’ve now got a team of both potent, endgame ready prepromotes, silvers, reavers, a staffer who can rapidly level via Boah’s prf tome (and who has karel-tier growths, mind), and growth units with tons of levels to outstat most enemies in the game harder than anyone else can.

This sort of gets into the other big problem, which is…

Scaling, and the mid-to-endgame

The scaling feels really out of whack, once you beat one or two maps, alotta units (especially Minerva and the squad of mercs) will just heavily outstat enemies. So many of the maps afterwards feel closer to cleanup duty where you hold forward and never really need to consider positioning or even buying more expensive gear.

The biggest inciter of this is both how many promoted enemies there are to fight, and the earlygame fe8 exp boost being on. Units grow fast, really fast, and even the ones with low growths who joined in the first map quickly stop facing any chance of death and just statball forward from eventually hitting enough numbers. Game just feels like it really needs something here on this front (though endgame’s fine as is, honestly)

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