Unofficial FEE3 2024 Creator Interview


The Dream Spirit, an -Adventure, story driven- romhack from @KrashBoomBang


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
KBB: The story. My script is about 400 pages.

What was/is the most enjoyable part of working on your project?
KBB: Designing areas to explore and then testing them out.

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
KBB: I want to include a lot of CGs throughout the game, to really sell the story more. I’m no artist, so I’m hoping I can get some help at some point. But for now I’m drawing as best I can.

What inspired your project’s creation?
KBB: I wanted to try making something radically different from a normal FE game, and was curious if I could really fit a traditional RPG experience into the FE8 engine.

What got you into making Fire Emblem fan games?
KBB: I like FE and have been part of a roleplaying community for a while where people could make their own campaigns. I was originally going to make a campaign for it, but that fell through, so I turned that campaign into my first hack, Four Kings.

BONUS QUESTION
Who is your favorite character from your project? Why are they your favorite?
KBB: Regis. He’s a very unassuming character from Four Kings with no real main story appearance, so having him become one of the main characters is really interesting to work with. Anyone can be a main character if you simply shine the spotlight on them. And he’s also just a lot of fun to write, being so carefree and playful, especially in his dynamic with Terry.

6 Likes

Host of the Dark, a -Mostly story driven, although the gameplay is also something I’d call a selling point- romhack from @TheGhostCreator


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
TGC: The story by far. As of now work on 3.0 has been at least 70% story rewriting and retooling.

What was/is the most enjoyable part of working on your project?
TGC: Definitely writing story sections, getting into the rhythm of character dynamics and such has been great fun.

What inspired your project’s creation?
TGC: I wanted to tell a story and I really like Fire Emblem lol

What got you into making Fire Emblem fan games?
TGC: I kinda got burned out by the GBA games and this was before I had access to many of the other vanilla games. My first introduction was with Order of the Crimson Arm, although I got really pulled in when I first started Vision Quest.

BONUS QUESTION
What is one other Fire Emblem fan project you would recommend people play?
TGC: Play Blessed Heart, it’s pretty cool.

2 Likes

Fire Emblem The Unity War, a -Story driven, Combat focus- romhack from @DarkSlayer


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
DarkSlayer: Character design, map design, and music

What was/is the most enjoyable part of working on your project?
DarkSlayer: Making the story for the rom, making weapons that are fun to use, making new classes

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
DarkSlayer: That some characters are getting reskin animations

What inspired your project’s creation?
DarkSlayer: I wanted to make a ROM hack for the longest, I wanted to do video game design for my career and this is a good start to it. Also wanted to have a cast that’s mostly female.

What got you into making Fire Emblem fan games?
DarkSlayer: I got a lot of free time so I wanted to make it for fun.

BONUS QUESTION
What is one thing you have learned from working on your project?
DarkSlayer: Creativity

3 Likes

Searching For Light, a -Uh. Gameplay focused I guess.- romhack from @Goldblitzx


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Goldblitzx: Portraits. I am an avid splicer, you can see mugs I’ve made in many telephone hack projects like Embers Entwined, or regular projects like TMGC by Retina.

What was/is the most enjoyable part of working on your project?
Goldblitzx: Watching people play it and give feedback. It feels good to have attention on my passion project.

What inspired your project’s creation?
Goldblitzx: The Trails/Kiseki series by Falcom.

What got you into making Fire Emblem fan games?
Goldblitzx: I liked fire emblem and played tlp with some friends back in 2021 and it’s history from there on.

BONUS QUESTION
Who is your favorite Fire Emblem character? Why are they your favorite?
Goldblitzx: Fred Thracia 776. He’s a silly little guy:)

6 Likes

Sins of the Wild Rose, a -story-driven Mystery Fantasy Drama Isekai- romhack from @Pink_Bunny


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Pink_Bunny: It’s hard to say! I actually spent days working on some events. There is a particular chapter that has no combat in the normal sense, it’s actually a series of puzzles of increasing difficulty as well as a mystery to uncover, it’s quite daunting and complex! But I also spend days of my working hours on each map to ensure they’re as high quality as I can provide.

But ultimately, the story is what takes most of my time. Writing in the events, houses and the overaching plot has taken the most effort to think and to produce. Part of it is also to make it not too long, afterall the pacing is an important aspect to make a story engaging to the reader!

What was/is the most enjoyable part of working on your project?
Pink_Bunny: Making characters. It was unexpected, but the process of doing so was really enjoyable! It is something that I favored both in story and gameplay. Forcing myself to make weapon diversity and to strike diversity in multiple aspects really gets my creative juices pumping and it allows me to make cool characters that I ultimately am proud of

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Pink_Bunny: I’ll be quirky and give two things!
First one is that I wanted to showcase more about the characters, both players and villains, but during the process of creating the trailer only three portraits were done: Micaella’s, the ghost child you see in 2 scenes and an Egyptian-Inspired woman that you see near the end. And since I didn’t want to show portraits that were just placeholders, I held off on that aspect.
Another thing that I want to showcase about was about the concept of Heroes!
Not to be confused with the Class, Heroes are a title given to Humans from our world that go into the fantasy world of Eden. Eden’s world is filled with magic, mystic creatures and the people there have above-average and sometimes superhuman features, much like the standard Fire Emblen where you can move so fast you create after-images or strenght so great you can spin your weapon at ridiculous levels to deal lethal damage. So Humans from this world when going to Eden’s world also recieve a great deal of magic and superhuman body. The role of a Hero is to protect and guide the community or group they’re inserted to…

There is a reason why people are being ‘Isekai’d’, nothing is by ocasion.

But, despite this, Sins of the Wild Rose is all about Micaella and her inner and outer struggles.

What inspired your project’s creation?
Pink_Bunny: I guess you could say my whole life is an inspiration for the project’s creation. But to tell you the truth, one of the main instigators was actually The Amazing Digital Circus and how well the pilot was all the way back in 2023. Still, there are many media in my childhood and young adulthood that were inspiration on many levels, like Adventure Quest Worlds, Dragon Fable, Ib, Fear and Hunger, the one Digimon season where the characters are isekaid to the digimom world and they can transform into digimons, the Winx, Corpse Party, Patapon, Wakfu, Fire Emblem (duh), Danganronpa, and so on…

What got you into making Fire Emblem fan games?
Pink_Bunny: I have some experience in the basics of programming and computer logic. That got me into game making. And in the past few years I found myself really enjoying the process of writing. One of the big factors was actually how easy it was to modify Fire Emblem thanks to FEBuilder. And with that I got very involved in various small and big projects along my time in the community.

BONUS QUESTION
Who is your favorite character from your project? Why are they your favorite?
Pink_Bunny: Hard to get into without spoilers… so there will be spoilers about the character! Read at your own peril!

It was a bit hard to choose but I think the character I like the most is Sayo.

Sayo is a Hero, she comes from Japan and is now associated with a guild of thieves called “the Underground”. Sayo is just a pseudoname, as many Heroes adopt a new identity/name to go with their new life, symbolic of them moving past their terrible past life and into a new, ““better”” life.

For Sayo’s case, however, it isn’t that great. She was always an average japanese student and daughter who was forced to work to her limits and beyond, always striving for greatness and a steady future. The pure pressure and abuse she faced from her parents, as well as her difficult time handling her classmates who ridiculed her being so quiet and socially awkward, made her hate this world of ours.

When she was transported to Eden’s world as a Hero, she had a chance to be in control of her life and carve her own path. Sadly, it isn’t as easy as said, for Sayo didn’t know any other way to live. She was never taught independence and free thinking. From one abusive family to another, she found herself in the grasps of the leader of the shady group of thieves and mercenaries of “the Underground”, and was exploited for her immense potential and skill to do his and the groups biding, akin to a puppet.

Sayo was never thrilled to kill, but that was the only way she was accepted and viewed as. Her worth was defined by the expectations others placed on her, and she internalized that as her defensive mechanism.

I like Sayo because she is complex and interesting. Her story is tragic and somewhat relatable to a certain level. I sympathize and want to care for Sayo, I would love nothing more than to give her a hug and tell her everything’s going to be ok. Still, she’s an antagonist and quite a formidable one at that. Expect to see a lot from her! She’s also a character created by my Ex-girlfriend, but I hold no negative emotions torwards Sayo, I like her very much as a character.

7 Likes

Life of Seiros, a -story driven fan made prequel to 3H- romhack from @Augenis


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Augenis: I’d say the story side of the hack - dialogue, character writing, worldbuilding ancient Fódlan, etc. I set out first of all to try to depict Rhea’s journey, from a traumatized survivor to the leader a religion for her quest to kill Nemesis, and though the hack is still in fairly early stages, I’m at least a little proud of what I’ve done there thus far.

What was/is the most enjoyable part of working on your project?
Augenis: Honestly, just learning more and more tricks and studying by example has been quite enjoyable. This is my first romhack, though I’ve dabbled a little in the past, and every time I play another hack and see something I really like and think would fit for my project, say “can I incorporate it somehow?”, and then actually manage it - that’s certainly a dopamine rush :slight_smile:

What inspired your project’s creation?
Augenis: I got interested in romhacking around the same time I was playing Three Houses, and was surprised that there seems to be few fan games set in its world, which was odd to me since 3H seemed so popular to me (there is Three Legacies, which is excellent and I’ve played it, but still). So, I decided to contribute - plus I just seem to have a thing for fan made prequels/sequels, lol, I simply enjoy theorycrafting about that stuff and I enjoy seeing what other people imagine as the previous/next generation of their favorite show, game, etc.

What got you into making Fire Emblem fan games?
Augenis: I’m new to FE fan games, but I’ve done plenty of modding in the past, I’ve been a modder for Paradox strategy games since 2014-15 ish (and with mods released since 2016), and I simply enjoy modding games I like to create content I want from it. The deeper I got into FE, the more I began to think about modding some FE game, and so I eventually stumbled upon the romhacking scene.

BONUS QUESTION
What was your introduction to Fire Emblem?
Augenis: I watched JelloApocalypse’s “So This is Basically Fire Emblem” back in… 2018, I think? And it sounded pretty fun to me (which I guess is odd because the video makes fun of the games, lol?) First game I played was FE7. I didn’t actually manage to finish it, but I enjoyed it before my newbie self was too annoyed to continue.

4 Likes

Fire emblem: Fractured Powers, a -Story driven original- romhack from @Cloverfox


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Cloverfox: The story and dialouge

What was/is the most enjoyable part of working on your project?
Cloverfox: Writing and making characters!

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Cloverfox: Details on the second act (it wasn’t finished yet)

What inspired your project’s creation?
Cloverfox: I’m a huge fan of history, as well as fire emblem, and always wanted to make my own story. Figured itd be fun to try and make a new project since my old one is abandoned!

What got you into making Fire Emblem fan games?
Cloverfox: Interest in the series as well as the gba games being my favorite!

BONUS QUESTION
What is one other Fire Emblem fan project you would recommend people play?
Cloverfox: I’ve been having tons of fun with dark stone and ecksachs! Playing as the baddies with an intriguing story is fun!

4 Likes

Iron Emblem Gaiden, an -ironman style- romhack from @knabepicer


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
knabepicer: visuals

What was/is the most enjoyable part of working on your project?
knabepicer: Frankly, finishing it after like 3 years

What inspired your project’s creation?
knabepicer: Like I note in the thread, I was inspired by Iron Emblem, and thought a game with very little writing would be a good idea since I’m very slow at writing.

What got you into making Fire Emblem fan games?
knabepicer: I was on r/fireemblem’s discord when everyone in the GBA channel seemed to be getting into doing romhacks, so I got into it too. I suppose The Last Promise and Vision Quest were particular inspirations.

BONUS QUESTION
Do you have any pets? If so, what pets do you have?
knabepicer: Fish

5 Likes

Fire Emblem Crossover Hack, a -Crossover, Story driven- romhack from @Mikey_Seregon, @Atey, and Ikethekiller


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Mikey: Eventing and programming.

Atey: Portraits and proofreading (too perfectionist)

Ikethekiller: Writing.


What was/is the most enjoyable part of working on your project?
Mikey: Playtesting, especially when it comes to test features, skills, or events.

Atey: Seeing my artistic creations in a real game and how this project brought all of our team together and has resulted in MANY years of friendship.

Ikethekiller: I love playtesting the game, but by far what I enjoy the most is seeing my two partners enjoying and liking every new idea I bring to the table. Working together is an amazing experience.


What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Mikey: There are so many thing that I would wanted to showcase, but it would have been a very long and boring trailer.

Atey: It would have been nice to show some of the differences between the last demo and the one that we’ll be releasing because of how much has changed since then, but that would have transformed the trailer into a behind-the-scenes of sorts.

Ikethekiller: I would have loved to showcase more of the base conversations and supports, totally brand new interactions! But the trailer would have been too long and there are so many that I dont think I would have been able to choose which to represent haha.


What inspired your project’s creation?
Mikey: It all started with MK404’s hack, the first FE romhack I’ve ever played. That gave me the idea of making a crossover with characters from FE6 and FE8 in FE7. And thanks to Atey the scope expanded to more entries in the saga, and now (August 2024) we have at least one character from each title.

Atey: I came across the project in a Fire Emblem forum and since I was young and had plenty of time by then, I thought I’d give it a try to put into use my recently discovered skills in making FE portraits, and here we are now, haha.

Ikethekiller: Back in those days, I had just started playing a lot of hackrom games and mos from Fire Emblem. I always felt they were too focused on gameplay only with no focus on story or characters, the things I love the most. I met Mikey in said forums and after getting to know him and talking about the project, I decided this was my chance to finally achieve one of my Fire Emblem goals and dreams.


What got you into making Fire Emblem fan games?
Mikey: Fire Emblem came into my life right when I was getting into programming, that aligned pretty well with the start of the hacking scene and the creation of FEditor Adv. and Event Assembler. It was like a sign to get involved.

Atey: When I was very young, I was a fan of the game Shining Force, which got me into these kind of chess-like games. Fire Emblem got me pretty easily with that in mind, and what I really liked from FE over SF was how much developed the character where, which as someone who has had her own OCs since a very young age, is very important. So, when I learned that the GBA FE game that I liked so much could be edited to give life to a young girl’s dreams of seeing her own OCs in a real game, of course I wanted to give it a try.

Ikethekiller: Fire Emblem instantly became my favorite Nintendo franchise after playing a few entries of the series, so when I found out it was possible for us, the fanbase, to create our own stories and games in the same engine as the real games I was thrilled! Then, after playing a few of said fan games, why not try doing one myself? And after some luck in finding the correct people, here we are today.


BONUS QUESTION
If applicable, who is one early game unit in your project that you would recommend players use?
Mikey: Don’t ditch any lord, each one has a unique features that makes them different from each other. Make teams and rotate them whenever you can, things get easier if you train them all.

Atey: What Ikethekiller said.

Ikethekiller: We actually tried our best to make sure every unit was viable and good in some capacity so feel free to use your favorites! I guess if I had to recommend one unit from the early game, I would say trust in the process and use all the main lords in the series as much as you can, you will thank us later.

5 Likes

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Cycle of the Heavens, a -traditional, story-driven- fangame experience from @Adarya & @VonIthipathachai (Team MADMANMOON)


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Adarya: For my part, it was definitely making the portraits and expressions for the characters. Even though they’re AI-generated, generating a good portrait can take up to two hours per character. And they still need more work to make them usable in-game.

For example, raw portraits usually come out with eyes that are blurry or distorted, meaning they need to be manually corrected and/or repositioned to look right. Clothing and armor details often require fixing too if they look too bizarre. Sometimes we even combine the best parts of different generations, i.e. putting the head of one and the body of another.

Expressions like closed eyes, crying, smiling, and blushing are also manually created for each character. And with over 25 characters in the first demo alone, this process has definitely been time-consuming, but also very rewarding.


Von: Whereas Adarya is primarily in charge of presentation and rough drafting of the story, my responsibilities mainly lie with the game’s internals, i.e. unit and map design and general balancing of classes, weapons, items, and Skills.

I also do a lot of heavy lifting for script revision and additional worldbuilding details to give the game’s writing a more professional level of quality.


What was/is the most enjoyable part of working on your project?
Adarya: Creating portraits has also been the most enjoyable part of the project for me. I’m a big fan of the Tellius games, so there’s something really satisfying about seeing the image of a character in my head come to life in my favorite artstyle.

I also really enjoy enhancing the maps! Von gives me rough drafts of the game’s maps made with SRPG Studio’s default tilesets, but I’m in charge of transforming them using the beautiful ‘Nekura Fantasy Map Chip’ tilesets. All the beautified maps are pre-rendered in Photoshop to make the game’s environments look more natural, immersive, and engaging.


Von: I’m something of a balancing nut and have spent hours on end fine-tuning units’ stats and growth rates, and this project is no exception.

Having gotten into Fire Emblem through Awakening, my design philosophy doesn’t allow for “bad” units; you’ll not find anybody as weak as Vyland or Gwendolyn if I have anything to say about it.

In my opinion, you should be able to use whoever you please without too many issues, but still need to keep in mind each individual unit’s strengths and weaknesses.


What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Von: I mainly would’ve liked to highlight mechanics such as fixed Weapon Ranks and the full Radiant Dawn Trinity of Magic, but there wasn’t really a good place to show them off.

The current demo doesn’t have this yet, but for later releases we’re planning on adding a proper Con system similar to the one used in Three Houses, but based on the user’s max HP instead of their Str.


What inspired your project’s creation?
Adarya: One of the driving factors for making CotH is a desire to explore a different storytelling perspective for this type of game. We’ve seen quite a few stories centered around a young prince or princess who must come of age after the tragic loss of one or even both parents, embarking on a quest to save the world. We wanted to turn that concept around and ask: “What if the central character was actually the parent?”

For this game, the focus is on a parent’s journey, with all the complexities and sacrifices that come with protecting their children and kingdom. This allows for a more mature narrative, exploring the lengths a parent may go to ensure their family’s safety. Heroism isn’t limited to the young or the inexperienced—it’s also about those who have lived, loved, and lost, yet still rise to face new challenges.

Von: Klokinator’s Klokgen AI model was released last year; being trained strictly on vanilla Fire Emblem assets, it provides a flexible alternative to portrait splicing which also respects the ethical context of creating free-to-play FE fangames. The model was quickly adapted for use with FE artstyles outside of the GBA titles, so Adarya naturally took advantage of it to start bringing her own character ideas to life in a style reminiscent of Radiant Dawn, her favorite title.

Since the MARTH (Make A Really Terrific Hack) contest was coming up and none of my ideas were coming together, and the premise she had in mind sounded compelling enough, I offered to help her make a game around some of the characters she’d created, which we could submit to the contest. Of course, the ambitions for the project blew up tremendously from there, and it is now planned to be a full-length game, the third such game I’ve worked on so far (Sanctaea Chronicles coming first and SRPG Studio Heroes coming second).

Compared to Adarya, my enthusiasm for generative AI is more muted, and I’ve made efforts to prevent this project from using it more than necessary. I am keenly aware of the processes used to train these AIs and the rampant consistency problems associated with AI-generated assets. However, speaking as someone who (along with one of his SRPGS colleagues) has had difficult prior experiences with professional artists and a creative vision that demands a tremendous quantity of custom halfbody portraits, the sheer power of AI is something I cannot simply ignore. And my intuition tells me it’s only going to become more advanced and omnipresent from here. Therefore I figure I might as well learn to live with it and make the best use of it that I can. This project is a critical first step.


What got you into making Fire Emblem fan games?
Adarya: This is actually my first time making a fan game. I’ve always wanted to make one, but never had the confidence to start, as it involves many aspects I wasn’t sure I could handle on my own. When Von offered to collaborate, I knew it was the opportunity I had been waiting so long for. Given that he’s one of just a handful of people who’ve finished a game using SRPG Studio, I feel confident that together we can bring this project to life.

Von: Fire Emblem: Awakening captivated me from the moment I first popped it into my 3DS, and as I branched out to trying other games in the series and took notes of what I liked and disliked about each, the creative gears in my head started to turn, and I resolved to one day create my own “ideal” FE game.

My ultimate ambition is to create a sprawling, high-quality fangame in Awakening’s vein, using a similar artstyle, a fully customizable Avatar, reclassing, and most importantly, Child Units!


BONUS QUESTION
Who is your favorite character from your project? Why are they your favorite?
Von: Barbi, your early-game Bow user, has been one of our favorite characters to write for her positive attitude and personality. Her Longbow-enhancing personal Skill also elevates her into an invaluable member of your army.

Adarya: I might be a bit biased because she’s the main character, but my favorite would have to be Selenea. Her design is one of my personal favorites, especially because it breaks away from the traditional color schemes we often see in Lord characters, like blue or red hair. Her black hair makes a striking and beautiful contrast with her red dress.


7 Likes

Azure Blight, a -Gameplay Driven, not story neglected- romhack from @ditto


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
ditto: Eventing + Procrastination

What was/is the most enjoyable part of working on your project?
ditto: Making interesting weapon ideas and creating interesting combat scenarios.

What inspired your project’s creation?
ditto: DnD campaign I was DMing, re-jigged a lot of the story and made it fit an FE hack a lot better. I also wanted a hobby to do that isn’t JUST playing video games (although a lot of time has been put into playtesting)

What got you into making Fire Emblem fan games?
ditto: insane amount of free time and a surprising amount of patience

probably too much free time

yeah i’ve now gotten to the “less free time” part but also the “i’m actually good at romhacking now” part it’s so sad

BONUS QUESTION
What is one thing you have learned from working on your project?
ditto: asm is easy when it works

c has too many words

in fact asm also has too many words

this is my sign to start coding in raw binary for that pure no letters coding experience

6 Likes

Fe 8 tales of london, a -Story driven ig- romhack from @darknight97


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
darknight97: Map design

What was/is the most enjoyable part of working on your project?
darknight97: Playtesting my hack

What inspired your project’s creation?
darknight97: I wanted to create a hack, then I saw a rough story written by Centaur Elenti and I wanted to make this hack.

What got you into making Fire Emblem fan games?
darknight97: Fire Emblem’s fun, making and playing hacks is kinda fun ig

BONUS QUESTION
What was the first Fire Emblem romhack that you played?
darknight97: The Last Promise

4 Likes

Fire Emblem Legends: Dawn of Medeon, a -Story driven adventure that sets up the main hack I really wanted to do- romhack from @Dokuganryu_Silvio


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
D_S: Honestly there’s a lot of things I could say, especially with this being my first foray into the romhacking scene in general, but I’d have to say specifically it’s learning python. Because I’m using the Lex Talionis engine (which I find easier to use than FEBuilder in a lot of ways), I’ve been learning how to code properly which has been fun, if not extremely time consuming. I’m finding it highly valuable though, and it’s quite enjoyable.

What was/is the most enjoyable part of working on your project?
D_S: Currently it’s making the chapters through the eventing and then playtesting it afterwords. I find myself eagerly looking for crashes because there’s a certain hilarity that comes from you realizing “Uh oh, I effed up” but because YOU’RE the one who made the game crash, it’s easy to laugh it off and just try again. Trial and error makes for a fun experience sometimes.

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
D_S: So I know I elaborated on it briefly in the trailer and in the description, but this hack is a prequel to the one I really want to make. The issue is, I’m one man working a 9-5 job and I couldn’t and most definitely shouldn’t take that all on myself. Especially since I’m new to the romhacking scene. My goal with Dawn of Medeon, as well as my hope, is that I can make a compelling enough hack by myself that not only lays the foundation of some of what I have worked on from my major hack I WANT to do, but also is something I can show to others and be like “Hey, I’m working on this big thing and I would really like help. But to make sure you guys aren’t just helping someone who hasn’t done anything before, here’s my story draft for this hack I want to do and here’s something I made BY MYSELF to show you that I’m someone you can trust/work with” y’know?

What inspired your project’s creation?
D_S: So in this case, Dawn of Medeon was created when I realized that I couldn’t do my main hack by myself but I still wanted to make something with this world I had created during the midst of the Pandemic. I couldn’t do anything with Project LAST STAND (My main hack I want to make, which has a title but I’m gonna refer to it as the project name for now) by myself, but I still had momentum and ideas flowing. These ideas, along with feedback from close friends shaped what the lore for Project LAST STAND could be. Then I thought to myself “What if I made it playable extra chapters in the main game!” Which then turned into “Just make it a short hack. The outcome is already predetermined, how does the journey get there though?” and it just kind of fell into place there. Working on Dawn of Medeon has JUST been me working on the LT project, but I hope to finish the Alpha soon (at the time of this writing, it is August 15th 2024) and have friends and other people playtest the first 3 chapters. I’ll start working on Chapters 4 and 5 soon while they playtest, and then I’ll refine the first three afterwards. The hope is to have half the game ready as a demo slated for after FEE3 (Late Fall/Early Winter is the goal).

And who knows? Maybe people will want to help after seeing the trailer. Wouldn’t that be something… I’d be extremely honored hahaha.

What got you into making Fire Emblem fan games?
D_S: Honestly, I can’t really say. I like playing FE and I had an idea. It just kind of went from A to B really fast LMAO.

Trust me, if I could’ve made this a hack n’ slash “Warriors” game, I would’ve 100%. Besides the Zelda series I’m a Warriors genre fan through and through. Those two series were my childhood yo!

BONUS QUESTION
What media have you been consuming recently?
D_S: I tend to consume a lot of media I’ve already watched or I know I like, so stuff like Fullmetal Alchemist, replaying the Oracle games from Zelda, 100% Hyrule Warriors for a 5th time (I’m not shitting you, I’m being dead serious. I’ve 100% every Zelda game that exists multiple times. Even if it’s not part of the canon)

As for new content, I’ve been really fond of Mission: Yozakura Family and It’s a wonderful thing to be hitting my Slice of Life Anime/Manga phase. There’s a really good SoL manga called “The Fragrant Flower Blooms with Dignity”, and it’s a fantastic read that’s still going on. I highly recommend it.

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Fire Emblem: Emulation Theory (SUPER DELUXE), a -Story Driven, crossover, meta game?- romhack from @RecursiveBow


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
RecursiveBow: eventing + polishing little details

What was/is the most enjoyable part of working on your project?
RecursiveBow: If you consider my submission as the do-over of the game instead of emulation theory as a whole, then replotting the story and making the cutscenes cleaner

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
RecursiveBow: I wanted to do an actual trailer lul

What inspired your project’s creation?
RecursiveBow: I wanted to write stories but didn’t have the skills to make portraits (and didn’t want to use ones from the repo, since I needed very specific ones), also Simulation Theory released that year and it was the only thing I listened to

What got you into making Fire Emblem fan games?
RecursiveBow: My insatiable need to write stories

BONUS QUESTION
Who is your favorite Fire Emblem character? Why are they your favorite?
RecursiveBow: Haar because 23 strength and defense + arrow immunity

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Andromeda, a -story driven, soulslike, challenge-oriented- romhack from @Eretein


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Eretein: A lot of time — about a year —was spent arranging Andromeda’s fully custom soundtrack. If it slaps, it’s in Andromeda. Or is it supposed to be the other way around?

Andromeda’s score is composed mostly of orchestral rock arrangements and power metal coupled with the odd, broody prog or alternative track here and there. We have a full symphonic rendition of Knight of the Wind playing in Chapter 1, complete with the guitar solo.

Yes, that’s right. A full-band arrangement of Knight of the Wind from Sonic plays in Chapter 1, and the song choices only get more intense going forward. I mean, we have Undefeatable from Sonic Frontiers blasting over enemy phase in Chapter 3. Through the Fire and Flames by Dragonforce (from Guitar Hero of course) plays in a secret boss fight in Act 1.

The boss fight — and its accompanying sound design — is something I’m very proud of. I’m told that this particular boss had players at the edge of their seats, since it comes out of nowhere, the music suddenly turns up to eleven — right when you think you’re about to win — and the boss looks like it flew straight out of an endgame Fire Emblem chapter.

This Act 1 boss has higher stats than vanilla FE8 demon king, if I’m remembering correctly. At this point in the game, your guys haven’t even been promoted yet. It’s a bit of a scary hidden boss to stumble onto if you haven’t gotten used to Andromeda’s soulslike design philosophy yet. Where as early as the Prologue, you’re given access to the tools to defeat bosses with question marks for Hp and over 50 points in attack. You just have to use them. And you get to listen to sick tracks while you’re at it.


What was/is the most enjoyable part of working on your project?
Eretein: Let’s talk design.

Andromeda isn’t an attempt at following after the footsteps of its predecessors. But, despite being influenced by some older hacks, I like to think that Andromeda, the dark horse that it is, succeeds at carving its own identity. Hey, we’re the new kid on the block, so we have to be bold and knock down doors. And, for me, coming up with great design and knocking down doors is the most enjoyable part of working on this game. That means doing things differently in bold new ways, as a departure from traditional Fire Emblem.

What do I mean by being bold in design?

Well, Andromeda is bold enough to introduce a familiar self-healing jaegan lord in a one-unit, cinematic Prologue (where one-unit Prologues are a big no-no according to the council of FEU). Her deal is that she exchanges bulk for damage and damage for bulk. On the fly. Her entire niche hinges on whether you need a bursty attacker or a beefy tank, making her a jaegan who can adapt to your style as a player.

If that doesn’t interest you, Andromeda’s also bold enough to have a myrmidon lord, with a 1–2 nosferatu sword and really high movement — a whopping max of 10 Mov! Who can also walk on water and mountains!

Andromeda’s bold enough to have a cleric lord who just dishes out mini-Fortify heals at Level 1. She can also hit back and do chip damage, unlike most early game staffers, and tank with Miracle and her unique Prf. There are no boring priests or clerics here in Andromeda.

That’s not all.

Andromeda also has a siege lord who can spam long-range spells all day and hit multiple units from across the map in the same turn. If you don’t like technical gimmicks, Andromeda also has a dark mage lord that just one-rounds everything, but melts on enemy phase — a classic glass cannon. Any one of these lords would be grossly OP in another game, but in Andromeda, they are just as intended.

In Andromeda, units are broadly categorized into four archetypes: strikers, bruisers, tanks, and utilitarians. Strikers are glass cannons and are meant to be the damage dealers of your party. They need tanks to protect them. Unlike most Fire Emblem titles, tanks in Andromeda readily gain access to the tools they need to aggro and survive via equippable accessories.

The Army Standard grants Provoke, but decreases Speed, making it unsuitable for strikers. This doesn’t affect tanks much, since their bulk allows them to get away being doubled. The Sacred Rune heals its holder at the start of their turn, but imposes a penalty on damage potential. Generally, equippable accessories demand trade-offs that balance them out.

Sitting somewhere in between strikers and tanks are bruisers — the units who can take hits, do some damage, and usually offer some sort of small utility. Bruisers are good at chipping and eating counterattacks, but can’t burst down enemies as well as strikers or mitigate damage like tanks. In short, they’re the safe picks.

Last but not least, utilitarians are the odd units who are unusually weak or seem useless at first glance, but open up interesting ways to play the game once you start looking deeper. Zane, the second thief that you recruit in Act 1, is the purest of all utilitarians in Andromeda. He has control over the anima triangle at base, meaning he can reliably chip around 50% of the classes in game via effective damage.

Oh, by the way, his class isn’t Thief. He’s a Mage. But his personal skill gives him the abilities of a Thief, plus more. The cheeky Spring Thief also reduces damage taken by female allies around Zane by… 5 points. That’s a lot in Andromeda’s context. Putting Zane beside a female tank or bruiser suddenly enables them to get more mileage out of their bulk, and allows more risky strategies that aren’t typically viable (such as the Goldstar/Caelestis Sofia tank build).

In Andromeda, every unit has their own identity, and the game is designed to encourage raising a well-rounded party to tackle the campaign. Always, and always, in Andromeda you’re given the tools and the choice to deal with whatever trick the game pulls off — be it menacing bosses you have to kill, swarms of reinforcements who want to keep you in place, or something as simple as weapon durability running out.

A fresh, fair, and challenging modern Fire Emblem experience, without descending into overly complex gimmicks or mindless RNG, is what Andromeda aspires to be.


What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Eretein: What’s in the works?

Right now, Andromeda is putting its feet up on Act 1 Complete. I consider the current demo a pretty good indicator of what’s in the full game. It contains complete supports (you read that right!) for the cast and 11 playable chapters, including a cinematic Prologue, a shopping-style Interlude, and a secret Paralogue. Since you’ve seen the trailer, you must’ve some idea on what this Paralogue is. But, hey, if I keep writing about the Paralogue, it won’t stay secret for long.

What I won’t keep secret however is what’s being cooked for the next release. Do you guys think having 8 inventory slots is a bit too much? How about third-tier classes? A reclass system? 250 equippable accessories and the Starfall soundfont? Feat progression reminiscent of DnD? A sane implementation of Inky’s Arcane Omniscience? Rejoice! For prelim says that these features are entirely possible with today’s tech.

In 2025, around this time of the year, Andromeda is slated to have an Act 2 release. This release may strip out barely touched features like the dynamic grieving system and the generic replacement system. Why? Data from FEBuilder’s autofeedback says that most players like to reset when someone kicks the bucket, or they play on Casual mode. I do that too lmao. So, I’m sorry. I’m only one dev, I don’t have much support or a dedicated team, and I can’t keep coming across edge cases and running tests for every one of them. Quality assurance is very important to me as a developer.

But much like a hydra after having one of its heads torn off, Andromeda’s third beta might spawn the following features. It depends on how hard I procrastinate…

  • Modern danger indicator. Toggle danger radius for units individually. Useful for positioning tanks in chaotic battlefields.

  • Global Shove & Pivot. Now everyone can make use of these cheesy repositioning skills, including enemies to make sure you have an extra bad time.

  • Skill Progression overhaul. Instead of learning set skills, units now have branching skill paths, giving the player freedom and flexibility when building their team. By design, skills are minimalist in implementation, but impactful in gameplay. Say no to +4 As, embrace +9999 As instead. No proc skills or gimmick skills that require an essay to explain how to use them either.

  • Reclass System. At Level 5, units can choose to reclass from a pool of 3 classes, enabling adventurous builds like Sniper Fleur, Bard Isabelle, and Dark Flier Lorelei. But, skill acquisition has been curved against cumulative level, meaning it takes longer to learn skills the more a unit reclasses…

  • Third-Tier Classes. I always wanted to implement this, but I ran out of freespace. Thankfully, I discovered a way to have your lizards grow into salamanders without bricking the rom.

  • Aggro overhaul. Now Provoke only snatches aggro away from allies within a certain distance of your tank, making it more challenging to position units properly.

  • Expanded inventory slots. Now Swordmasters can carry up to 8 Killing Edges. Gear Emblem is the new Skill Emblem.

  • Expanded Accessories. What’s the use of a bigger inventory without the gear to stash in it? Now there’s 200+ new equippable accessories waiting to be used, each granting tiered stat boosts to better fit your progress… and perhaps other effects.

  • Revamped Minimug Box. Inspired by the legendary GORGON-EGG, the minimug box has been overhauled to fit a portrait, a reactive Hp bar, and 8 Stats along with 8 Items and 8 Skills. Gotta hit that 888 somehow.

  • Sleek new UI. Inspired by Awakening, Grand Order, and even Baldur’s Gate, Andromeda now ships with UI elements that work with the game’s unique strengths.

  • Starfall Soundfont. Thanks to Alusq, Andromeda now has a crisp remastered sound. Including 30+ new custom tracks to make the soundroom reach 100.

  • Arcane Omniscience revamp. Now true to what her personal skill says on the tin, Inky has access to every single tome in the game, without being restricted by puny things like inventory slots.

  • A second paralogue. What happens to a certain grandmaster of terror after the first paralogue, anyway? There’s a mystery here, waiting to be uncovered…

  • 11 new chapters. Follow Fleur who once again acts the moral compass of the party, as Lorelei and Inoel commit war crimes against an entire kingdom. What happens when the compass breaks? Your choices still count, and the game’s keeping track of how many innocent mooks you slaughter… Oftentimes, the high road is a difficult path to take. Grinding, being greedy, grabbing two chests instead of one to make the game ‘easier’, isn’t without consequence.

Looking back at what I’ve written, finishing the game will probably take me ages. See y’all in 2030.


What inspired your project’s creation?
Eretein: Andromeda started out as a writing prompt.

Fun fact: I moonlight as a novelist who dabbles in fanworks as a hobby and as a way to feed my inner child. Yeah, I’m a massive nerd who just churns out words all night for my editor to suffer through.

Joking aside, the prompt went something like: “Hero saves the world, but can’t save themself — the story after.” This prompt is interesting, right? Gives you the Frieren vibes. I could do something… experimental with this, I said.

For the longest time, I wanted to write a fic for Fire Emblem. So, I thought, let’s go with our favorite time-travelling princess. What happens to Lucina after her unpaired ending? Yours will be a happy future is just oozing with potential. But, and it’s a big but! I’ve already completed another novel-length fic about another time-travelling heroine, and that also deals with her afterstory. So, I thought why not do something different.

I don’t wanna do Guardians Two. I don’t wanna cut onions again. So, maybe a game. Maybe I should put my day job as a programmer to better use (unfortunately writing books doesn’t put food on the table). Maybe I’ll do a Fire Emblem game. And so Andromeda was born.


What got you into making Fire Emblem fan games?
Eretein: The Last Promise opened the gates.


BONUS QUESTION
What is it specifically about Fire Emblem that you like the most?
Eretein: The turn-based gameplay. It gives my fingers a break. As an author and as a programmer, that’s a godsend versus carpal tunnel.

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Shantaemblem: and the Divine Fragments, a -I guess I would say story driven, the main goal was to translate Shantae’s characters, themes, and gameplay elements into Fire Emblem as much as I could- romhack from @Stephano


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Stephano: Animations. I’ve made of 60+ animations specifically for this project with many more to come. I still have a lot of the project left to do, but I never felt motivated working on it if the animations were just default ones. So, I had to get to work.

What was/is the most enjoyable part of working on your project?
Stephano: Working this my partner, Mek. He’s been writing the story, so I pretty much just do everything he says, despite me coming up with the project. haha. There will be times where he tells me the setting and the enemies, and then a shiver runs down my spine as I realize how many animations I have to make. But its all worth it.

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Stephano: I briefly mention collectables and side quests. These have been really hard to come up with as the GBA engine doesn’t really allow you to do a whole lot when it comes to puzzles. So I really have to get creative to come up with a puzzle that you would see in an actual Shantae game. Some of the one’s I’ve been able to come up with I’m really proud of.

What inspired your project’s creation?
Stephano: I’ve been wanting to make a Fire Emblem ROM hack of a Shantae game for over 6 years. After all that time, I finally have the skills and someone crazy enough to help me. Currently 1.5-2 years into this project with hopefully only a year left.

What got you into making Fire Emblem fan games?
Stephano: I just like making stuff and I really like Fire Emblem. It seemed like a fun hobby. I try to explain to my friends and family what I’m doing and it just goes way over their heads. But it does make what I’m doing seem pretty cool to them. Honestly with how big of a time sink this project has been, I don’t think I have it in me to make a whole 'nother one. But I really enjoy doing it. It would be cool to help other people at some point.

BONUS QUESTION
What is one thing you have learned from working on your project?
Stephano: Making animations, being a good team leader. I’ve been apart of fire emblem modding teams before and they didn’t end well. The last thing I want is this project to end up like the others. All you have to do is be nice.

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You should do these interviews again next year, if you’re up to it.

They’re enjoyable to read

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Same ! Those interviews are so interesting to read, you can’t put everything in a showcase (especially a trailer) so it’s cool to have people talk more about their projects with this support ! :smile:

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I’m glad that there are people who are enjoying reading the interviews :~)

I’ll do a write up at the end with some interesting interview stats and some of my thoughts on whole thing.

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[ev::Create], an -Experiment- romhack from @HeritorofRain


What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
HoR: I have dealt with a fair number of challenges even in the beginning stages of creating this hack, but the biggest hurdle was definitely learning how to do code modding in order to create a growths display patch. It took a lot of time and studying, but I hope it proves that if I, somebody with little to no compsci background can do it, then anybody can.

What was/is the most enjoyable part of working on your project?
HoR: All of it has its ups and downs. Everything is both easy and hard at the same time. Though I’m only in the beginning stage of learning how to do it, I’ve very much enjoyed studying map design from a mechanical and strategical standpoint. I didn’t get to show off much wacky map design in my video, so I’m hoping to be able to showcase some soon!

What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
HoR: There’s one other unit that didn’t appear in the trailer at all. When Engage, and by extension the Royal Knight was revealed, I remember immediately pointing at the screen and going “There needs to be a Jagen character in that class.” I thought the idea of the traditional silver-lance toting paladin had a cool twist packing staves. So I did it! This character will probably be showcased very soon.

What inspired your project’s creation?
HoR: I want people to get into Engage hacking! I’m an individual of no particular skill or talent, just a desire to make stuff. This game has an incredible base for GBA-tier hacking right out of the gate, it just needs more people creating things to flesh it out further.

What got you into making Fire Emblem fan games?
HoR: Funny enough, I started my gateway into romhacking trying to get an old, broken down Awakening randomizer by Ranbon working. I’ve since gone on to create Project Thabes, and now this project which is significantly more ambitious.

BONUS QUESTION
What is one thing you have learned from working on your project?
HoR: Sommie has a mesh specifically for the X on his butt. It’s extremely cursed.

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