After over a year of development followed by a closed beta, version 1.0 of my game was publicly released on 24 December 2014. It was created with RPG Maker VX Ace and can be downloaded for free. I will continue to support it with bugfixes as necessary.
But what *is* this ‘Game Master’ actually? What to expect? Well …
An adventurous Journey!
Accompany Elsa, a teen-age girl who has just moved to another town with her mother and tries to find out about its history. Set out on an unexpected quest full of mysteries to unravel. Why does the game board in the woods work only for you? What does the Elder know about it? Who was the Wizard? Does he maybe still exist? And in addition to answering these questions, can you find all the hidden items and secret rooms, too?
The Agony of Choice!
At the beginning of the game, choose one of two classes with different skills and, here and there, slightly different events taking place in the world. Do you want to get close and personal yourself as a Fighter, dual-wielding your electrified swords, or play the supporter’s role of a Tinker, healing and buffing your allies? It’s up to you!
Configure the skill setups of your actors yourself! Choose between a number of powerful skills, some even with multiple useful effects, and try to find the perfect solution against the enemy combinations you encounter. Take advantage of skill synergies in order to defeat even the hardest bosses with relative ease!
Game Master offers …
- about 10 hours of playtime,
- a complete soundtrack composed by myself,
- full gamepad support.
Play it now for free!
And by the way: If you’re an RPG Maker developer yourself, you might be happy to hear that the project is unencrypted/open-source. Feel free to check how things have been put together and recommend the project to friends.
These are the skills and items you can find in Game Master. I like lists like these (always have), and maybe you do too.
Fighter skill. Raises Elsa’s Critical Hit Rate to 100% for a few turns at the cost of a fraction of her Maximum Health Points. Use this skill from the menu, so you can enter the next battle buffed and at full health.
Deals fire damage to all enemies with a chance to stun. This skill is an area effect and therefore cannot be evaded, countered or reflected.
Shatters a stalagmite of ice in front of the enemy, dealing ice damage and covering its body with a layer of rime. Unless hit by fire, the frory enemy takes more physical damage for several turns.
Charges your sword(s) with the power of electricity, which significantly raises your Strength and makes your normal attacks deal electro damage with a chance to stun.
Tinker skill. Deals massive damage to an enemy, removing its buffs and lowering its Defence for the rest of the battle. A devastating move against tough enemies.
Restores some of your robots’ Mana Points. You’re better off using this from the menu, but if a battle takes very long, it might also be a good idea to spend your own turn re-enabling some robotic skills.
Significantly raises a robot’s Strength until the end of the battle by diverting its energy flow, which, as the downside, costs some Health Points.
This charge basically puts your robot into power-saving mode for a few turns, which means it regenerates some Health Points over time, but has its Strength and Tempo lowered by quite a bit.
Adds a chance to inflict elemental debuffs (that is, Burn, Cold, Stun and Blind) to a robot’s normal attacks (and Rocket Rage if available). This charge may stop working after taking damage.
Robot cannon skill. Deals higher fire damage than a regular Fire Cannon shot (see weapons). Can also inflict the Burn state at a small chance. Well worth that one Mana Point it costs, especially if the enemy is weak to fire.
An improved version of Fire Shot that deals a little more fire damage to the target plus some splash damage to all other enemies. Particularly useful on a certain Board later in the game.
A fire-elemental area-of-effect skill that may burn. The cannon that contains this skill can only be obtained relatively late in the game.
Deals ice damage to an enemy with a chance to inflict a cold that lowers Health Points, Strength, Defence and Tempo and raises ice damage taken.
Boreal Beam is a slightly stronger version of Ice Shot, dealing more damage and inflicting a cold without fail – if the enemy is susceptible to that state, of course, which, admittedly, isn’t all that common.
An ice-elemental area-of-effect skill that may inflict a cold. A very efficient way to make your life easier when facing a troop of strong but cold-susceptible enemies (like near the end of the game).
The electro version of basic cannon skills. It deals more damage than Ice Shot, but less than Fire Shot. Its advantage over the latter lies within the chance of stunning and blinding.
Unlike other enhanced cannon skills, this is an area effect. It deals electro damage and may stun. Extremely useful and therefore very costly (the most expensive skill in the game, in fact).
Hits an enemy for high electro damage and stuns as well as blinds it. This is a very effective skill to use against bosses.
Robot gear skill. This physical attack also deals massive damage to an enemy – preferably a boss. It comes with three downsides, though: It may miss, it is tricky to obtain and its gear lowers your general Hit Rate. Still, that damage …!
Deals physical damage to all enemies with a decent chance to stun. Moreover, your Tempo is increased for the attack’s duration, so you can use this skill to attack even before faster enemies. Plus, Rocket Rage inherits all normal-attack effects you have. Inflicting states, for instance.
A skill with a really cool-looking animation. It’s an area-effect skill that hits all enemies and absorbs the damage dealt as Health Points. In addition to that, it has a chance of causing Bleed (damage over time)!
Restores Health Points to a set percentage of the maximum. Playing as a Fighter, this is the only way to heal your robots for quite a while, so make sure to get it as soon as possible!
A magical sphere that restores and then regenerates all actors‘ Health Points. This skill is the only one available to you that heals multiple targets at once.
Lets a defeated ally return to battle with a temporary stat boost. There’s only a single gear containing this skill in the game, but don’t worry, it’s impossible to miss it.
Reduces the MP of all enemies and lowers their Strength significantly. The MP damage dealt is ‘magical’, which means its calculation is based on the user’s own MP.
This skill creates a magical barrier around the user’s group which has two effects: It a) grants a chance of reflecting ranged attacks and b) halves MP costs. Both effects tend to be very useful.
Inflicts all enemies with a damage-over-time effect and lowers their Defence and Tempo. A very useful skill against enemies that take a lot of hits. Not as useful in shorter battles, though.
Removes all buffs and blocks new ones. It also raises fire damage taken, so you should combine it with fire skills for heavy hits. Please note that enemies can only be inflicted with one glue at a time.
The last kind of glue you get to use in the game. It reduces the Tempo of all enemies even more than the other glues do. This has both offensive and defensive benefits due to the way Tempo works.
A very special skill that deals damage as high as the target’s current Mana Points (‘magical damage’) and may cause Sleep, granting you the chance of healing up and/or preparing for a powerful strike.
A skill you obtain only very late in the game. It lets your robots act twice on the next turn, but it can only be used with the ultimate hammer equipped.
Restores some Health Points. Can be found as a hidden item in barrels, boxes and the like, or bought from the merchant.
Restores way more Health Points than a regular Potion, but is also rarer to find.
Restores not a set amount of Health Points, but a fraction of the Maximum Health Points. Worth it later on!
Restores a few Health Points and, often more importantly, removes all debuffs. These herbs can be found as hidden items quite often.
Restores way more Health Points than a regular Potion, but is also relatively rare to find.
Restores a robot’s Health Points and removes its debuffs. Restores more Health Points when used as a Tinker.
Restores all Mana Points. There are only a few of these in the game, but they can be recharged in town as often as you like. You can use them on robots as well as on Elsa if has any tronic hammer equipped.
A rare item that raises Elsa’s Critical Hit Rate and Stun-on-Attack Rate for a number of turns. Turns left carry over from battle to battle!
The Jeweller who has recently arrived in Home is searching for these mysterious gems, even though he doesn’t bother to tell you why. Oh well, what can possibly go wrong helping a tradesman in distress?
Oddly-shaped fruits that can grow almost anywhere. Bring these to Linve, the witch apprentice in the Slumberwoods, in order to increase your Maximum Health Points. Some Heartberries will grow only later on, so make sure to revisit familiar places every now and then.
As the name suggests, these keys open the locked chests you find scattered around. Chest Keys can only be used once, but don’t worry, there are always at least as many keys as locked chests accessible at any given time.
These are needed to craft and upgrade the Tronic Hammer, the weapon Elsa uses as a Tinker. There are three different kinds: Dim Tears, Coruscant Tears and Radiant Tears. You obtain them by salvaging common, mystic or heroic equipment respectively.
STR + 3
The standard weapon for a Fighter. It doesn’t have any special properties, but it’s certainly better than fighting bare-handedly. You can also dual-wield swords if you’re of the aggressive sort.
STR + 6
The second so-called common or white sword. By the time you get it, you may very well have at least one mystic sword already (see below), but if you don’t or prefer raw damage over a fancy effect, use the Katana.
STR + 9
A warrior from the Everwhite mountain once slew his enemies dual-wielding these. You can obtain both of them at the same time, but only if the warrior’s immortal soul judges you worthy.
STR + 12 → 18 → 24
A hammer made by the Engineer from salvaged Fighter equipment. It can be filled with mana — so you can start using skills that cost Mana Points — and augmented with a robot gear. It also allows Elsa to use the skill Shatter. The upgraded versions contain more mana and allow Elsa to use higher ranks of Shatter.
STR + 6 → 12 → 18
As the name suggests, these cannons deal fire damage, with a chance to inflict Burn if the enemy is susceptible to it. It also allows the robot wielding it to use the skill Fire Shot. Higher ranks unlock Flare Blast and Inferno.
STR + 6 → 12 → 18
Deal ice damage, with a chance to inflict Cold. Rank I allows to use Ice Shot, Rank II and III add Boreal Beam and Absolute to the robot’s skill set.
STR + 6 → 12 → 18
These will probably be your weapons of choice if you like disabling your enemies, since Electro Cannon skills can inflict both Stun and Blind.
DEF + 3, Block Rate + 9%
The basic shield in the game. It offers just a little bit of additional protection. It’s not a good idea to use this shield against enemies which can deal fire damage.
DEF + 6, Block Rate + 18%
A shield that offers higher Defence than its wooden predecessor plus some Physical Resistance, but also, being made of iron, raises electro damage taken. Be careful!
DEF + 9, Block Rate + 27%
The best common shield. It doesn’t have any special properties, it just provides the highest Defence boost of its item class. The merchant starts selling this fine piece of smithery later in the game.
DEF + 3, Damage Reduction + 6%
The standard corslet. It is made from dragon leather, and therefore, it lowers fire damage taken, but raises ice damage taken. There is a particular Game board you do not want to wear this on.
DEF + 6, Damage Reduction + 12%
The mail of a knight of the order. Similar to the Buckler, this piece of equipment lowers physical damage taken, but at the same time, raises electro damage taken.
DEF + 9, Damage Reduction + 18%
The best common corslet. A bit tricky to obtain, but well worth it. It lowers physical damage taken like the Knight’s Mail does, but doesn’t make you more susceptible to electro damage. It’s heavier, though.
Elemental Resistance + 75%, Poison Resistance + 100%
The first waistcoat (or ‘weskit’) you can get Clarissa to weave for you as a Tinker. It protects you from elemental damage and also prevents you from being poisoned.
Elemental Resistance + 25%, Elemental Debuff Resistance + 50%
The elemental damage resistance may be lower compared to the Leather Waistcoat, but you gain some protection against elemental debuffs.
Elemental Resistance + 75%, Elemental Debuff Resistance + 50%
The final waistcoat simply combines the advantages of its two predecessors, except for the Poison Resistance. (Bonus points to anyone who can figure out what game and character the name refers to.)
STR + 12.5%, Critical Hit Rate + 12.5%
The first accessory you can find is the Titan’s Fist. It’s meant for offensive players, as it raises both Strength and Critical Hit Rate.
Debuff Resistance + 50%
The Mountain Dew is a magical aquamarine necklace that lowers the chance of being inflicted with debuffs — and thus might significantly lower the challenge fighting certain enemies.
Handbag of Healing
HP Regeneration + 5%
Tired of using healing skills and items all the time? This magical and fashionable handbag provides some healing over time! It must be traded for valuable Great Potions, though.
DEF + 12.5%, Counterattack Rate + 12.5%
The belt of a mighty warrior. Maybe the same one who dual-wielded the Highlander swords? Anyway, it raises Defence as well as Counterattack Rate (and thus works very well in combination with the Titan’s Fist as you get more hits in).
TMP + 10
Boots that make you hover a few centimetres above the ground, thus boosting your speed or something. In addition to your turn coming up earlier, you’ll be able to hit enemies much easier and evade their attacks more often.
EXP + 50%, Gold and Item Drop Rates + 100%
There are two of these magical rings that make an adventurer’s life much easier. Reaching max Level and farming Gold and items should be a walk in the park if you put on these things.
Max MP + 5
At some point in the game, Linve will have left the Slumberwoods. You can then find and equip her magical cone-shaped hat which raises your Maximum Mana Points.
Max HP + 45
Made from the Original Jelly’s remains, a creature defeated by the adepts of the desert many centuries ago. The earrings used to be stronger in the past, but still offer a reasonable HP boost.
All accessory effects
The ultimate accessory which you might get your hands on after obtaining all the other ones. It has all of their properties and can still be combined with one of them, thus doubling that particular effect.
Hit Rate − 12.5%
A gear that is rather hard to find. Its skill is the most powerful attack in the game, but tends to miss the target. In addition to that, the gear itself lowers your Hit Rate in general.
Counterattack Rate + 12.5%
A gear you get your hands on much earlier as a Tinker. Not only does it provide you with a skill that deals decent damage to all enemies, it also raises your Critical Hit Rate.
STR + 25%
This gear raises your Strength, which is very useful in regard of its skill: As Vampiric Field heals you by absorbing the damage dealt, you surely want this damage to be as high as possible.
Max MP + 5
Maybe the most important gear in the game, providing you with the basic healing spell. There’s only a set amount of these in the game, and you should definitely try to find them all.
Max HP + 15
This useful gear raises your Maximum Health Points, so if not for the skill, you still might want to equip it for the stat boost.
STR, DEF, TMP + 12.5%
This gear is a little bit of an allrounder, providing you with decent Strength, Defence and Tempo bonuses. Too bad there’s only one Revitalise gear in the game.
DEF + 25%
This gear enables you to give your enemies a hard time. You might want to use this just to raise your DEF, though. Brutus, you will find, could often use some more.
Elemental Resistance + 15%
This gear offers a lot of protection against elemental damage as it provides you with Elemental Resistance by itself which can be further extended by the Aura Barrier skill.
Normal Attack TMP + 10
The Corrosive Glue skill damages the enemy and lowers its Tempo. Correspondingly, this gear raises the speed at which you perform standard attacks, sometimes giving you a crucial tempo advantage.
TMP + 25%
This gear has been designed to protect you against a group of enemies by weakening them. At the same time, it provides you with a Tempo buff to evade one attack or the other.
Evasion Rate + 6.25%
As the Leaden Glue skill lowers your enemies‘ Tempo by quite a bit, the gear only provides you with an Evasion Rate bonus instead of a full Tempo bonus due to balancing considerations.
Sleep-on-Attack Rate + 25%
With this gear equipped, you sometimes put enemies to sleep by simply attacking them. This works very well in combination with Rocket Rage, as that skill inherits all normal-attack effects.
Normal Attack Times + 1
Can only be equipped with the G-Tronic Hammer, the fully upgraded Tronic Hammer. Time Strain allows you to perform more actions, be it specific robot actions (through the skill) or Elsa’s normal attack (through the gear).