Earthquake Warriors Progressables is the sequel to Earthquake Warriors RPG. All of the characters return for this new adventure as they follow the story of two brand new characters: a pair of gay forest guardians named Jibber and Jabber, who have lost their Gordo Grande stones, as well as their favorite toeless socks. Along the way, they meet old friends, old enemies, and new enemies too, as they must work overtime to fend off both Azrael and his remaining forces AND the forces of a new threat: Queen Isfet.
This game tries to fix a common complaint people had with the first game: the lack of character progression. Here, while everyone else starts at level 50 and knows all their moves: Jibber and Jabber must level up and learn moves the old fashioned way.
In this demo, there’s four sizey levels to explore with non-linear paths, and even a few secrets to discover. And that’s not all! Face off against a myriad of bosses (three in each level), including Azrael’s faithfuls as well as Isfet’s own henchmen of varying species. All this to reach the ultimate goal of the demo: to unleash Jibber and Jabber’s FULLY ANIMATED Gordo Grande form!
You can see my previous game’s topic: Earthquake Warriors RPG, for an idea of what to expect from this sequel, as well as some footage from the game’s demo.
I feel like I’m not positive enough about my game. I try not to be too pretentious, but my friend thinks I might be overcorrecting. Why don’t I list the positive things I can promise with this game.
-Every map is hand crafted and individual, allowing an easy time to traverse the game.
-Plenty of secret areas and midbosses to find. Can you find them all?
-Action is fast paced, with a real-time speed system that keeps the player engaged.
-Hand drawn sprites and graphics. No generative AI used at all. (In fact, the second half of the game is going to lambast Gen-AI greatly, since it will take place in an AI Databank/Generator)
-Choose from 15 different heroes of varying power level. Mix and match two of your favorites for the difficulty you want.
-Each character has their own personality and dialogue. The leader of your group will have different things to say or add to any given situation. Try reading the “Kikya Butz” comic to find out what I mean as an example.
-Meet Jibber and Jabber: two fledgling forest guardians with a lot to learn. Level up to get stronger and learn new moves while seeking out spellbooks to expand their arsenal beyond even the Earthquake Warrior’s finest.
-A quirky cast of chonks that allow for a well-balanced theme that even those who aren’t into fatfurs can enjoy.
Hello, I gave the game a good little try since I don’t have too much time and will have to get back to it later.
First off I really like all the sprite’s you made and how some of the attacks/moves have unique sprites for when the character is going up to attack or goes flying at them, the victory screen after the battle is charming as well with all the characters having their little dance(jibbers head bob is my favorite). I can’t say I know much about the story or what happened before, I didn’t finish the previous game and only made it about halfway through the levels and that was a few years back. Combat itself felt nice, the active turn timer was never to long that it was a drag and felt speedy enough that the turns sometimes overlapped, difficulty is a different topic for each person so I don’t know how others feel or you as the creator feels, I choose bertha and drimogemon(gotta love me some digimon) as my two. I have not gotten to far I think I just finished the second zone and have a few moves under the bird boys belts but their performing well enough. I do think I missed a boss in the first zone since I only fought the swamp bear and the last boss since he gave the necklace. I think the map style is nice and am thankful that they aren’t gigantic and windy; I don’t know how many secrets there are but I have found many perma-buff items, money, etc.
Overall with the time I got to play before I had things to do, I enjoyed it. It was a fun little time with chonky fellows and the occasional hooman.
Thanks. I’m glad the levels are a nice size. I don’t want them to be too big, but I feel like some of them are a bit repetitive in their 3-way structure. As for missing a mid-boss: not really. The green bear up there appears off the beaten path in an area with a chest on an island. He’s a random enchounter and possibly drops a special piece of armor you cannot get elsewhere if you beat him.
The way you say “hooman.” You remind me of a friend who says it that way.
I’m gonna be taking a break from working on this while ArtFight is going on, but let me know if you find any glitches or have criticisms you’d like to state.