Wind and Flower Song Umbrella (Free RPG) Introduction, Impressions, and Strategy Notes

風と花曲のアンブレラ(フリー・RPG)紹介・感想・攻略メモ game
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This article is about the game "The Umbrella of Wind and Flowers," which was created using RPG Maker VX Ace.
This is a medium-length RPG with a calm and elegant storyline.
This game feels like it's been meticulously crafted in every aspect, from the graphics and background music to the game system. I'd say the difficulty level is somewhere between easy and average.

The main story took me about 9 hours to complete.
(Clearing the secret dungeon took about an extra hour.)

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Game Overview

The protagonist, young lady Cecily, is a descendant of a hero known as the "Wind Rider," and dreams of embarking on a journey to help people, just like her mother.
One day, after hearing a cry for help carried on the wind, he escapes through a window of the mansion and sets off on a journey.

 

This game is based on traditional RPG systems, but it also incorporates several unique features.
I will briefly introduce some of the main points among them.

 

First, let's talk about the equipment screen.
This screen is not just for equipping weapons and armor, but also for changing abilities, which are crucial elements for gameplay.

Armor and accessories can be obtained in the same way as in typical RPGs: by purchasing them from shops, finding treasure chests, or completing events.

 

In contrast, new weapons are strengthened by being modified.
The shop displays several basic weapon types, and you can upgrade them by consuming materials.
Each character has different builds available, such as those that prioritize physical attacks, those that prioritize magical attacks, and balanced builds.
Trying out different roles for each character broadens the range of tactics and makes the game more interesting.

Jewels have the effect of increasing parameters like accessories, but they also have the effect of allowing you to use multiple skills.
The types of skills you can use depend on the rank of that jewel.
Jewels can be strengthened by modifying them, and the number of usable skills will also increase.
Jewels have different skill categories, such as attack skills, support skills, and healing skills, so it's a good idea to consider the character's role and how they combine with their abilities when equipping them.

 

The equipment screen allows you to equip up to three abilities, which are acquired by spending "EP" in the menu screen.
EP is a value shared by the party, and it increases by completing quests, reading books, and more.
The abilities that should be prioritized for acquisition will vary depending on the role you intend to assign to each character.
I think figuring out all these different options is part of the fun of character customization in this game.

 

In the "Travel Log" section of the menu screen, you can see your current main objective and the progress of your request memos (i.e., quests).
If you ever get unsure of what to do next, you can check here, so you won't get lost.

 

Next, let's talk about combat.

The combat in this game is an active turn-based battle system.
The AP gauge fills up at a rate corresponding to the player's speed, and the player whose AP is full gets to act first.
Some skills have the effect of increasing or decreasing AP.

 

Skills can be divided into those that consume MP and those that consume "FW" (Field Wind).
FW (Forward Points) are accumulated on the field by using specific skills and are carried over even after a battle ends.
Since FW will naturally accumulate if you use skills that consume MP, it's best to actively use it rather than hoarding it.
Furthermore, since MP recovers through normal attacks and defenses, defense can also be an important tactic.

In this game's combat system, I feel that status effects play a fairly important role.
Keeping in mind skills that inflict status ailments on enemies, as well as your allies' resistance to status ailments, will make battles much easier.

Review (no spoilers)

I successfully completed the game, including the bonus dungeon after the main story.
Even though it's called a "secret dungeon," it's not an incredibly difficult challenge dungeon; the difficulty level is about the same as the final boss of the main story, so I was able to play it naturally.

 

This game is a very carefully crafted RPG, but I think its greatest charm lies in the protagonist, Cecily.
No matter the situation, I will not dwell on it or worry, but will respond elegantly, like a true lady.
Even when something seems reckless, they possess the ability to accomplish it effortlessly, giving the impression that they are truly invincible.
It was exhilarating to solve problems that others considered major issues, as if it were the most natural thing in the world.

Even when facing an enemy, I often manage to draw them into my own pace and leave them bewildered.
The way it involved both allies and enemies, and ultimately resolved everything in a satisfying way, was reminiscent of the classic Japanese historical drama "Mito Komon."
You won't feel stressed by the story, and you'll likely experience a refreshing and invigorating gameplay experience, like a gentle breeze.

 

In terms of difficulty, I'd say it's somewhere between slightly easy and average.
If you use the skills you normally acquire in battle, you can play without being wiped out.
However, for some requests, if you attempt them as soon as you become eligible to start, you'll likely get completely crushed.
Regarding those kinds of requests, you can put them off for now and accept them when you're at a suitable level.
I don't think you'll need to level up during battles in the main story.
The enemies depicted as powerful in the story were indeed powerful, which was satisfying.
The game's combat balance relies heavily on buffs, debuffs, and status effects, so you might find it challenging if you don't make good use of them.

 

I could really feel the attention to detail in the graphics and background music.
From the original character portraits to the detailed pixel art in battles, it's reminiscent of classic RPGs from the later Super Famicom era.
The maps, all predominantly green in color, were beautiful, and I explored them in a calm and peaceful state of mind throughout.
(Easy on the eyes)

Many of the background music tracks were very memorable and I felt they really enhanced the overall experience of the work.
Perhaps because there are many scenes in the story where Cecily plays the piano, there are also many piano-based battle themes, and overall, I think it had an elegant atmosphere.

In terms of atmosphere and difficulty level, I think this is an RPG that I can easily recommend to casual gamers.
If the screenshots in the game's introduction pique your interest even a little, I think you can't go wrong playing it.

Strategy Notes (Spoiler Warning)

Example of how to defeat the final boss in the main story.

This is a strategy guide for the final boss battle of the main story, which was the first time I was wiped out in a battle where defeating the party resulted in a game over.
There was no particular need to level up; everyone was already level 29.
I recommend returning to the workshop in Emera Village and strengthening all the jewels you have that can be enhanced.

In conclusion, I felt that the skills unlocked by jewels were the key to success.

 



"Forest Word," which becomes available through the Emerald of Life EX, is a spell that increases the defense and magic defense of all allies for 5 turns. (It reminded me of "The World's Password is the Forest.")
In my case, I have Cecily use this magic, and I think you won't have much trouble as long as you maintain the buff.
When things got tough, I used Elegant Heal to heal the entire party, and when there was an opportunity, I had them participate in the attack.

 

Rowe will attack with "Moonlight Arrow" and "Majestic Rule" until his companions are gone.
Once the boss is alone, it's a good idea to apply debuffs with "Red Rose Arrow - Barrage" or "Emperor Sword" and then whittle down its HP with "Black Emperor".

 

Similarly, Winria will use "Royal Bright" to attack all enemies until all of their companions are gone.
Once only one enemy remains, attack with "Gold Lance" or use "Ether Horn" to restore your MP.

 

Post-clear dungeon

After loading the cleared save data, pick up the blue Blossom Key and use it on the door to the right of the entrance to the Tower of Empty Reflections.
If you proceed further from there, you will be able to explore the secret dungeon.

The Phantom Fire Mage, the gatekeeper of the hidden dungeon, will launch a fierce attack called "Fireball Knock - 1000" at the start of the battle.
Without countermeasures, you'll be instantly killed, so equip yourself with gear and abilities that increase your parry and grace rates to survive the opening rush.
Once you get past that point, the rest of the fight is like a normal boss battle, so make full use of Forest Word and other abilities.

Thoughts and screenshots included (spoiler alert)

When I hear about escaping through a mansion window, I picture a tomboy princess like Alena from Dragon Quest IV.
However, Cecily, the protagonist of this story, escapes gracefully by using her open umbrella to ride the wind.
This scene from the prologue feels like a key visual that symbolizes the overall image of this work.

 

The situation of playing the piano in a bar reminded me of Final Fantasy V.
As I mentioned in my review, this game showed a clear respect for classic RPGs from the later Super Famicom era.

 

I really like the cool way the music played on the piano becomes the background music for the battle.
I particularly like the battle music that plays during this battle; it's really catchy and memorable.
I want to know the song title...

 

I think Cecily's magic is powerful because of her inherent qualities as a wind rider.
However, I don't really understand why he can parry anything with an umbrella, but perhaps he has incredible swordsmanship skills.

 

Even if they are enemy monsters, if it's in a field I like, I'll offer words of praise without discrimination.
I appreciate the unpretentiousness of being able to say that something is wonderful without any preconceived notions.
Like Gon from HUNTER×HUNTER, he doesn't care about good or evil and acts solely on his curiosity, which could be said to be characteristic of a wind rider.

 

Even the antagonist, Zehyra, adds a nice touch to the story.
Despite being a demon who constantly seeks conflict, he also loves beautiful things, making him a character who could be either friend or foe, and I really liked him.

 

It seems that Lowe is beginning to be drawn to Cecily's personality, but he doesn't quite understand his own feelings, so I think these words came out as a temporary response.
However, at this point, I interpret it as him being attracted to Cecily's charm as a person, rather than romantic feelings.

 

The background music for the demon battle in the nightmare is often used in other boss battles as well, and I like it because it creates a sense of tension.
The first time I fought this trio, my level wasn't high enough, and I was completely wiped out.
The situation, with the bodies lying there, completely blackened and obscured, was quite traumatic.

I imagine these three demons are probably a team of four generals under the king, after Zehyra left.

 

Slyuda, the surviving of the three snake-women sisters, was cute.
It's a little sad that my sisters got punished for going too far, but it couldn't be helped since they had gone too far.

 

Cecily's free spirit, which even confused Zehyra, was truly captivating.
For Zehyra, who would likely be approached with hostility and fear by everyone, Cecily's natural and unpretentious approach must have been a refreshing change.
I think she's what you'd call an "interesting woman," but I also get the feeling that Zehyra himself will become an "interesting man," so perhaps it's a case of two eccentrics clicking with each other.

 

Cecily, who genuinely believes this without putting on a brave face or trying to provoke anyone, is truly the strongest.

 

I think they probably don't have any ulterior motives to win Zehyra over; they're simply making a genuine invitation.
If it was all calculated, then perhaps Zehyra sensed it and hardened her stance accordingly.
Even when rejected, she shows a dignified attitude, saying, "Well, there's nothing I can do about it," and continues to fight back.

 

It was heartwarming to see Lowe, who had been awkwardly joining us for tea time, gradually warm up to us.
I like how the phrase "Let's have tea again" reflects Lowe's unpretentious personality.

 

Both the allies and enemies are fascinating characters, and you can't help but wonder what will happen to them in the future.
The other eyes on its head are also shaped like smiling faces, which is adorable.

 

This scene made me realize that the Tycoon's resurrection wasn't necessary in order to get Cecily to fight with all her might.
I can certainly believe that she would do that.
If Zehyra had known more about her character from the beginning, she might not have bothered to revive the Tycoon.

 

As demons are creatures that instinctively crave conflict, a reconciliation through rapprochement is not a realistic outcome.
I'm sad because Zehyra was one of my favorite characters, but I also feel that this is the most fitting and beautiful way for him to die.

 

Finally, seeing the blue roses arranged in the room made me feel relieved and warm inside.

 

I feel like I saw Lowe's beaming smile for the first time in the ending.
I felt they had a good relationship, more like partners than servants.

 

The following is what happens after you clear the game.

This is my first attempt at entering the hidden dungeon.
I was wiped out in the opening 1000-pitch battle and was confused, thinking, "Huh...? Isn't this supposed to be an event battle?"
I like how this walking animation, frozen in a surprised state, has a Final Fantasy 5 & 6 feel to it.

It was a memorable scene because it's rare to see Cecily, who is usually invincible in the main story, cowering and saying "Hee..." and "...shivering...".

 

"I've decided I'm going to win," is a literal declaration of victory, and it's just so cool.
This reminds me of the fight against Darby in Part 3 of JoJo's Bizarre Adventure.

 

The idea that she wouldn't do anything to break the curse, but rather that it would naturally dissipate over time, felt like a typical wind-riding optimism, and very much like Cecily.
I would be happy if Cecily's encounter with Zehyra, who, even though trapped by the curse, hadn't completely surrendered to it, led her to believe that.

 

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