NOTE: Only the first 2 worlds/chapters are playable in the public versions! The version provided in our Discord below contains all 5 worlds/chapters.

The Spirit Engine DX is a complete re-implementation of the original 2D, sidescrolling real-time RPG game from 2003 by Mark Pay. Originally written as an experimental reaction to Seiken Densetsu 3, the game took a little under two years to complete and was released in November 2003 as freeware under Natomic Studios.

The game spans across five distinct worlds. Choose up to three characters to make up your party composition from a selection of nine, totalling up to 27 combinations! Three of your chosen characters are kidnapped by a fairy whom has been endangered by a scientist from another universe who wishes to seize the fairy and their companions to reconstruct the world to wish the scientist back into her original dimension! Can you stop this scientist from selfishly destroying the world in the process?

This re-implementation addresses all of the original shortcomings of the original game, including, but not limited to:

  • Now written in a modern game engine (GameMaker), with no ancient code from the original Multimedia Fusion 1.5 predecessor
  • Rebindable hotkeys & hotkey overlays
  • Discord Rich Presence
  • Game polls at 1000 frames per second using delta time
    • This also means you can take control of time during battles! Pause the battle, set your party's moves up, rotate your character's positions as you see fit, resume the fight! Need to pick up the pace? You can also fast-forward battles!
  • Game responds to your main monitor's resolution & aspect ratio, and will scale accordingly to give you the most immersive experience possible
  • You can run, making the game less of a walking simulator!
  • You no longer need to set up attacks through a separate menu - just set them directly within the battle via radial menus
  • Rock Rain will now automatically spread across & aim towards all enemies on the field instead of being position-dependent
  • Power Shot's damage will scale upwards when there are less enemies on the field
  • Life Drain will now heal the caster!
  • Visual Timer bars for attack cooldowns!
  • Attacks from your party will now show whom it was dealt by (icon) + the text colour shows damage type
  • Enemy details are now shown above and below their positions instead of having to hover over them
  • Have up to 3 'quick-select' attacks per character with hotkeys!
  • Parallax scrolling, screenshake and hitflash
  • Healed hitpoints will be displayed upon being healed
  • You can now see how much hitpoints your Kinetic & Magic Shields have underneath!
  • Saving does not cost in-game money
  • Refund points! Need to give your other attacks more power, but out of skill points? Simply 'refund' from your other skills and put them to better use!
  • Items in shops & your inventory will now show additional attributes and special effects, if any. No need to open up a separate wiki just to look for technical details!

Transparency


Should you wish to provide any donations, any donations done through the name-your-price portal on this itch.io page will go to me (Aquellex). All proceeds will go towards making the game as good as it can be (mainly enhanced/tailored art assets)!

EDIT 23/11/2024 - Donations have been switched off for the time being! Special thanks to those who donated!

If you wish to support Mark's work for the original IP, you can do so with the 'Donate to Mark Pay' link found below!

If you wish to support Josh Whelchel, the composer, you can do so with the link to the official soundtrack below on his Bandcamp page!

Links

Download

Download
TSEDX Public Alpha 2.zip 174 MB
Download
TSEDX Public Alpha 1.zip 74 MB

Development log

Comments

Log in with itch.io to leave a comment.

Oh wow, I was just thinking about The Spirit Engine the other day! Great to see there's still a community for this series.

Did you plan to do any re-balancing? From what I remember TSE-1 had a bit of a problem with some skills being very bad (due to how damage resistance works)

(1 edit)

It's great to hear from returning players! Yes, I've already commenced on a bit of re-balancing, and will do so even further when I reach Beta milestone (when Worlds 2 & 3 are fully ported - I'm almost done with World 2's settlements)

  • Hand of the Gods won't carry over the "do not target Magic-Immune enemies unless they're the only ones on the field" payload as that overshadowed a lot of other 2-mana DPS moves of similarity (Dynamite gets punished against enemies that have Energy resistance, Kinetic Smash only hits front enemies)
    • The alternative would be to make Dynamite's embers seek non-Energyimmune targets, or redesign Dynamite to be a spread AoE
  • Life Drain heals a fixed amount of health per cast (this was supposed to be in the original MMF build, but was scrapped - it's now reinstated)
  • The AoE skills (Rock Rain, Power Shot) are getting re-balanced to be on par with their frontloaded (Chain Magic, Speed Fire) counterparts instead of being useless against single enemies if invested into, but will still carry penalties against Large bosses
  • Spook Summon got a very nice buff - cooldown times for the ghost's attacks are decreased per skill point invested
  • Lasso is no longer penalised the higher the World Level is, but will not work against 'XL' (Extra Large) enemies - I was never a fan of how balancing user crowd control was done in the original
  • Additional attributes 'XL' and 'R' (Robotic, which is like Undead but has a weakness against Energy attacks) are added to address inconsistent designs in Worlds 3-5
  • Equipment that penalises cooldown times (e.g., Crusader Jacket, Gremlin Snapcannon, Mu Sow's etc.) are rebalanced to be appropriately on par with when they become available in the game