2024 Archive
2023 Archive
This mod brings you a fresh, tougher Final Fantasy with a modernized feel and greater depth. I want you to immerse in nostalgia, while falling in love with something brand new! It's the same story and world with countless creative changes and optimizations, including an addictive new combat system. Above all, it still feels like FF1.
You'll be playing as Waluigi instead of Mario, which means Daisy instead of Toadstool! It's an alternate timeline where conventional heroes are away on vacation and Smithy gets first dibs on the Mushroom Kingdom. With a rougher onslaught of Mario enemies and new creative weapons, spells, items and secrets, a proper space has been carved for a beloved antihero at last.
This mod is generally intended to enhance rather than re-envision. It shines a light on lesser-used and frustrating features in order to show what they're capable of, thereby extending replay and opening up new viable strategies. There are some very satisfying improvements to hero bonuses, secondary skills, magic, and even artifacts. If you need a selling point, I'll give you one - No More Month of the Plague!
My take on this legendary ARPG streamlines the experience, with no need for a multiplayer economy to see great items and make satisfying builds. There is heavy emphasis on crafting, with the ability to target and create specific items. Also includes a new endgame area - the underground spirit realm Mirror Forest. Give it a shot on /players 8!
A simple patch for a cherished forerunner of the action RPG. It changes the protagonist to female & edits the palette from purple to green. It also includes a more ranged-themed wand weapon - fitting, as there is little truly melee combat in the game. Care has been taken to emulate the art style for the new sprites. The player can choose Continue to start with the Warrior Ring, which helps address the grind, lessens the twitch-reaction gameplay, and reduces the need to constantly ensure a weapon is charged whilst exploring. This patch also fixes the over-caffeinated dialogue boxes, and merges your equipped orb effect to automatically match which sword you are using, regardless of what orb is equipped on the menu.
Other Projects These are incomplete experiments (the way the big ones started) They are unlikely to receive highlights or updates, but they're here. Documentation is included where documentation exists.
More different viable weapons, all jobs can customize ability slots, a few ABP-related changes + buffs to lesser-used jobs
Some great convenience patches + tons of item and special skill (e.g. Tools, SwdTech) experimentation
Some sword-related convenience patches applied + some taken-for-granted Link-related palette oddities fixed from the original game