Episodic, you say?
Sort of. I consider the core game "complete", since there are now more than twenty varied missions with hours of gameplay and over a dozen classes and room for more. I decided that rather than define an endpoint as "complete", I'd just clear up the core game and then just update and add missions and extras MMO style; when a new update is available, it gets glued onto the side in the form of a new Episode!
Syma is a Hub-Based Missions game that involves class-selection and RPG elements. The main theme is based on careful rationing of your supplies (which include ammo, mp, health and even your characters lives) as each mission will tax them in different ways, and without restore points in the entire mission you have to make sure not to use your supplies carelessly.
The game is based in a futuristic universe where magic is as freely used as technology, with missions taking place in anywhere from factories, forests and even space! Both magic and technology are utilised in combat at varying degrees from the different classes your characters can use.
- Sci-Fi & Magic: Classes, weapons, skills, missions and maps are all based around one or both of these themes; you can shoot lightning bolts or fire a shotgun!
- Hub-Based Missions: Sit around on your spaceship and get flown directly into the mission hotspot where you'll have various different goals and tasks to complete!
- Varied Mission Briefings: Missions vary both in terms of story/appearance, and how they're handled tactically: the same setup won't work everywhere!
- Fourteen Classes: Each class has it's own unique stats and skilltree with their own purpose. Freely change your squads classes between missions and even equip subclasses to specialise your stats further
- RPG Elements Only: Although levels and equipment do exist, each one doesn't count for much, aiding you only slightly and still relying more heavily on your skill selection and class combinations
- Succinct Dialogue: Mission briefings are short and sweet and based around getting you straight into the mission without a text overload
- Use Your Ammo Wisely: Everything from skills, ammo and even your characters lives will need to be used carefully in each mission as you get no recovery points or restocks!
- Damage Calcs: All skills and abilities have unique damage calculations which are displayed so you know exactly what to use and when
- Hard Mode: Every mission has a duplicate of itself with much stronger monsters and better rewards
- Side Missions: As well as your standard missions, you also have solo missions for characters to take on, megaboss battles, split-party dungeons and even fly and fight in your space shuttle, the Esper I!
- Chibi Combat: Combat is visually based around sprites and map graphics; with resized animations, the visual look of the whole game is consistent with the cute chibi sprites vibe
- HoloMap Deck: The HoloMap Deck lets you view Sector Y holographically and see all the planets that you have been visiting, as well as read up extra information on them
The Rest about Syma
Syma is the spiritual successor to Scima Invasion Crew (SIC) which is another project I worked on and have finalised. SIC was one very large level with class selection and an emphasis on using your ammo wisely, as there were no recovery points for the entire game, and several bosses.
The idea was fun and I found that after the initial game was done, I kept adding on more routes, paths, bosses, unlockables and even a survival mode. I realised that I could keep adding more, but it'd wind up just being detrimental to the feel of the game, which was intended to be short and sweet; the game was completed in under three days as a "quick project".
So Syma is a reimagining of SIC; it's capable of being expanded upon endlessly and is more open to changes and additions without interrupting the feel of the game. This has given more a good chance to refine classes, stats, ideas from before and even prettify with several shiny new tilesets (SIC was made entirely with one tileset) to really open up the concept a lot more.
There may also be updates for this on my personal blog at Pixel Brady.