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Features:
*Gameplay is based just as much on the experience of a dungeon crawl in a Tabletop RPG. Hence the dungeon includes plenty to do outside of combat (picking locks, disarming traps) as well as traditional video-game RPG style puzzles.
*Lockpicking/Trap Detection System: Your rogue can (and will need to) detect/disarm traps and pick locks to survive. This is done with an off-screen dice roll, based on your rogue's skills and level. Success grants XP which your rogue uses to get better at picking locks. It's a beautiful little cycle.
*Stealth System: Your rgue can also enter stealth mode, avoiding enemy encounters, for a short time. Costs TP though.
*Fatigue/Rest/Sustenance system: The party leader can have everyone rest for one hour to restore the party's vitality and technique points. However, resting consumes a unit of food and water, so you need to find food and water to rest. Furthermore, if you go too long without resting/eating/drinking you become fatigued and eventually exhausted, hampering or outright crippling your performance in combat, and hence your chance at survival.
*Spiffy and "Original" sprites, at least as original as a chargen can make them. : P
*Simple but effective storyline set in a bleak but unique environment.