Hey all!
I've been working on a project for a little bit called Automatic Messiah. This time around, I did a fair bit of design work on the combat and I figured it would be a good idea to put together a prototype. While I was at it, I made the prototype into something playable for anyone to try.
Note: since this is a prototype and not a demo, it only contains 2 rooms and all placeholder art, mapping, sfx, etc. The only thing on display here is the combat. If you need a more fully completed project to understand a game, you may want to wait for a demo.
Description:
Automatic Messiah is a sci-fi RPG about an alien android sent to Earth to establish diplomatic relations. By the time he arrives after his centuries-long journey Earth is in a post-apocalyptic state. You play as this android as you try to explore the world and put together the pieces and salvage your mission.
Features in prototype:
What am I looking for?
Any feedback is welcome. I have some questions below if you want to get some guidance on what to talk about, but it's up to you!
Bug reporting isn't desired at this point in development (unless it's something critical like a crash or ruins the experience).
Questions for those inclined:
1. Was scanning tactically worthwhile?
2. Did Diplomacy "combat" make sense?
3. What did you spend attribute points on?
_a. Did each attribute seem worth spending points on?
_b. Did each point spent make a difference?
4. Did you use lethal or non-lethal methods? Did your choice seem like a good one?
_a. If you did both, was one better than the other?
5. What difficulty did you play on? Was it too easy or hard?
6. Any thoughts on balance?
WARNINGS:
- Some flashing lights in the second area, as well as flashing in some of the base animations
- The final game will be gritty, likely an M rating due to language/situations. This prototype is a blank slate, though. So it's basically an E rating.
I've been working on a project for a little bit called Automatic Messiah. This time around, I did a fair bit of design work on the combat and I figured it would be a good idea to put together a prototype. While I was at it, I made the prototype into something playable for anyone to try.
Note: since this is a prototype and not a demo, it only contains 2 rooms and all placeholder art, mapping, sfx, etc. The only thing on display here is the combat. If you need a more fully completed project to understand a game, you may want to wait for a demo.
Description:
Automatic Messiah is a sci-fi RPG about an alien android sent to Earth to establish diplomatic relations. By the time he arrives after his centuries-long journey Earth is in a post-apocalyptic state. You play as this android as you try to explore the world and put together the pieces and salvage your mission.
Features in prototype:
- Scan enemies to find exploitable subsystems. Destroy these points for tactical advantage
- Equip, shoot, and reload guns
- Lethal, non-lethal, and diplomatic methods of combat that provide different styles (this will add to a morality system as well in later versions)
- Spend attribute points when leveling to radically improve your playstyle
- See the starting groundwork for character builds combining these points with weapon choice
- A single character game with multiple turns.
- Your chassis has an onboard computer and fabricator allowing you the full breadth of a party-based RPG
- Each turn is specific to what that part of your body can do, so plan turns wisely!
What am I looking for?
Any feedback is welcome. I have some questions below if you want to get some guidance on what to talk about, but it's up to you!
Bug reporting isn't desired at this point in development (unless it's something critical like a crash or ruins the experience).
Questions for those inclined:
1. Was scanning tactically worthwhile?
2. Did Diplomacy "combat" make sense?
3. What did you spend attribute points on?
_a. Did each attribute seem worth spending points on?
_b. Did each point spent make a difference?
4. Did you use lethal or non-lethal methods? Did your choice seem like a good one?
_a. If you did both, was one better than the other?
5. What difficulty did you play on? Was it too easy or hard?
6. Any thoughts on balance?
WARNINGS:
- Some flashing lights in the second area, as well as flashing in some of the base animations
- The final game will be gritty, likely an M rating due to language/situations. This prototype is a blank slate, though. So it's basically an E rating.
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