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Game Design

About Format

This is the layout of the new battle system. You select your heroes, preset their attacks, and then when they encounter an enemy party, the battle pretty much runs itself. Requires a different sort of strategy than spacebar mashing; character selection and knowing their strengths as compared to enemies, complimenting each other, is the primary game mechanic. Allows for some neat gameplay experiences, I think.

Progress Report

Rethunkery

Adneos has been rethunk. Working on an auto-battle system. The gameplay will focus on recruiting heroes, and the player will work to optimize hero combinations in order to win battles, which will be fought without player input. More "wind up and go" thank before, but gives me the chance to have more characters and a more epic feel to the game. Lots of new art, portraits, and sprites. Aesthetic will remain mostly unchanged.

Miscellaneous

About the Game

- Will be short. Definitely less than 5 hours of gameplay.
- An inventory system that encourages exploration and consumption through combat. Battles will focus on simple attack, defense, spellcasting and "beefing up" your character through consumables.
- Intentional, story related combat, hopefully every time. Combat victory will almost always be tied to story progression.
- Simple stat system is coupled with one-time encounters, to create no grinding benefits.
- I've been sitting on these pixelart resources for a while, I intend to use them. The point of scaling down the size and the complexity of resources is to aid in construction. (Like in Castle Quest.)
- Hopefully the story will turn some heads. Two endings planned.

That's all I have to say for today.
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