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Development Diary 2 - Depression is a Puzzle

  • calunio
  • 02/13/2013 11:07 PM
The game is almost finished.

Today I spent most of my development time playing the game, and adjusting numbers. It's really hard to balance a traditional RPG. In essence, Depression is a game that requires grinding, leveling up, going back-and-forth. I'm a little worried that it may become boring and/or tiresome to players, especially for those who are not fans of traditional RPGs. I expect some players to quit the game prematurely. But it is a risk I'm willing to take. I tried adding some motivational elements to grinding. For instance, I just posted a tab describing the game's Job System.

Right after making the ending of the game, I found out that this game is actually a puzzle. It has all the traditional RPG elements in it. But there is more than one ending, and only one of them is the "good" ending. In order to get this good ending, you must not only find out how to reach it, but you need to... let's say... solve it. In this sense, it's not like most RPGs, in which if you're powerful enough, you win. And it's not like adventure games that require you only to figure out what to do. You need to know what and how.

What has been amusing me in the process is how much I get involved with it. When I'm making a game, everything becomes secondary in my life. I described the feeling when I was making Polymorphous Perversity. It's a good thing.

Overall, I'm pretty satisfied with how this game is turning out. I don't expect it to get any popularity, and I'll be lucky if anyone goes as far as playing the game to completion. But this, more than any other, is a game I'm making for myself.


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But this, more than any other, is a game I'm making for myself.
So this is your game with most potential!
On a side note, I have a few things of note on the Job System:
Dancer seems to be a particularily useless job, mainly because agility's pretty useless in most RM games' systems. But let's see, I might be wrong!
Also, I find it odd that the paladin gains less Hp than a Fighter. Paladins are meant to be tanks! Well... Your game might handle it in a different way, however. Who knows?
Anyways I love job systems and this seems pretty fun!
Well, no Job is actually useless, since you won't learn any more skills after a certain job grade. So it's a good idea to have various jobs.

I never thought of Paladins as tanks. I tend to see them as fighters with weak holy magic.
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