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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!

Latest Version
-Episode X
-14/03/13

Symmary
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.

Syma Features?
  • 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.

Latest Blog

Piece on the side: mini-project

So after releasing Episode X with a bunch of new shit, I figured that was a good time to take a wee break and get some steam back for another couple of missions I've been scheming up.

So in the meantime, I've been playing about with another wee mini-project I've had in mind: VXA Pantomime: FFVI.

It's in a whole other world from Syma, being a visual play/novel and containing virtually no interactivity elements; it's just a short "game" designed to mix together different mediums of storytelling (you read, watch, listen, play a bit) while summarising FFVI down to it's fundamental story.

Has been fun making, since it's let me listen to all the FFVI MIDI music again, but it'll be finished pretty soon~


Posts

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GREAT AND HAPINNESSSSSSSSS !!! ;) I love your games :)))
Brady
Was Built From Pixels Up
3134
There already is a megaboss in Episode V. A sort of "boss mission" to challenge all the other missions before it.
Subscribed already your work is so good so far....but again give me some big boss to beat mission in episode 5 ok :) ;) honor
Brady
Was Built From Pixels Up
3134
That's odd; all the "Recover All" events are there; will need to check up why it's not working.

Will have a look at classes as well; thy've been fine in my tests so there must just be on area it's not registered properly.

I'll have a look into it, will try to fix those issuees and can update it later today with the new missions :)
Ok got new download. You can walk up on your walls at several spots. Also I dont think I can change peoples jobs any more. Or add sub jobs. Still though the extra missions are fun. I just have no medic to revive. :/
Edit: Also you dont heal after missions.
Brady
Was Built From Pixels Up
3134
I have been wondering how to balance saves in missions, actually.

I've been pondering an option to save once you reach the boss (with an option to back out of the fight) as the best balance.

If you have any thoughts on the best way to balance saving in missions, just hit me up~
So far a lot of fun. I died at the combat robot. It just hit everyone way to hard. Wish you had saves in missions. But Ill try again later.
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