Game
[FIGHT]

5 years ago

I made a small update with a new idea I've been kicking around to solve the problem of progression.


I made a small update with a new idea I've been kicking around. It has 2 parts to it:

1. Parties I want you to recruit a "party" as you go through the dungeon.

The first member of your party is the most useful right now, the alchemist. He creates base elements out of thin air and guides you to the exit.

The next (optional) member is the backpacker. He can carry items between different floors of the dungeon, allowing you to prepare for the next level with the bounty from the current level.

The final member (newly added in this update) is the friend. He is a bombastic knight who casts an aura that empowers all of the allies around him. You find and recruit him in the first town. Which leads me to the second point:

2. Towns I want there to be semi-permanent towns that you can use as a base of operations as you explore the depths. These towns will have consistent characters and act as a hub for storing items, crafting special items, recruiting party members, etc. If the game decided to go in a roguelite direction the town would also be where you respawn after dying. Right now the town has 3 NPCs, that you can talk to for tips and info about the game, or potentially recruit to your party. There is currently one town on the 4th floor and no enemies on the town floor.

Both of these points above were designed to solve the problem of progression. Since I have had the idea for this game I have wondered how to have meaningful roguelike progression when you are constantly starting over from the same 4 base elements. I think the party composition and quests to unlock new party members will help a lot with your overall power level. The backpacker is also a means to progress, as you can store items with him to use later. The town on the other hand will let you save progress and have a place to buy/sell, build, and recruit new party members. I think it will also act as an item "bank." The problem isn't solved, but I think I have taken a step in the direction I want to go.

Change log is below. Let me know what you think, I am still actively looking for feedback on every level of the game design!

Changes

-Changed the name to "Uni-Titled Alchemy Game"

-Made a town at level 4

-Changed the procgen to allow differently sized rooms

-Add 3 new NPCs (The doctor, the friend, and the shepherd)

-Gave the backpacker 100 POW

-Added sheep item

-Created new aura abilities for the friend



0 comments

Loading...

Next up

Main menu for Fruit Factory! IT HAS FRUIT, AND A FACTORY

Part of the level select...

Is this too crowded?

I'm still here! GUI and Progression update coming soon!

I worked on GUI all day yesterday. Update coming today!

Short intro of us ๐Ÿ’•โœŒ๏ธ

We're an eletro duo based in Seoul ๐Ÿ‡ฐ๐Ÿ‡ท Heavily influenced by the 90s.

Our new album #Xennials is all about the nostalgia of that era ๐Ÿ’ฝ CD listenin ๐Ÿ“Ÿ beeper beepin ๐Ÿ’พ floppy disks floppin days ๐Ÿ˜Ž

Stream now! ๐ŸŽง

https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqUโ€ฆ

Fan art for Foolish I'm feeling kinda better so I drew this

Today I was setting up the location of the first boss. His name is "Father" and he is the first of the Patagonians. His task is to guard the road to the House.๐Ÿ›ก๐Ÿ—ก Bookmark pre-launch page๐Ÿ”–๐Ÿ”–๐Ÿ”–

https://www.kickstarter.com/projects/rdvindiegame/the-patagonianโ€ฆ

Heya! I wanted to show some gameplay progress i made so far. I hope you like it ^^