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5 hours ago

Introducing the last core mechanic of my game: the Rest Menu. Where the player could save their game, and spend their supplies to heal, or craft consumable items.


Good news, the game is VERY close to reaching the alpha stages. Which to me, is the point where the main gameplay loop has been established, and all the core mechanics have been implemented. While technically, the game is already at the point, there is still some finalizing I had to do before making the transition.

This also means that right now, it is the most crucial time to receive feedback before crossing the point of no return. After that, I would be much less inclined to change the structure of the game in any major way going forward. I don't want to fall the pitfall of constantly reworking the same mechanics forever. I have to move on eventually.

Onto the main topic, the "Rest Menu" as I'd like to call it, can only be accessed at specific savepoints around the map. They're intended to be stopping points where the player could spend their supplies heal their party and craft consumable items. This is proven by the fact that defeated enemies will respawn after using them.

I don't think I've ever went into detail on what the game is about. It's actually quite simple in concept, with the player having to traverse from A to B, and defeat the boss at the end to win. The true purpose of combat is consume the player's resources. (That being, their Health and Items.)

There's absolutely no exp to gained, nor any level ups to be had. Winning combat doesn't reward you with anything other than supplies; but even then that's only to prevent softlocks.

The true name of the game here is Resource Management. The player must conserve their limited resources the best they can, so don't end up too weak to cross the finish line. Either from playing skillfully in combat, or avoiding it whenever possible.

Rest points are meant to add another layer to this concept. Because unlike regular save points, they are few and far between. So make sure to spend your supplies wisely.

Overall, it's not really anything that big or complicated. This is the first time I've ever made something of this scope, yet alone get this far with it. The core design philosophy had to be simple.

Skirmish walked, so Remedy could run. Remedy is an evolution od the ideas that Skirmish had brought to the table. Now I really think I have something good on my hands.

That's about all I wanted to share for now. After the game enter the alpha stages, I'll dedicate a good chunk of my time on preparations to properly introduce my game to the world. This will involve creating a scripted video that gives an overview of my game, preparing the GameJolt and Itch io pages, and one final surprise that I will not reveal until the time is right.

The game is open-source, and hosted GitHub. I will really appreciate it if you could playtest the game and provide feedback as this is the most crucial time to do so. With that, I'll see you guys later.

https://github.com/ProarchwasTaken/tld_remedy/releases/tag/pre-v1.14.0



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