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TheEnkian
Game developer known for my RPG Tale of Enki: Pilgrimage and my horror series Azurael's Circle.

Age 32, Male

United Kingdom

Joined on 12/18/12

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Comments

a non randomised one for free is a fine idea, all of this is pretty good ideas!

Thanks for the support! If I release a free one, I wouldn't want it to be a demo that cuts short before the end so having it be preset is probably the best option.

I see that you are going for a zelda-themed idea, which is great. I also think the pets are a good idea, so we can experiment with their abilities. My questions are as follows:

1. What are the mini-games gonna look like? Are they memory based? time based? racing based? you didn't mention much about that.

2.I see there will be chests in there. Are there going to be secret areas on here that you will add? Will we have to make a walkthrough for this, or are you going to be making it for us?

Thank you for taking the time to answer my questions, and I can't wait to try this game.

Yup, very much a Zelda-influenced game. I feel like the 2D Zelda games really fit a roguelike structure seeing as they're so based around adventuring. That's what I think makes the idea good because you could learn a map perfectly and when it comes to your next play, it's a brand new world to explore once again.

The minigames I have in mind at the minute won't take you out of the game at all, it's more simple wagering things like the shell game, a monster horde battle in order to earn an item, etc. It'll all still be based around the main overworld mechanics.

There are 3 types of chests: bronze, silver and gold. The better chests will have more worthwhile items, but they'll spawn less frequently. Being a roguelike, it's hard to have a concrete way of putting in secrets so it'll be through things like unlockable characters by upgrading weapon types. If you upgrade your gore magic fully as any character, Greybane (the dark, armoured guy with all of the pets around him) will be unlocked and he'll start with no sword, just gore magic. It sort of works a little like a class system, but you can still obtain swords (or whatever weapons) with them through finding them or buying them so you won't miss out.

I'd like to have a series of challenge modes too that restrict the player in certain ways or increase the difficulty. It'd just be for fun and not interfere with the main game, it'd let the players who get really good at the main game have a new challenge to tackle.

I can't promise when it'll be out, but I'd like to have it basically ready by mid-2015. Hopefully have the free version I mentioned do the rounds on various websites and use that to promote a Greenlight campaign or something for the full game I've described.

Thanks for the questions! :)

The storyboard pictures you have posted are great: both art and design wise. Do those pictures contain randomly generated terrain/levels? I think a huge obstacle would be generating a world which is both interesting in content and visuals.

The concept also seems similar to Binding of Isaac in how it's a "modern roguelike" kind of game. That game was very successful, so it looks like you're on the right track!

I'd like to hear more about the dungeons, since you briefly mentioned them. Are they puzzle-based like Zelda? Boss-fight information would also be neat to hear!

The gameplay looks like it'll be fun. My piece of advice would be to make sure that the first few minutes of the game entice the player as much as possible. Other than that, best of luck!

Thanks man! Nah, the pictures are ones I mapped out myself manually. I'm uncertain if the game will have a few hundred pre-made maps that can be pieced together or whether they'll be generated through code. Pre-made ones would probably allow for the world to be more "real" for lack of a better word.

Yeah, Isaac was another big influence on the idea, but the formula was applied to an overworld and dungeons rather than just dungeons. The puzzles will probably be restricted to individual rooms rather than dungeon-wide puzzles because of how the maps may end up being pieced together. Probably some time-based ones like lighting all of the torches in a room quickly before their flame vanishes, striking switches in the correct order, block pushing puzzles, etc. Nothing too complex because I'd like somebody to be able to rush through the game in an hour if they're that way inclined, but still allow people who get more involved to spend hours searching for everything in that particular run.

I've designed 7 bosses so far and I'm working on the 8th at the minute. There are probably going to be around 10 bosses for the regular dungeons that are randomly assigned, but the final boss will always be the same. The regular bosses will have their HP (and maybe speed?) scaled depending on when you fight them. For example, the bosses of dungeon 1 and 2 will be at their basic stats, 3 and 4 will have boosted stats and 5 and 6 will be bossted further.

That's why I want to keep the story fairly simple, just have the player jumping straight into the gameplay about 10 seconds after hitting start. It'll just involve the player waking up, grabbing their weapon and then they're given free reign.

This looks really good.

Regarding the roguelike overworld, I'd suggest going for the Diablo 2 approach. Have the different regions connect to each other in a consistent way... eg, the desert is always east of the mountains... but the details within each environment are randomized. Monster and treasure spawns can be random (other than bosses) and consider making a few "rare" monsters who can pop up in specific areas to offer lots of experience and treasure. Also, consider implementing a system of randomized enchantments that can cause dropped or found gear to vary greatly.

Speaking of mountains, can you add some more environments? Ideally, you would have one for each dungeon, and the bosses could be derived from their environments. So, you'd have the "water" boss on the beach, the "ice" boss in the snow. You could go with forest, desert, beach, mountains, maybe swamp, snow, and something special for the last one. If you're too far into the process to implement all that, don't sweat it.

I really like the Pet system, and I agree: don't go over three pets at once. I think you could own as many as you can get, but you can only take 3 at once, while the others have to remain at your house or something. Pets that increase your gold and/or experience yield would make grinding for levels much easier. And if you do add pets that increase your gold/experience yield, try to make sure the other pets are just as useful. Otherwise, people will try to power-level by bringing all the increased yields. Maybe pets eventually grow tired and need to be swapped out; for example, one pet will yield you 25% gold, but as you use him, the bonus gradually drops to 1% until you let him rest at home for a hour of real time. I don't know, maybe I'm over-thinking it.

Consider letting the pets level-up to increase bonuses, hit-points (if they have any), or other things. In fact, maybe pets can die in combat and have to be bought and raised all over again. The danger might balance their benefits.

I'm sure I can come up with some other things.

Yeah, the levels would all have transitions into new territories rather than a random snow field in the middle of a desert or something, but sometimes the snow field may be in the north, sometimes in the south. There are currently 3 exterior environments: forest, snowfield and the desert/beach. The interiors consist of a cave, house and dungeon.

I think the way it'll end up working is that there'll be 3 action buttons instead of 2 and you can equip pets in the same way that you equip weapons so it's a case of do you want more weapons at the ready or do you want to have your pets following you. Pets will have a number of hearts similar to how Kon's health is measured and they can die too so you need to be careful with the support creatures.

The purpose of having a house is just to start the game off, after that it'll be of no real use. I don't want people to have to backtrack to it for no real reason so it'll just be used as a starting map.

There won't actually be any leveling up or experience, it won't be an RPG. The closest thing to that is increasing your maximum health and finding or buying better equipment. The game is meant to force the players to get better rather than relying on stats. A person realistically could finish the game with 1 heart and the weakest sword if they knew the enemy patterns well enough and could react quick enough.

Sweet dude, I´ve been loving your games so far! Keep up great work and good luck man.

Thank you, that's really nice to hear! Hope I keep delivering :)

nice mode man!
What is percentage?
Good work!

How close is it to being finished? I honestly don't know yet, I'm finishing another project with the programmer before we start work on this together.

Will this game have a day and night cycle and rain.

Probably not, no. It's not like Minecraft. It does have a Haunted biome which is much darker than the rest, but not strictly night time.