Rouge Like: Difference between revisions
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Players have no class, but armor add skills. As do weapons. | Players have no class, but armor add skills. As do weapons. | ||
=== Abstract === | |||
Inspired by [[https://www.rockpapershotgun.com/2015/12/20/pertinence-puzzle-game/ this]. Everything is abstract shapes, good for graphic complexity. You can carry a limited number of abilities. Your score only counts if you finish, but then you can start again. You can gather points and power-ups, but each level gets more difficult the longer you are there. | |||
[[Category:STGames]] | [[Category:STGames]] | ||
Revision as of 03:09, 9 January 2016
Basic Rouge-like, very user friendly. Point and click. No classes, but character gains specialization by what they choose to use and what armor they pick up. Can be multi-player.
Keep things simple, all hits count for "one", armor stops certain types of hits, not reduces damage. Like Hoplite (or Chrono Trigger) game is very geometric.
Not sure if I want a grid or not. If not a grid, probably click to move, with fairly slow movement (make players focus on strategy rather than timing).
This could also be turned into a space game. Warp gate to warp gate, slow ship progress
Shadows
Monsters can only spawn in shadows. Most monsters, by themselves are harmless, but groups become dangerous - archers protect meat-shields, healers so forth. Your group has to balance fighting the monsters with placing torches. There's also a balance of how spread out to be. More spread out means more light, but less support.
Flares provide a lot of illumination for a short time and can be thrown. Torches must be placed, but don't burn out.
Players have no class, but armor add skills. As do weapons.
Abstract
Inspired by [this. Everything is abstract shapes, good for graphic complexity. You can carry a limited number of abilities. Your score only counts if you finish, but then you can start again. You can gather points and power-ups, but each level gets more difficult the longer you are there.