A lone tower stands on the border of two nations, with a mad, bloodthirsty villain awaiting atop it's many monster-filled floors. You, Seline, are the daughter of the same villain, and destined to ascend the tower, learning of your father's past, and of your own future along the way.
Seline and the Tower of Strength is still mostly prototype. I've looked a bit at some RPG-style combat systems programmed through ren'py, and attempted to make my own from scratch. I'm trying to make it unique in a bunch of ways, so feel free to try it out!
Download the current Beta here!
(Try here if the above doesn't work)
- ~30 minutes of WIP gameplay
- Battle system using RPG-style moves and stats
- Map system with simple tileset, and some basic fog
- 3 enemy types, each with unique flavor text, and a unique system for determining moves
- The battle system and the way enemies work are going to be a bit less random than most games, to promote player strategy, planning, and the use of commands besides just attacks.
- no gold or currency. Instead, you siphon enemy souls into MP when you beat them. MP is now precious, because it can only be obtainable by killing enemies, and the healing spell is your main HP recovery method.
- Some exposition to hint at the storyline I'm looking to pursue to accompany the game.
- All resources used (besides Ren'py's sample interface) were made by just me, one guy. Of course, this means the game is a bit rough around the edges, but it'll give you an idea of what my skillset is. The artwork is either photo backgrounds, or drawn with the skill of a 8-year-old. Sound effects were recorded with various objects I had on hand with a less-than-professional mic. Music is mine too, but they are placeholders taken from other projects I've helped with, so will need to be replaced with originals later.
- Note that much of the writing is still not done, and that most of the beta after the tutorial and introduction is placeholder lines that will be replaces with scenes. These will be worked in as I write, and program more content for the battle system.
Planned/Desired Game features for later versions:
- A bigger story, of course. Hoping for 4~5 main characters, excluding the protagonist.
- More exploration and story events in the tower, for 3 floors, each with 4 smaller areas and a boss at the end. Expecting semi-random events for finding chests, special enemies, traps, and reaching new areas.
- More enemies, each one with unique movesets, patterns, and flavor text. Also, variants of each enemy with various levels and stats, so the game isn't boring.
- BETTER VISUALS. Seriously, I readily admit my artwork stinks, so I will likely try to find an artist to help me if I want to seriously make this into a game worth playing.
- Better quality writing, over time. I like to look back, proofread, and edit occassionally, and I'll want to get the writing better than it currently is before going for a serious release.
- Original music score, made by me. Again, the currently used tracks are placeholders from other projects, and will be replaced with Originals.
If anyone is nice enough to play my current version, and would like to help me out, I'd love your criticism, opinions, and no-holds-barred feedback on the following topics:
- I've tried to add variety to the game, so players strategically can't just attack, attack, attack, and heal when they have low HP. The biggest manifest of that is the "charged strike" unlocked at level 5 (the biggest damage attack you can do for now, but you need to set up for it), the Pixie's ultimate technique, and the Golem's charged attack (both of which are made to force the player into defending, and deal significantly less damage when defended. Thus, predicting when the strong attacks come and when to defend becomes a part of the strategy.) Would you say that these mechanics are too complicated, or hard to work with as the player? Better yet, are they fun/interesting enough to be worth including?
- Of the three enemies, which do you like the best? Which is the most challenging, taking the level into account? When I'm creating harder, more complicated enemies later in the game, what do you think would be fun for an enemy fighting style?
(Note: If you haven't figured it out already, The bandit announces hints at his next move before making them, the pixie gives visual cues to her next move, and the Golem acts on a 5-move rotation.)
- What do you think of the lack of currency in favor of MP-on-kill? I decided on this system to try and take number crunching and micromanaging out of the game, and focus more on combat, map puzzles and storyline. Do you think this works towards that goal well, or does it sacrifice too much from the gameplay?
- You may have noticed, but most combat moves have text variations that randomly cycle. For example, the player's basic attack descriptive text is displayed randomly as one of 7 different variants. Do you like having variety and flavor text like this, or would you prefer a single statement be used, so the effect is more easily recognizable? Does the unchanging "floating text" above the character images help at all?
- The game is currently written in the first person perspective. Do you like that, or would you prefer a story written differently? (i.e. "I attack the bandit," "You attack the bandit," or "Seline attacks the bandit" during gameplay)
- Is the game lagging or taking a lot of processing time in the first map? It's been a little jumpy on my PC, due to the algorithm that generates the fog, and I just want some opinions on that, since i'm trying to optimize it.
- Do you like the fonts used for the game? If not, what kind of font would you prefer?
- Do you like the 1200 x 720 resolution for the game? If not, what would you prefer?
- Given all of the planned features above, and the direction this game is going, would you play a finished version of this game?
Thanks in advance for lending your ears, eyes, and time. I want to make something people will enjoy, and I'm only going to get there if I take steps from the beginning to ensure the experience is enjoyable. I'll try to update this thread with updates, and notes on the development when I make breakthroughs.
Updates:
10/14:
- Added additional "Retry Battle" and "Load Saved Game" options to the game over screen, so players can jump right back into the battle to try again without checking a bunch of autosaves to see which is closest to the point they made a critical mistake.
- Increased Resolution to 1200 x 720, and moved a number of things to accomodate.
- Enemies now have individual names, using a unique randomized system for each enemy type. This may or may not be utilized into the battle text.
- Some game balancing for EXP gain, and the stats for the enemies.
12/30:
BIG UPDATE, added a lot of things, including:
- basic map system with fog
- floating numbers for combat
- placeholder text for planned story segments in the middle of the forest map
- fixed some of the images for the golem
- completely re-made the bandit to be even more obvious, beginner-friendly, and negate what you've learned in the tutorial by being completely unpredictable.
1/19:
- Added a system for healing potions, and placed 5 in a chest on the forest map.
- the entire game script has been edited into first person, rather than second.
- enemies now have randomly varying lines before the game over screen.
- player and enemy movement has been animated, so that you don't just jump to the next tile instantly.
- random encounters now occur on the indoor map, but only in the first two areas.
1/21:
- A better system for randomly chosen variant flavor text is implemented, so skipping should be more consistent, and now, pretty much every line in combat has random variants. EVERY SINGLE ONE. EVEN "The attack did X damage" lines.
- There are new areas added to the indoor map, making it actually decent-sized. I'll probably plan out a second area and work more on that than continue working on this one, since it make a pretty straightforward introductory one.
- While the key in one room is unusable right now, There is a sword in another that changes your equipment.
- fixed an issue with sprites while defending
1/22:
- Made framework for a level 4 Skeleton enemy.
- Re-balanced and re-worked a whole lot of stats for game progression, to make way for higher-leveled enemies.
1/25:
- Finished Skeleton, now animated!
- Re-worked the movement system for the map. WASD now moves you in each direction, instead of turning and moving forwards only. Done in response to private feedback.
- reworked the movement pad/pause menu a bit in preparation for a map implementation of the central area. Spells and potions are now used from the pause menu when on the map and not involved in an event.
- decreased filesize a bit by condensing assets
1/28:
- new area to explore to the west, using enemy encounters of level 4 pixies and level 5 golems.
- equippable armor in one of the new chests.
-color-coded keys to go with the color-coded doors.
- Fixed a bunch of game-breaking bugs, music anomalies, and typos
1/30:
- New level 6 Castor miniboss, using the same placeholder sprites from his tutorial battle.
- Reworks to the GUI, so it's not so blatantly default.
2/1:
- More reworks to the GUI, with new graphics for HP and MP bars and clearer popup battle text.
2/26:
- hinting text for if you lose to an enemy type 3 times without winning.
- more GUI work, with new button style!
- some stat updates for balancing hit/miss chance
- fixed some story typos
4/23:
- Floor 1 Eastern section are mostly complete (for right now). Leveled up versions of enemies appear there, with different encounters based on the room you are in.
- More placeholder artwork
- added keyboard shortcuts for quick, clean combat if you don't use a mouse.
- Some debug functions and testing things can be accessed by talking to Maggie.
- PROTOTYPE MANATRON BOSS! HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA (It is beat-able, but the lack of hints, flavor text, and artwork may make it hard to figure out.)