Seline and the Tower of Strength Beta [RPG Combat, Fantasy]
Posted: Wed Sep 09, 2015 6:01 am
Seline and the Tower of Strength
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.
Download Link
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, but I think I need some outside views on it right now before I go about making an entire game based off this concept.
Current Game features:
- 10~20 minutes of WIP gameplay
- Battle system using variables of HP, MP, attack, defence, agility, and so forth.
- basic attack, defending, and 3 spells, one of which is unlocked at level 5
- 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 your attacks.
- prototype map screen, with a few unused variables (This will get worked on after I get combat more solid)
- no gold drops, and none planned for the future. Instead, you siphon enemy souls into MP when you beat them. MP is now precious, because it will only be obtainable by killing enemies, and (for now) the heal spell is your only 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 engine and sample interface were made in-house, made just by me. Of course, that means the artwork is either photo backgrounds, or horribly drawn using a mouse, and the sounds were recorded with various objects I had on hand with a less-than-professional mic, but it's all genuine. 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.
Planned/Desired Game features for later versions:
- A story, of course. Hoping for 4~5 main characters, including the protagonist.
- Map exploration, with semi-random events for finding chests, enemies, traps, and reaching new areas beyond.
- More unique enemies, with their own movesets and move determining systems. Also, variants of each enemy at various levels and stat sets, so the game isn't boring.
- a tutorial battle at the beginning to explain how this battle system works differently from others.
- Bosses that will challenge you to rethink your entire gameplay strategy.
- 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 pushing out.
- Original music score, made by me
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:
- Disregarding the lazy and amateur images themselves, do you think there is enough visual imagery in the battle sequences that you can always tell what is going on? Do you like the current usage of the graphics to show the combat?
- Do you feel like the enemy levels as displayed fit well with how powerful they are? If not, what levels would you assign the enemies as they are right now?
- 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? Even if not, are they fun?
- Of the three enemies, which do you like the best? Which is the most challenging, taking the level into account? Which moveset do you think could be best explored for more enemies later in the game? (The bandit randomly decides his moves, the pixie gives visual cues to her next move, which need to be watched, or else risk her ultimate technique hitting, and the Golem acts on a 5-move rotation, always giving a turn to prepare before his biggest attack.)
- Is the game too difficult or too easy? Does the player level up or progress too slowly, or do you think more grinding should be necessary?
- What is your opinion on the lack of item and currency micromanaging in favor of MP-on-kill? I decided on this system to try and take number crunching and hard shopping decisions out of the game, and focus more on the combat 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 there are 10 unique descriptions of the player's basic attack that randomly cycle. Do you like having variety and flavor text like this, or would you prefer a single statement there that is more easily recognizable?
- Do the sound effects in the game work well with the gameplay? Is there any given sound that is annoying, or noticeably low quality?
- Do you like the font used for the game? If not, what kind of font would you prefer?
- Do you like the 1024 x 600 default 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? Would you prefer a more traditional take on the RPG combat system, or would you prefer that I keep trying to push in new directions, and make a completely unique combat system?
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.
Update listing:
9/10 - added a healing spell for the pixie, and a new font for names and levels in the stats panels.
9/11 - made a bunch of adjustments and additions, mainly in response to Dovahkitteh's feedback.
New fireball pose for Seline, more EXP is required for leveling up, Golem has more HP, made a limit and context for HP and MP restore, exploration variable test for unwritten events made, added tutorial character Maggie who will gain more dialogue and scenes through development, fixed some bugs in combat system, deleted/edited some unfitting attack flavor text.
9/14: made punchier hitsounds, added some more GUI customization, added new placeholder backgrounds more reminiscent of an indoor environment. Assets are in place for another character, Castor, who will be your opponent in the tutorial battle. More on that in the next few updates.
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.
Download Link
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, but I think I need some outside views on it right now before I go about making an entire game based off this concept.
Current Game features:
- 10~20 minutes of WIP gameplay
- Battle system using variables of HP, MP, attack, defence, agility, and so forth.
- basic attack, defending, and 3 spells, one of which is unlocked at level 5
- 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 your attacks.
- prototype map screen, with a few unused variables (This will get worked on after I get combat more solid)
- no gold drops, and none planned for the future. Instead, you siphon enemy souls into MP when you beat them. MP is now precious, because it will only be obtainable by killing enemies, and (for now) the heal spell is your only 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 engine and sample interface were made in-house, made just by me. Of course, that means the artwork is either photo backgrounds, or horribly drawn using a mouse, and the sounds were recorded with various objects I had on hand with a less-than-professional mic, but it's all genuine. 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.
Planned/Desired Game features for later versions:
- A story, of course. Hoping for 4~5 main characters, including the protagonist.
- Map exploration, with semi-random events for finding chests, enemies, traps, and reaching new areas beyond.
- More unique enemies, with their own movesets and move determining systems. Also, variants of each enemy at various levels and stat sets, so the game isn't boring.
- a tutorial battle at the beginning to explain how this battle system works differently from others.
- Bosses that will challenge you to rethink your entire gameplay strategy.
- 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 pushing out.
- Original music score, made by me
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:
- Disregarding the lazy and amateur images themselves, do you think there is enough visual imagery in the battle sequences that you can always tell what is going on? Do you like the current usage of the graphics to show the combat?
- Do you feel like the enemy levels as displayed fit well with how powerful they are? If not, what levels would you assign the enemies as they are right now?
- 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? Even if not, are they fun?
- Of the three enemies, which do you like the best? Which is the most challenging, taking the level into account? Which moveset do you think could be best explored for more enemies later in the game? (The bandit randomly decides his moves, the pixie gives visual cues to her next move, which need to be watched, or else risk her ultimate technique hitting, and the Golem acts on a 5-move rotation, always giving a turn to prepare before his biggest attack.)
- Is the game too difficult or too easy? Does the player level up or progress too slowly, or do you think more grinding should be necessary?
- What is your opinion on the lack of item and currency micromanaging in favor of MP-on-kill? I decided on this system to try and take number crunching and hard shopping decisions out of the game, and focus more on the combat 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 there are 10 unique descriptions of the player's basic attack that randomly cycle. Do you like having variety and flavor text like this, or would you prefer a single statement there that is more easily recognizable?
- Do the sound effects in the game work well with the gameplay? Is there any given sound that is annoying, or noticeably low quality?
- Do you like the font used for the game? If not, what kind of font would you prefer?
- Do you like the 1024 x 600 default 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? Would you prefer a more traditional take on the RPG combat system, or would you prefer that I keep trying to push in new directions, and make a completely unique combat system?
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.
Update listing:
9/10 - added a healing spell for the pixie, and a new font for names and levels in the stats panels.
9/11 - made a bunch of adjustments and additions, mainly in response to Dovahkitteh's feedback.
New fireball pose for Seline, more EXP is required for leveling up, Golem has more HP, made a limit and context for HP and MP restore, exploration variable test for unwritten events made, added tutorial character Maggie who will gain more dialogue and scenes through development, fixed some bugs in combat system, deleted/edited some unfitting attack flavor text.
9/14: made punchier hitsounds, added some more GUI customization, added new placeholder backgrounds more reminiscent of an indoor environment. Assets are in place for another character, Castor, who will be your opponent in the tutorial battle. More on that in the next few updates.