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>> No.5563697 [View]
File: 1.98 MB, 1280x720, Battles.webm [View same] [iqdb] [saucenao] [google]
5563697

Hello anons, with OP in mind I though this could be a good opportunity to get some feedback. I'm a solo dev working on a JRPG where I wanted to make my own changes to some personal pet peeves with the genre. Currently I'm fine tuning the combat systems (pic related, please excuse some of the number/status graphics they are still in development) and here are some key points to the game, I'll try to keep it short. I'd love to hear what you think about it:

There is a small pool of items/equipables (5 consumables, 5 weapons in combat, 20 equipable items) and enemies (20 enemies and 5 bosses). The goal is to have a smaller ecosystem but to make every entity relevant in their own combat style. The combat is one-on-one skirmishes with party member/enemy rotations. I'm also working to make the enemy AI as advanced as possible to allow more strategy than just dealing damage and healing. There is a set of status effects that add to this. It's nothing revolutionary, but I always preferred fine tuned battles.

There are random encounters but they are entirely skipable and allow the players to explore and solve puzzles at their own leisure. When you are nearing boss battles you get "story warnings" where the NPCs or party members warn that you may not be prepared for the battle, just a little heads up so to speak to avoid under or over leveling.

Regarding story, I want to incorporate some horror elements and even some horror enemies which I think are underrepresented. Once again, it's nothing we haven't seen before but I'm trying to make it an unique experience, something I personally would like to play but never saw anything similar on the market, or if there is it's only a few games.

Also I'm making this because I want to share my enjoyment with other people, so if any of you anons always wanted to see something implemented in JRPGs or your own personal pet peeves, I'd love to hear your thoughts and ideas.

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