I agree on many of the design changes you suggest. However I think forced keys/minibosses is a bad idea.The keys and minibosses wouldn't be for every level. I'm going to be putting in special levels (think DCSS's branches vs. main dungeon), and was thinking of the keys/minibosses for some of them. I'll try it out and see if it's too annoying.
If you feel the exploration is lacking in the game then cut it out entirely. Make the levels smaller, but with the other stairs still a guaranteed distance away. With smaller levels you can still do minibosses - just have every 3rd level be the proper boss. You can also keep the same enemy types across these sections before the boss fight leads to an environment change.I don't really like the idea of keeping the same enemy types across multiple smaller levels. That just kinds of seems like adding unnecessary padding just to make the game longer. I am planning on making the game longer, but doing it by adding more content.
Levelling up your ghost seems wrong. The whole "weak ghost" thing was really appealing to me.Agreed. After thinking some more about it, I've scrapped that idea.
A bit of levelling up possessed creatures seems good. But I also did like how "disposable" they could be at times, and it was nice to be forced to try other creatures, even if the creature you switched to was technically weaker. Don't make it too hard to switch between bodies, just enough that it's a tactically interesting choice. And don't make staying in one form too advantageous, since it would be really boring to find one "ultimate" creature that you just stick in for the rest of the game. In particular be careful with any healing you allow, and have proper caps on added power from experience.Yeah. Bodies should definitely feel disposable. The mechanics should support the callous disregard the ghost apparently feels for the dungeon creatures. I just don't want it to be an obvious choice to switch to another one, there should be trade-offs. The way I'm leaning, possession is probably actually going to get easier...just more risky if it fails.
Looking forward to seeing what you produce :)Thanks! It's always good to know someone out there enjoyed something you've made.
I like your tiles. Very clear. Lots of fun.Thanks. We'll see if that ends up being the final style or not.
|Creature||Speed||Energy, Turn 1||Energy, Turn 2||Energy, Turn 3|
|Bat||150||150 (moves once, reduces to 50)||200 (moves twice, reduces to 0)||150 (moves once, reduces to 50)|
|Zombie||50||50 (doesn't move)||100 (moves once, reduces to 0)||50 (doesn't move)|
|Caretaker||100||100 (moves once, reduces to 0)||100 (moves once, reduces to 0)||100 (moves once, reduces to 0)|
I played this once and it seems that possessing every enemy is much easier than fighting anything. It crashed and I knew why it crashed but now I don't remember what the reason was. Welp, see you later.That's certainly true on the lower levels, but possession gets more and more difficult on the later levels. Is it still too easy later on? Is it not risky enough that you leave your current body and move next to the new creature even if you fail?
It is thoroughly awesome that 2015 may well see the full release of not one, but two possession-centric Roguelikes or at least get tremendously closer! 8) You should totally throw some time at the start of the new MidBoss beta that came out fairly recently to kick off the final push---where each project has went in very different directions on some aspects, surely there's some mutually nifty things each can note to bolster the entire lot.Yeah, it's kind of funny how that happened. I haven't played MidBoss, and probably won't until I finish Possession 2, but it seems pretty cool and I definitely hope it does well..
Really interesting series of post, thank you about sharing!Thanks for reading!
About world simulation: seems boring to find a room full of dead bodies (a joke for a ghost with possession power ? :P lol), but could be a great plot twist for player. Wait forever and everyone will die eventually! To me seems a good enough motivation to keep exploring and make choices.
For example explore a maze in a certain order could resolve in a different encounters because in other part of the same maze all creatures are dead :o
I played this once and it seems that possessing every enemy is much easier than fighting anything.
Thanks for checking it out, and I think you're right. I didn't want possession to be too hard, because trying to possess someone causes you to leave your body even if you fail, and I didn't want someone to get stuck as a ghost and killed they weren't able to possess someone because of the RNG. But I've been thinking it over, and I've come up with some solutions that might work (failing to possess someone increases the chance of success every time you do it, or maybe the longer you spend as a ghost, the higher your chances of possessing someone get).I played this once and it seems that possessing every enemy is much easier than fighting anything.
This still holds - I just went through the entire demo only possessing/exploding everybody and my sole fight was the boss. And the possessions work almost always. I really think the game should be harder, even on these early levels (3 out of 10 is nearly a third of the entire game...)
Without rebalancing there doesn`t seem a point in using all these fun systems you devised - I really like all the crazy happenings, characters, abilities...
failing to possess someone increases the chance of success every time you do it, or maybe the longer you spend as a ghost, the higher your chances of possessing someone get