What are its features? - Enemies don't just drop items when they die, they use them in combat to chop your head off, which adds a risk/reward layer rarely seen before. - Procedurally generated maps. - Comprehensive and slick UI. - Several item rarities and 45+ item affixes. - 60+ hero attributes such as movement speed, enhanced physical damage, etc. - Perma-Death. - Several hero classes with 8 skills that can be leveled up to completely modify their behaviour. - Heroes are inspired by characters from many other games, for instance, you will be able to play as a surprisingly acrobatic pyromancer that seems to really enjoy jumping up and stepping on people's heads as well as setting them on fire. If that doesn't interest you, how about a swift warrior that gets a kick out of stealing people's souls, rolling around in the ground and drinking some unknown substance to regain HP? How much does it cost? - Free, no ads, no data gathering, no micro-transactions, no nonsense. Why is it so free? - I'm currently a complete nobody so i want to make it very easy for everyone to play the game and help me get my name out there. Who is making this? - My name is Fred, a computing student about to graduate in June. - I am also a speed runner that held several records: Fastest Demon's Souls 100% run. Fastest Dark Souls low% run. When can I play this? - July 1st on IOS. - Click here to play the Alpha version now on PC! Can I help out? Yes I can! Hero classes: If you have any neat ideas about heroes that you would really enjoy seeing in a rogue-like then tell me about it! I'm always looking for creative and fun classes and skills to improve the game with. Legendary Items: Help me come up with awesome legendary items which contain hand-picked attributes! These items should really change the way a particular hero plays and not necessarily be just overpowered. Exposure: I am a one-man team with no contacts in the industry. Tell a friend about the game! Screenshots:
Check out his pricing and why so in the description in his post. If the game plays well, i'll shell out monry if there was any IAP. Im thinking if he could add even just a set of skins that dont affect gameplay for a fixed 3 to 5 bucks, it could be an easy decision to help out.
As for initial support, here's a suggestion on a unique roguelike class which i dont think was ever done before yet. Class: Pacifist General Attributes: Fairly tanky, slow movement, but has a skillset specializing in avoiding or preventing damage, and pushing yourself or the enemy away to get to objectives rather than fighting and killing. Active Abilities that could range from single target stuns, single target knockbacks, aoe slows, a dash that requires bouncing off a target enemy first (like a reverse knockback), a hop over an enemy skill (to get past enemies in one-row paths). Even creating 1x1 square obstacles can be an active skill which would work well into the pacifist skill. Passive skills that slow enemies that have dealt you damage, skill having a small chance of taking reduced damage. I think it would be great if he doesnt use mana, but instead uses health to use his active abilities, that way, avoiding enemies will still mean losing a small amount of health making it less abusable to using certain stronger abilities.
Looks great, I'm definitely interested. Seems like the type of game I've been looking for on the App Store recently!
lmao. I haven't even thought of a pacifist class. I laughed reading your description of it because I was just imagining a dude rushing for the exit while pushing everyone away like he don't give a crap. That's pretty hilarious I'm writing it down.
Wow! You are making the game completely free? That is so altruistic! I used to play Diablo 1 a lot. Haven't played the other ones though. Well done. Looking forward to watch some some gameplay.
Yeah... Im sure you can come up with a better objective set for a pacifist class than just heading straight towards the exit. Plus, boss fights, if any, have to be unique for him since your kit's going to be pretty defensive. Maybe getting enemies exhausted? Not sure how that's going to work, coz that could be a new game. As i said, there hasnt been a prominent pacifist class in any game yet, so things can both be difficult to design, and pretty fresh to work with since it's still open to a lot of possibilities.
You can now play the Alpha HERE and tell me what you think! Version 0.1: - fixed issue with burning euphoria. - improved the look of the health bars in the world. - actors are now sorted by energy, shit works a lot better, fixed fireball looking like it wastes a turn on you. - zoomed out from 5 to 6. - resolution was lowered slightly for low-res monitors. - Implemented arrow keys. - Removed block amount from the game. - Made it clearer how to wait a turn, improved tutorial screen slightly. - Fire damage now has 50% chance to apply burning. - Added bigger font for titles. - Added "Butcher" boss. - Removed unneeded magic find affix. - Fixed item pick up window displaying old item. - changed the cave layouts. ------------------------- - Meets requirement no longer uses the passed actor. - Blocking now blocks all damage. - Combat messages are now displayed when blocking, dodging or missing attacks. - Smoothed out the death animation. - Made it a little more clear how to use the inventory. ------------------------- - Enemies now spawn items upon death. - changed "Chests" to "Body armor" - increased fireball speed from 100 to 400. - fixed text placement issues.