Difference between revisions of "MidBoss"
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|status = Alpha | |status = Alpha | ||
|released = 11 April 2014 (v0.5.0 alpha) | |released = 11 April 2014 (v0.5.0 alpha) | ||
|updated = | |updated = 21 May 2014 (v0.5.2 alpha) | ||
|licensing = Closed source, free alpha | |licensing = Closed source, free alpha | ||
|language = [[C#]] | |language = [[C#]] |
Revision as of 21:27, 21 May 2014
MidBoss | |
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Developer | Eniko |
Theme | Fantasy |
Influences | |
Status | Alpha |
Released | 11 April 2014 (v0.5.0 alpha) |
Updated | 21 May 2014 (v0.5.2 alpha) |
Licensing | Closed source, free alpha |
P. Language | C# |
Platforms | Windows |
Interface | Graphical, mouse, keyboard |
Game Length | |
Official site of MidBoss |
About
MidBoss is a video game about possessing your defeated enemies in order to become stronger. You play the weakest of the dungeon denizens, an imp with no ability other than possessing other creatures. Your goal is to defeat and possess increasingly stronger creatures, unlocking their abilities for yourself and becoming stronger as you go along, and eventually defeat and become the dungeon's ultimate endboss.
The game is currently in pre-alpha and only available on Windows, that means many features are as of yet not implemented.
Features
- Possess your enemy and gain their strengths and skills
- Exhaustive tooltips for everything
- Line of sight and fog of war systems
- Dozens of unique abilities to discover and learn
- Randomly generated dungeon floors
- Single-file save and resume
- Permadeath
- Full options menu including key rebinding, resolution options
- 12 retro mode filters available in the options menu
Gameplay
In MidBoss you play a weak monster in a dungeon, an imp. The imp is not noteworthy at all, beaten by simple skeletons or zombies, except that it has the ability to possess other creatures after it kills them. To progress through the game you level up and put points into four meta attributes (Violence, Cruelty, Relentlessness and Adamancy) which govern your playstyle. How these attributes come to expression in the core attributes (actually used to determine gameplay effects) varies depending on the multipliers of your current form. By unlocking new forms you gain access to their improved multipliers, and as you level those forms up you can unlock new abilities.