Difference between revisions of "Into the Labyrinth"
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== Features == | == Features == | ||
* Party Based combat | * Party Based combat | ||
* Weapons types that have major differences. | * Weapons types that have major differences. For example | ||
** Heavy weapons take a turn of effort to ready but deal high amounts of damage | ** Heavy weapons take a turn of effort to ready but deal high amounts of damage | ||
** Bow takes a turn to ready but has range, or can be fired at a shorter range for less accuracy and damage | ** Bow takes a turn to ready but has range, or can be fired at a shorter range for less accuracy and damage | ||
* A unique armor system that allows you to survive more hits but does not leave you invulnerable | ** Combat Razor does two weak attacks that may leave the target vulnerable due to forcing them to dodge | ||
* Reaction point based evasion. Characters and Monsters may only avoid attacks so many times a turn | |||
* A unique armor system that allows you to survive more hits but does not leave you invulnerable | |||
* Recruit party members when your current ones fall | * Recruit party members when your current ones fall | ||
* Party member statistics grow as used | * Party member statistics grow as used | ||
* Injury system that means your character may survive an attack that drops them below 1 health but may carry penalties | * Injury system that means your character may survive an attack that drops them below 1 health but may carry penalties | ||
* 'animated' combat sequences with floaty bouncy numbers | |||
* Two key ranged combat selection | |||
== Future == | == Future == | ||
Future releases will have characters gain skills as well as bigger more interesting floors to go through as well as a better injury system. When it gets interesting enough to warrant a save feature it will get one. Otherwise still feeling out how this should work. | Future releases will have characters gain skills as well as bigger more interesting floors to go through as well as a better injury system. When it gets interesting enough to warrant a save feature it will get one. Otherwise still feeling out how this should work. |
Revision as of 16:44, 23 September 2013
Into the Labyrinth | |
---|---|
Alpha Project | |
Developer | Badscribbler (tempanon2@gmail.com) |
Theme | Fantasy, Party based |
Influences | Etrian Odyssey, Devil Survivor, SMT games, Diablo, Blood Bowl, Dark Hersey, Call of Cthulhu |
Released | Sep 22 2013 |
Updated | Sep 22 2013 |
Licensing | Freeware |
P. Language | Python |
Platforms | Windows |
Interface | ASCII, keyboard |
Game Length | Demo (10 minutes) |
[Official site of Into the Labyrinth |
A party based Roguelike taking major inspiration from Devil Survivor's single phase of turn based combat and movement. It is still under development and has the basic chassis of how the game will work combat and movement wise.
The ultimate goal of the game is to have a somewhat customized party of somewhat fragile characters that you can send down into the Labyrinth to explore and find new materials to make items with. If the party ever gets destroyed you will have to have other guild members carry on without having to restart the game.
Features
- Party Based combat
- Weapons types that have major differences. For example
- Heavy weapons take a turn of effort to ready but deal high amounts of damage
- Bow takes a turn to ready but has range, or can be fired at a shorter range for less accuracy and damage
- Combat Razor does two weak attacks that may leave the target vulnerable due to forcing them to dodge
- Reaction point based evasion. Characters and Monsters may only avoid attacks so many times a turn
- A unique armor system that allows you to survive more hits but does not leave you invulnerable
- Recruit party members when your current ones fall
- Party member statistics grow as used
- Injury system that means your character may survive an attack that drops them below 1 health but may carry penalties
- 'animated' combat sequences with floaty bouncy numbers
- Two key ranged combat selection
Future
Future releases will have characters gain skills as well as bigger more interesting floors to go through as well as a better injury system. When it gets interesting enough to warrant a save feature it will get one. Otherwise still feeling out how this should work.