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ROLE Update:

Ok I have a lot I wanna show off, because I have a lot on my mind for ROLE. For one I will not require the player to be in Control in order to pacify an enemy. It will now simply rely on the pacifism clock. I will also not allow the player to go up a teir when thy roll a 6. That was what I was planning on doing, but got rid of it. I was basically trying to take Blades in there dark's system and making it more original but I'll try and follow some steps it does for clocks.

Also, I'm adding more lore and consequences

Consequences: 

  • Enemy attacks you
  • Enemy can become angry or sad which will affect their playstyle and effect how they act.
  • Lose ROLE Items.
  • A shoulder demon will manipulate the enemy.
  • A shoulder demon puts a curse on you, which will limit what options you have.

Now you're probably reading this like, "Why is there a little demon?" or "There's items for ROLE now?" Well I'll talk about ROLE items later, but basically, do you guys know about "Shoulder Demons" that you see in media? It's kind of like that. In the story, I'm giving the player a magic ability to see shoulder demons using a power called "brain link". Which will be used to create more consequences. Since you have brain link and the demon manipulates the enemies brain. That means it can transfer a curse to your brain IF you get a consequence. So brain link, is a double edged sword.

Item Update:

I decided to add items for ROLE. This is to reduce repetitiveness and also create some strategy around balancing money and pacifying enemies. When I was thinking of how to make ROLE less repetitive and figuring out how to make it more balanced, I thought "Hmm well, ROLE is so unbalanced and un-fun, the Russian roulette combat has more strategy, magic, and items... ITEMS!" LOL, I literally had a Fantastic 4 moment! If "Thing" was right by me, he would've said "say that again."

  • Memory Leaker: This will reveal some backstory on the enemy which will give you a keyword to use so you can pacify an enemy.
  • Tier Bumper: bumps you up a tier. Ex: Desperate → Risky
  • Clock counter: Pacifism clock goes up by 1.
  • Love ring: Used to spare enemies, but it will break in one use. (works kind of like a pokeball)
  • Great Love ring: Used to spare enemies easier, but it breaks
  • Master Love ring: Used to spare enemies a lot easier, but it breaks.

Also no, I'm not using rings as a way to spare enemies, again its strictly due to the pacifism clock, but it's a way to spare enemies even when the pacifism clock isn't filled.

Miscellaneous Update:

I'm adding Accessories. These aren't the typical items, since items go away once used. I'm adding accessories to my game that are specifically for ROLE.

  • Nightmare Machine: Can put the enemy to sleep which can give more slices on the pacifism if you roll a 4-6 and can prevent an enemy going down a tier all at the cost of TP
  • Carnyx: Can resist consequences for one turn, but you have to use it before getting a consequence, meaning if you use a turn when you don't get a consequence, you used TP up for absolutely nothing.
  • WaterPhone: Can get rid of consequences, but it cost a lot of TP.

Yes I said "TP." I said I wasn't going to use it for the VX Ace version of my game since it will be a dual release, but I found a use for it. Does this mean the gambler class wont be in MV? Well it depends. I'm honestly thinking of using TP differently in MV but there's a small chance the Gambler class will be in the MV version.