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Hi, I played alot of MMORPG's in the past so I guess i might have taken inspiration from that. When i started making the enemies, i thought it would be cool if you could have some allies on your side, then from there it went to being able to equip and level them up, and from there it went to giving them orders, it just kinda evolved. When i was focused on making this i didn't really aim for that goal. My main goal with this project was to learn procedural generation. For example the enemies, maps, and items are all procedurally generated, even your allies when you create them. Even the boss at the end is procedurally generated he is a different variant every time i used a body part system to kind of make the enemies.

Hi! Wow, this is an incredible design journey! The way the mechanics evolved organically—from simple allies to a fully gearable, controllable squad—is exactly how the best, most addictive games are made. Your focus on procedural generation is brilliant; making everything from the body-part boss to the maps procedural ensures the game never gets stale and truly captures that infinite offline MMO vibe.

I'm actually working on a project with a very similar spirit right now (tactical AI, deep stat-stacking, and procedural items). I would absolutely love to see this project brought to life or recreated. Have you ever considered reviving it, open-sourcing the old build, or rebuilding it as a spiritual successor?