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Firstly, excellent game, closing in on Brogue in terms of aesthetic.

Secondly, please expand on this, or give it to someone who will. 

It would be perfect for an open world CRPG akin to CoQ, and while extremely time consuming, I don't see how one couldn't integrate basic party mechanics (imagine the possibilities, you could have legitimate battles between pike phalanxes! That would of course require modifications to the AI*, but still), inventory, and armour/defence systems (percentage based defence would work a treat, with armour utilising the already present health system via flat reduction). Oh, and dismounting, of course. Then determine some theme appropriate missions, and disperse them throughout a few permanent settlements. Bonus credits for the slow growth of Atagan territory as a time limit for the main questline.

* A possibility to increase realism and interest would be a reaction speed system, where at the end of an action, the actor stores the best possible current action for their next turn. Upon that turn, they then have a chance to revert to that action, allowing the sequence @  \L  =›  @ —L  =› @ —L the alternative @  \L  =›  @ —L  =› —L, wherein the @'s stored action of moving towards the lancer is acted upon even after a threat is superimposed between the two. This allows for further unpredictability and natural flow between AI combatants, though applying it to the player is of course not recommendable.

As previously mentioned, armour would function best as a flat decrease to damage taken, perhaps with a 1 value variation so it doesn't get absurd. For reference, gambeson (padded cloth) can realistically stop the sort of arrow fired from a horse bow on occasion, and lamellar should nullify the majority of blows. Given the theme, encumbrance doesn't seem particularly appropriate, nor realistic. Weapons might provide a (relatively large) chance to avoid an attack. Shields seem tricky to represent, but if possible would serve as a large increase to defence, greater against lances and arrows than against swords, and of course directional. Peak defence would realistically be somewhere around 80%, given a combination of sword and shield. Where possible, spear and shield should lose consistently to sword and shield. 

All systems above are easy targets for a skill system (the sort without flashy manoeuvres, like in dcss).

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Glad to hear you enjoyed it :)

Your suggestions are intriguing, but I'm not so much a fan of the simulationist style of roguelike. I prefer briefer and more concise design,  and I feel like we managed to strike just the right balance of simplicity and depth with WHOF. Percentage chances and unpredictability were not really what we were going for, and are quite outside our vision of the game.

That said, it's definitely possible that they could work, so I've uploaded the source code of the game if you'd like to tinker with it. I will warn you that it's jam code, and might be quite hard to decipher.

In any case, It's a beautiful game.

It's not so much that the game is in some way incomplete, more that it's such a solid base. You just managed to do everything right. Like for instance the trees. Why doesn't everyone do that? As long as it's so small, it won't get nearly as much praise as it deserves, and these features will not pass on to other games.

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Thanks for the kind words.

I appreciate the concerns about the ideas not getting passed on, but I'm still making stuff, and it seems like quite a few people have checked it out, so I wouldn't worry about it too much.

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If you think it's so easy, why don't you go do it yourself?

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...

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chill

 Where possible, spear and shield should lose consistently to sword and shield. 

Fuck that

I mean, not that it matters, it was just speculation. But why? It's simply reality that holding a spear one-handed is a terrible life choice if you aren't in a formation.

Deleted 2 years ago
Deleted 2 years ago