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Good proof of concept. Down the line, I hope you'll look into making the transformations last longer but have methods of working around them. For instance, if you find a "Shroomy Field Guide," it teaches you Shroomy-related abilities. When transformed, the Attack command would fail (using the cute dance text as a Shroomy, the trip text as a Gnome, etc.) and Guard would be replaced with Struggle (giving you an in-battle method of breaking TFs outside of time), but certain spells and TF-specific commands could still be used. Another status, such as "Confusion," could force targets to act with the normal attack/action instead, and perhaps on the first turn of a TF it would also inflict Confusion to force the basic text to occur as it currently does.

Example commands:
Shroomy Boop: works as Shroomy. Either replaces the basic Attack command once you have their respective field guide, or appears as a 0MP ability. Performs a low-power basic attack. 

Spore Spread: works as Shroomy. 5MP. Attempt to change a basic enemy into a Shroomy. Fails on Shroomies.

Shroomy Shuffle: works as Shroomy or Normal. 0MP. Restore 4MP to an ally.

Spore Steal: works as Shroomy or Normal. 2MP. Remove Shroomy status off of an ally, but inflict Shroomy on self. (effectively useless in a party of 1)

Gnome Boop: works as Gnome. Functionally identical to all Boop attacks.

Gnome Cry: works as Gnome. Chance to change a basic enemy into a Gnome. Fails on Gnomes.

Nap: works as anything. 4MP. Restores 20HP and slightly reduces incoming damage.

Tease: works as Gnome or Normal. 2MP. Reduces defenses of target and self.

It would make for a pretty good concept. However, in the game itself, the class actually switches depending on the status effect implemented, and thus not saving any exp. So it could work, to an extent, but there has to be a way to freely switch forms and keep your respective level.

I haven't messed around too much with RPG maker-type programs, so my knowledge on the specifics of it may be off. But if I'm understanding it correctly, then so long as the status/class is modified to match, then it should carry over, no? The character's HP and MP values are maintained, in theory you could make it so either EXP is a global value that is saved rather than a character-specific one, a temporary/current EXP value that is copied and pasted over between class shifts, or that personal EXP values carry over into new "classes." Or, heck, maybe make it so each form *has* to be leveled up individually, though perhaps at an accelerated rate to the player's current level. As far as abilities are concerned, you could either make them globally available in all "classes" the character can become and just fail if not in the right form, or unlock them for specific class(es) when used/when in inventory and therefore only appear with the applicable form.

Again, I don't have too much knowledge about how the coding of it works, but I think there would be ways around it.

Thank you Im very new to this so Im not very good with the codeing set up but thank for the ideas Ill try and see what I can learn over time for that.