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TumbleSeed

TumbleSeed is a deceptively deep roguelike about balancing a seed up a dangerous and ever-changing mountain. · By aeiowu, dlask, benedictfritz

Quests Discussion (0.45a)

A topic by benedictfritz created Dec 10, 2016 Views: 396 Replies: 4
Viewing posts 1 to 4
Developer (1 edit)

We've added some simple quests to TumbleSeed!

Quests are an idea that I've had bouncing around in my head for a while. Roguelikes are a very open-ended structure. You reach the end of the tutorial and are sort of just plopped into an open world and expected to deal. You die a lot. It's up to the player to create intermediate goals that deal with the seeming impossibility of the final goal of beating the game. This is hard, and asks a lot of players. How do you create a system that engages players and helps overcome open-endedness while maintaining a game that is at its core the same game whether it's the first time or 2,000th time you've played?

A big inspiration was Absolute Drift: Zen Edition. I played the original non-Zen-Edition version of the game and had a lot of fun with it. But it never really stuck. The game was pretty open-ended. You did a race and once you completed it you could do the next race. So I pretty much went through the game doing most of the races, getting some random spot on the leaderboards, and then stopped playing altogether. However, when the Zen Edition came out it added these little quests/tasks/missions. All of a sudden I had these little intermediate goals. I realized that I wasn't as good at the game as I thought. The little tasks pushed me to get better and helped me deal with the open-endedness of the game. They sort of warmed me up to the systems of the game and made me feel confident and comfortable enough to make my *own* goals. The game suddenly went from pretty fun to one of my favorite games of the year.

This is the thing that hopefully quests bring to TumbleSeed. I often wished that Spelunky had more things to do similar to the tunnel man unlock missions. Just something that put a little spin on the game or a little diversion/alternate goal while being endlessly crushed by the game.

There aren't many quests right now – 8 in the basecamp, and 2 in the post-forest camp. The end goal (and how it is implemented right now for just the forest) is that at the end of the quest chain in each camp you're rewarded by unlocking the teleporter to the next biome. I am super curious to hear what people think!


p.s. If you're coming from a previous version of TumbleSeed and have unlocked the forest teleporter you'll only see the 2 quests in the post-forest camp and won't see the basecamp quests. However, 0.45a also includes the ability to reset your save data (see details here).

I love the quests.

For a game as hard as Tumbleseed, it's nice to have little things to aim for because winning the game is so very far away when you start :)

Finding it hard to gauge my feelings about quests since so far they seem like more of a beginner thing and I'm kind of past that now. I really love the idea of quests as challenges though. It makes more sense to me than the challenge rooms, which never seem worth the risk.

Developer

Yeah, definitely more beginner-oriented. But, I would like to add more advanced ones for later biomes eventually. Interesting comparing them to challenge rooms, I hadn't thought of that

I haven't appeared to find any rewards from the quests so far as one would expect as it is indeed a quest.

Although, i've found the quests in themselves act as a great tutorial.

Without quests, I wouldn't of known that spikes 1 hit you because I would always avoid them until I felt like testing them.

Imagine being at the very end of the game next to a hard enemy and thinking; "I can avoid that by going over this spike. Surely 1 heart is worth it considering I don't need them anymore and this is less of a hassle." **Then proceeds to get 1 hit.**

I guess you could say, the reward from quests is the greatest one of all; Knowledge.

As a matter of a fact, I'd love if as soon as you finished the quests you unlocked an NPC in the starting village that gave you a new starting seed. Also, onto that fact, I'd love if that NPC said to you at the end of the quests;

"You earned the greatest reward of all from the quests, Knowledge. Now wait 10 seconds because I like loading screens."

(Every dot is 1 second passing btw and the npc doesn't say the part in brackets but the area in ")

". . . . . . . . . ." "SIKE, here's a seed as cool as your tarot card, the fool"

Also, every time you talk to him after that, he proceeds to say randomly generated tips or quotes from a pool."

Such as "The fool is the strongest tarot card. Not because the person with that card is a fool, but rather a blank slate that can be mended into anything." or for example; "The written word creates forgetfulness in the learners soul. - Socrates"

another example; "What is right is not always popular and what is popular is not always right. -Albert Einstein"

(Much like binding of isaac in that sense. E.G. The lost or azazel or cain)

If you do consider that suggestion, I'd be happy to help with getting quotes for it.


Sincerely,


the Man, the Myth, the Maker.

MuiltiNormal.