The Plague (Title Pending)

● ARCHIVED · READ-ONLY
Started by Fernyfer775 3 posts View original ↗
  1. The Plague.jpg
     ​
    Synopsis
    "The Plague" is a turn-based front-view style RPG, but with an exciting twist. The combat system is heavily catered to resource management and combo attacks. Characters will have to balance between staying alive and dishing out the hurt onto their undead enemies.​
     ​
    Story
    A virus has spread across the globe at alarming speeds and is turning humans into the type of monsters​
    you hear about in the movies... You play as Marcus, an Electrician who worked and lived in the city of Magress, that is...until the virus showed up and destroyed everything. Having lost his wife and daughter during the initial outbreak, Marcus has been in hiding in hopes that somebody would come to the rescue...​
    It has been two weeks... If he is to survive, he must get out of the city before one of the undead creatures find him.​
     ​
    Characters
    To be announced...
     ​
    Screenshots
    Spoiler
    Plague1.png
    Plague2.png
    Plague3.png
    Plague4.png
     ​
    Gameplay Demo
    Demo is just a gameplay showcase and has no storyline included whatsoever.
    Currently trying to get feedback on the combat system itself, and not much balancing has been done.
    If you try out the demo, any and all feedback is highly appreciated.
     ​
  2. Thanks to some trusted feedback, I've done a few gameplay updates to the combo system:

    1. Players will now see every move in the combo-sequence, but will be unable to select the moves until the pre-requisite ability has been used. This allows the player to plan ahead of time the amount of TP they will require to complete the full combo.
    2. Removed "Syphon Blow" which was a filler attack that restored TP, and instead just made the default "Attack" move be the TP restoration filler move.
    3. Every character has 2 types of combo sets to choose from, but have plans to add a 3rd that gets unlocked via game progression.
    4. More abilities will be unlocked during gameplay as well to increase combo-tiers/etc. (not yet implemented)
    Kendra: Offensive Combos / Protection Combos (Used for tanking)

    Marcus: Offensive Combos / Sabotage Combos (Used for status effects, debuffing, etc)

    Jenny: Offensive Combos/ Support Combos (Used for healing)

    Demo has been updated to reflect changes. Cheers!
  3. Hey there i check out your demo and all was fine as a battle system as you say, in that aspect i think more restore HP abilities needs to be implemented during combat, also just 3 weapons, could be nice if you look at ocarina of time or something and give weapons with abilities that could be cool, is a suggestion.







    For the demo as a demo, i think you should try to focus more on others aspects like history, character development and stuff like that, the music on the game is ok but it could have better music, i do not use that kind of resources but as can i see in other games there is not much variation in the interior map, i mean i cool but every game i have played with that title set seems equal, the game progression and the duration is important too, and fix a beginning and end to the history, a lot of demos actually have that problem that you do not know where the game demo ends and stuff like that, the quest systems seems promising, and i love the rune stuff also.  

    I really want to know why a lot of users that use the script of the battle system are too focus on it and talk as if were something special, is hard say what kind of things are made by the developer and which ones are form the scripts, but all the games that works with that specific type of resources are too focused on that, I wonder also how many maps do you want to put in the full game, is cool that there is not random encounters and you can avoid enemies but that is also another problem because the variation of them, how many would be available for your game?, and the history is important too, the only thing I see of history “on the game” out the beginning is the quote under the character status, there are a lot of things you can use for your game that works well with the maps and characters give them skills to interact with certain objects are cool but the most is the quest system, a progression of mission that could have the player moving on.

    I review you game as a demo and like that is more like a battle testing, the last boos is too hard to beat maybe impossible and if that was the intention then is cool, but if you are just trying to make a player test your game do not put bosses like if there was a complete game or challenge unless that is all of the demo, and if that is the case there is not much relation on make it hard to beat since is a test the player will not feel the necessity of continue playing numerous tries, I couldn’t find bugs at all but there is just a pair of maps so it could become more complicated or more substantial.