- Joined
- Sep 17, 2016
- Messages
- 139
- Reaction score
- 65
- First Language
- American
- Primarily Uses
Grind Storm:



Download: http://www.newgrounds.com/dump/item/2fd091242fe1a75756fd5e984eeec204
Synopsis:
Honestly, I'm not sure I want to continue making this game. I like the general mood of the game, I'm just wondering if I should keep building on what's here or start over with what I've learned. The Cover Art characters are cool, but my heart yearns to produce my own artwork. There are also a lot of plugins that I've been finding that I'd love to try, like SRD's timed attack plugins and Yanfly's item synthesis and alternate currencies would work well for this style of play. The way that the current battle system works, there's an extremely high need for AGI, which I'm not sure I like.
So for feedback, I'd really like to know if you think I should continue, or what features are worth carrying over in a new project, or if I'm even on the right track at all. I like hard silent RPGs, but I don't know what the general reaction to them is.



Download: http://www.newgrounds.com/dump/item/2fd091242fe1a75756fd5e984eeec204
Synopsis:
Grind Storm is a gameplay-focused adventure, designed to offer a quick, fun experience, akin to an arcade game or rogue-like game. There is no plot to speak of, but there is some quick dialog to set a personality for the characters and hint at some world building. Currently, the forest and forest temple are playable, next would be the northern tower, but I haven't designed that far yet. I think the final game would have about 5 dungeon areas of similar length to what is now available.
The game uses Yanfly's ATB system and almost any damage will interrupt actions or decrease the ATB bar, so attacking blindly or dog-piling a particular enemy is not always the best combat tactic. The game has a very challenging pace. Any new area can be extremely dangerous. New equipment is often more important to your success than leveling up. Instead of a traditional equipment and spell system, each character has 3 general equipment slots and 3 general orb slots. Orbs either allow a character to use a particular spell, or grant a passive effect, such as increased TP accumulation or immunity to poison. All enemies can drop several types of items.
New characters can be found in the dungeon, indicated by green crystals. In general, some challenge must be overcome to obtain the new character. Currently, 4 characters are set up in the game, Mackerel and Wolfo are available from the start and Fae and Dim Sum can be encountered in the forest. 4 additional characters would appear in the next dungeon. Since all the characters besides the first 2 are optional, I'm considering added some kind of bonus area in the late game for players who do not pick up any extra characters.
At a considerable depth, you will start finding Ironwood, and the road to the Ironwood Sage who can craft items from it. The idea is that each dungeon area would have its own special material and sage. Littered throughout the game are Grind Fragments. They have no value yet, but the idea is that at the end of the game you encounter the Grind Sage who can craft the ultimate weapon if you have discovered every single Grind Fragment.
The game uses Yanfly's ATB system and almost any damage will interrupt actions or decrease the ATB bar, so attacking blindly or dog-piling a particular enemy is not always the best combat tactic. The game has a very challenging pace. Any new area can be extremely dangerous. New equipment is often more important to your success than leveling up. Instead of a traditional equipment and spell system, each character has 3 general equipment slots and 3 general orb slots. Orbs either allow a character to use a particular spell, or grant a passive effect, such as increased TP accumulation or immunity to poison. All enemies can drop several types of items.
New characters can be found in the dungeon, indicated by green crystals. In general, some challenge must be overcome to obtain the new character. Currently, 4 characters are set up in the game, Mackerel and Wolfo are available from the start and Fae and Dim Sum can be encountered in the forest. 4 additional characters would appear in the next dungeon. Since all the characters besides the first 2 are optional, I'm considering added some kind of bonus area in the late game for players who do not pick up any extra characters.
At a considerable depth, you will start finding Ironwood, and the road to the Ironwood Sage who can craft items from it. The idea is that each dungeon area would have its own special material and sage. Littered throughout the game are Grind Fragments. They have no value yet, but the idea is that at the end of the game you encounter the Grind Sage who can craft the ultimate weapon if you have discovered every single Grind Fragment.
Honestly, I'm not sure I want to continue making this game. I like the general mood of the game, I'm just wondering if I should keep building on what's here or start over with what I've learned. The Cover Art characters are cool, but my heart yearns to produce my own artwork. There are also a lot of plugins that I've been finding that I'd love to try, like SRD's timed attack plugins and Yanfly's item synthesis and alternate currencies would work well for this style of play. The way that the current battle system works, there's an extremely high need for AGI, which I'm not sure I like.
So for feedback, I'd really like to know if you think I should continue, or what features are worth carrying over in a new project, or if I'm even on the right track at all. I like hard silent RPGs, but I don't know what the general reaction to them is.
Last edited by a moderator:

