RMMV Purgatory - limited battles

AdeptusUK

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Hi all

Just wanted to get any feedback on the core mechanic of the game I am working on.

In a fantasy world where deities have created a system for deciding who is good and who is bad, the player character ends up with a completely even score at death. He ends up in a purgatory-type situation. From there he/the other denizens of purgatory can send him to a place he can fight through in order to get {relevant plot point}.

So, he is sent somewhere to fight, but has limited time to spend there, currently 30 battles. By defeating bosses he can accrue more 'battle points' to stay there longer. On death/running out of battles he returns to purgatory, where he is stripped of all exp/levels. He has one chance to spend the money acquired to gain equipment, then loses any remaining gold. Any equipment bought or items found persists between 'runs'. Skills/spells can also be bought with a second 'souls' currency.

Basically it is a deeper version of Inflation RPG with some OTT Disgaea-esque skill-gaining/levelling and masses of items for purchase.

Does this sound like a fun puzzle to solve (how do I complete this in X battles) or does it sound super tedious going over the same ground a load of times even if you make progress every time?
 
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Does this sound like a fun puzzle to solve (how do I complete this in X battles) or does it sound super tedious going over the same ground a load of times even if you make progress every time?

Yes and yes. I mean, it's a turn based twist on rogue-likes. You won't be able to get rid of the tedium of repeating the same map over and over (which is why random level generation exists in many rogue-likes), but as long as the core gameplay is strong and the "Fight, loot, die, spend, repeat" loop is satisfying enough, the maps won't be too big of an issue.

Not to mention there is a plus to having the same maps: memorization. Having the player memorize enemy placement (and possibly bonus loot areas) can really make the player feel like they're beating the system. It's something to play around with, at least.
 

Tiamat-86

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there is random map generator plugins for mv
 

AdeptusUK

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I'm really leaning into the repetition. I've got puzzles and mazes, hidden loot, all levelling done by manual stat allocation (with luck fiddled with to affect loot drop rates) and so on. @NemoTheSurvivor your response made me laugh, I thought I was doing something semi-original, hadn't occurred to me that this game loop is the one most rogue-likes have!
 

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Yay! Someone did a playthrough of my game. :D


When you thought you'd be finished with the grid, and spend ~8-9 hours on an arrow. How is this more difficult to than player movement?

Still some bugs hiding in there, but it's nearly complete.

I'm having it strictly follow the path a user draws, because there will be booby trap and other similar mechanics where you want to avoid specific cells.
I feel like banging my head against a wall every time I want to find that post that shows all the plugin header codes. Then I think "next time I find it, I'm going to bookmark it". Then I think "wait a minute ... maybe I bookmarked it last time because it took me so long to find it". Check bookmarks, and there it is :)
... a few of my main characters standing around doing nothing lol. I mostly wanted to see them together on screen.

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