10 Hits
This was an early prototype I developed around mid 24. This was my 3rd attempt at building a game. I can't remember why I stopped working on this - perhaps these types of games were too ambitious for someone still new to game development. Looking at this game now, it looks like I've added a lot of 'core' functionality already - a shop system, turn-based combat, enemy randomised spawning... and most importantly these features all looked built to scale!
The core premise was to deal a lot of 'hits' to the enemies (think hundred of damage numbers flying around per button press). When a player filled their counter with '10 hits', the player could use a skill. This skill would be amplified based on the number of hits stored in the counter, divisible by 10.
A few development features that looked difficult to add:
- The core gameplay design - skills are meant to be spammed and rotated in and out quickly.
- A scalable turn-based damage system. There were a variety of skills, and they each could have been applied to various phases of the turn (i.e. before player hit, during player hit, after etc). These skills could also modify player attributes.
- Enemy predicted damage - I don't remember 100% how this works, but it looks like I predicted both the minimum and maximum range an enemy could deal. Couple this with buffs, debuffs, multiple hits etc it would have been something difficult to implement!
- Rolling shop system with movable skills in the hotbar. Standard for all roguelikes, but was a first for me! Reroll for better skill enchantments!
To those reading this who are working through their dream game or simply want to their building their own... you got this! Treat each parked game prototype as a learnt opportunity.
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