Let's try this again...
So I did some stress testing on the spritestack style, and suffice to say, it performs terribly when stress tested. Worse than I thought. I tried to figure out a way to make it work, but it just wasn't going to happen. So I took a little break to work on some other ideas, which didn't pan out. So now I'm back to this project, and back with Adobe Animate for the graphics! Say hello to my little NPC here! :smile:
Don't mind his nakedness, he's a template for all the characters! I've done more than this though; I have an 8 frame walk cycle for all 4 directions. I feel the artstyle may be a bit too cutesy though, as I have already hashed out a bunch of the design doc for this, and I'm not sure how well it will fit with themes of limbo, death and the 7 deadly sins.
Concept
The idea is a combination of classic Resident Evil with a Pokémon Nuzlocke; so you have limited monster captures and it is permadeath; if your monsters die, it is dead forever and you can't replace it, and if your whole team dies, it is game over. You'll be exploring a mansion, slowly gaining access to new areas as you solve puzzles and the like, these new areas will have new monsters and monster 'trainers'.
It is based in Limbo; you and the NPCs are all dead, and you try to figure it all out so you can move onto your afterlife. You use someone's memento as an emotional anchor to bind caught monsters to your soul (a Pokéball essentially). But since you're using mementos you find / given, that emotional anchor isn't yours' and the memento breaks after use as it cannot handle it. Meaning the supply of mementos is limited.
The monster types are based upon the 7 Deadly Sins, and instead of having statistical bonuses against each other, each Sin encompasses a different playstyle (e.g., Wrath is simplistic with big damage numbers and aggression, but little defence capability. Whilst Sloth is a procrastinator and lazy, so a lot of their strongest moves have some sort of delay, or they are based around being Asleep (one of the status conditions)). Some also have status conditions which belong to their type; Sleep for Sloth, Mesmerise for Lust, (Food)Poison for Gluttony and Burn for Wrath.
Scope
I'm planning for this to be a small game, but with replayability; I'm thinking about 35-50 monsters. With the replayability aspect coming from New Game Plus, as when you finish a playthrough you will get given a choice of an item to add to your inventory at the start of the next game, which these stack. So for instance, one could be a Skeleton Key that lets you open doors out of order which could have events play out differently (e.g., you pass a locked door that you hear screaming from, by the time you get the key and get inside, the person is dead, but with the Skeleton Key you can go in there and save them from the boss monster). Another could be that you get your actual Memento, which as it is yours', it won't break. This could be used to in a secret ending that only triggers once you catch every monster; something you cannot do without this item.