Erichermit
Member
The Setting
This game takes place in a world where the sun has suddenly failed to rise for six days. The situation is urgent and the world is in panic, four brave heroes travel to the mystical Tower of the Moon in the hopes of solving this disaster. To do this, one must travel through a moonlit, enchanted forest, scale a mountain, and then ascend the interior of the tower itself.
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Game Goal
It will play as an extremely streamlined turn-based RPG. The idea is to make a jrpg that can be played in under two hours, but usually result's in the player getting a Game Over. So basically it's a JRPG roguelike.
I was feeling upset that so many turn based rpgs seem to rely on grinding to play. While many do allow for strategy, the general solution to a problem is just to go earn more money to buy better equipment or to level up. Furthermore, the actual act of leveling up seldom requires much build-thought, are is usually just an improvement to all your character's stats. Most of the game is spent in minor battles which mostly act as nothing more than a distraction, causing most of the real thought to occur only in boss fights.
I want to make a game that has scarce resources, no grinding, and requires thought and strategy even in minor battles while also being artistically beautiful. I believe that Tower of the Moon can achieve this.
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Gameplay
Your party will be taken through progressively more difficult areas. Each area will consist of at least three minor battles and a single boss fight. Effects from previous battles will carry over, so if a minor battle caused you to take wounds, become inflicted with a status effect, or use a limited resource, you might regret not being more careful when the boss fight comes. It is probably unlikely that you will wipe to minor fights, but in this way they still will demand to be taken seriously. Finally, magic users will have limited casts on each of their spells, their uses of which carry over between fights. Any characters who die stay dead essentially forever, save the use of rare and expensive resurrection magic.
Upon defeating the boss, the party receives an amount of currency and is refreshed from the chance for a respite. Characters will gain a level, in which the most important decision will be a new ability to learn. Spells and health are restored, and the party visits a shop. Decisions on what to buy will be difficult but crucial, as the party will never have enough money to buy everything that they want.
Game progress can be tracked from the devlog (http://towerofthemoon.tumblr.com/) and feel free to come say hi at my Twitter: https://twitter.com/Erichermit.