Goals with the demo and plans for the actual game
I think it is important now to talk about the state and goals of the demo, and what's my final goal with the game.
The demo as it is right now is mostly done. I wanted it to showcase the game's core mechanics, without "wasting" too much time on embellishments and variety of content.
The biggest difference between how I structured the demo and what I want the final game to be is that I made only one repeating level for the demo. Having just one level would have made the game too short to be enjoyable, and after many iterations, I am now settled with a 4 loops structure, with a final boss at the end of the 4th loop.
I recently realized tho that it's visually very repetitive even if it's just for a demo, so I'm working on a "flow of time" update to make it have variation during a run.
The final game will have instead levels that are completely different in visuals, enemies and bosses, and probably events too.
In general my main goal for this game would be to mix Slay the Spire's combat gameplay with Isaac's progression, both in single runs and in the overall game.
I will surely implement multiple characters / classes. The number will probably be decided when I have the Kickstarter, keeping in mind that I want them to be quite different in mechanics.
One big issue I have with Slay the Spire is that a run is very linear, with very little variety, and very little to unlock and achieve.
On the other hand I think that one of Isaac's strongest points is the great variety it has, being it multiple stages, multiple enemies and bosses, a lot of things to unlock and related achievements. And also multiple endings.
Because of that, I'd like to implement a multiple path thing. I haven't decided on the fine details yet, but it could be something like Isaac, where you're presented with choices at some point in the run (like Sheol/Cathedral, or the choice to go fight Hush). Another option would be something more like Dead Cells, where at each stage you can access different paths, and the subsequent stages change from there.
It would be nice to have as many paths as possible, all with different final bosses and unlocks, and a "general" final stage once everything else has been cleared.
Lastly, another thing I wanted to borrow from Isaac is having interactions with the environment (I have plans for that), and in general, "hidden" mechanics that you discover little by little, that can increase your odds at winning. So, how "good" a player is is not only decided on how well they build and play their deck, but how many of the game's mechanics they know and exploit.
Some of these elements are already present in the demo. There is a not so evident pet system, the mimics, and something about the shop.
Stay tuned, I'll hopefully post a new version this weekend!
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Novus Orbis
A deckbuilder roguelite where you explore an unknown land in search of answers. Chain your cards to fight monsters.
Status | In development |
Author | Genryuu111 |
Genre | Card Game |
Tags | Deck Building, Difficult, Indie, Pixel Art, Roguelike, Roguelite, secrets, Singleplayer, Turn-based |
Languages | English, Japanese |
More posts
- 2.1.0 Update - Intents and BalanceDec 10, 2023
- 2.0.3 Update - New Character VisualsNov 19, 2023
- 2.0.2 Update - Various Small Visual ChangesNov 11, 2023
- 2.0.0 Update - New ArtOct 26, 2023
- 1.9.0 Update - TutorialOct 12, 2023
- 1.8.0 Update - better UIOct 03, 2023
- 1.7.0 UpdateSep 26, 2023
- 1.6.0 Update - Save SystemSep 13, 2023
- 1.5.0 Update - New eventsSep 01, 2023
- Long time no seeAug 17, 2023
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