
A Roguelike take on RPG class based progression, this was my first solo developed game.
The game revolves around its class and skill systems, as well as some light resource management.
As they progress through a dungeon, players must combine different classes to achieve victory against its denizens, taking care to conserve their MP and HP, as they only refill after beating each floor's guardian.
This project began as a design exercise, exploring how to compress an RPG progression into a Roguelike run, but I found potential in polishing it and releasing it as a full, though small, game.
Main features
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Battle system.
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Battles use a dinamic turn order (inspired by Final Fantasy 10's Conditional Turn-Based Battle system). Characters act more often as their speed stat grows.
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Battle UI dinamically displays the upcoming turns, allowing player to plan in advance.
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Many effects such as buffs and ailments have their duration determined by the in-game simulation of time instead of turns, meaning that faster characters will have their effects active for more turns. Some effects such as poison (damage each turn) are exempt from this due to balance reasons.
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Some randomness was also implemented in the form of critical strikes, dodge chances, and ailment infliction chances, all affected by character stats and skill values.
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Class system.
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A semi-random selection of classes is presented to the player each level up (tweaked to give the player what they may need, e.g healer classes odds of appearing are higher if the player lacks one). Each class has 3 levels, granting stats and skills.
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There are both base classes (always avaliable) as well as advanced classes (2 base classes need to be level 3 to access).
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Each player character can only have levels in 3 classes, although when first leveling an advanced class, both required base classes combine into one slot.
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A character cannot access multiple advance classes that require the same base class, which has been taking into account when balancing, allowing for powerful skills to exist in the game without breaking the balance.
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More than 30 classes made it into the final game, which I found to be the sweet spot between variety and giving the player the possibility of loosely planning their builds.
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Skill system.
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Implemented skills of diffent categories.
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Active skills: skills usable on a character's turn, with different efects and parameters (damaging skills, healing, temporary buffing, etc.).
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Passive skills: skills that can modify character stats, introduce conditional modifiers (e.g character deals more damage with low hp), or proc active skills under certain conditions (e.g activating temporary buffs when receiving damage of a certain type).
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All skills where implemented with a modular system, allowing for quick testing and implementing, wich let me get more than 150 skills to make it into the final game.
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Each player character can only have 12 skills equipped at the same time (both active and passive), giving the choice between more options each turn, or chasing passive sinergies to power up a smaller set of active skills.
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Visuals.
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I implemented all visual aspects of the game (UI, battle sprites, effects, etc.).
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I used assets from several sources, all linked in the game and demo.
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Demo and testing.
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Developed a demo which featured in Steam Next Fest: October 2024.
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Gathered feedback from it (using a google form) and other private testing, which helped solve some readibility and balance issues, as well as find and fix bugs.
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Implemented GameAnalytics to gather data about player behaviour and used it to balance the game around promoting build diversity.
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Results.
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While a small project, I ended up quite satisfied with the result.
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At the time of writing, the game has amassed close to 1000 sales on Steam, which I consider a success based on the time spent (5 months, while working on other projects simultaneously).
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Project details
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Studio: guipadgon (Solo developed)
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Genre: Roguelike RPG
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Platform: PC
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Release Date: November 2024
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Team Size:
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1 Solo Developer
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Engine: Unity 6
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Languages used: C#
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Other: Developed in 5 months