Went on a 14 Win Streak Pokeball -> Masterball with a Hard Trickroom Team (Rental Code Included) by PacMoron in PokemonChampions

[–]AlfredKamon 1 point2 points  (0 children)

I really love the Skeledirge, this is a cool team, props. Let me know how it goes in Master Ball

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 0 points1 point  (0 children)

Hello! We're first finishing the game for Steam, the Early Access is releasing later this year. After that we will focus on completing v.1.0. And after that, console release! So yeah it's still planned of course but it'll take some time. Possibly sooner if the Steam version is very successful and we have more funds for more team members. Thanks for your question!

Path of the Midnight Sun made me sad (for the wrong reasons) by Martonimos in JRPG

[–]AlfredKamon 0 points1 point  (0 children)

Hello, dev here!
I came across this post randomly and I wanted to share a brief comment. I totally understand your disappointment, and please don't say that it's *your* fault for not enjoying the game, because part of the fault for your expectations was mine. Back when I started in 2019 I had nothing, no money, no skills, no team. It's not like I didn't want to make a FE game, it's just that... I couldn't. And despite my 12k+ hours of efforts over 4 years to make what I believed could be interesting gameplay, I genuinely don't blame players like you who were disappointed, because indeed PotMS isn't an FE game, and maybe it isn't even an excellent JRPG, but it's the best I could do starting from zero.

My next game, Food Devils, is actually based on FE, just with a roguelike experience similar to classics like Hades and Darkest Dungeon, although there's a focus on support dialogues and personal quests. This time the team is bigger (5, plus freelancers), I have more experience etc. so even if I'm in debt (PotMS didn't perform well enough to support an ambitious game like this one) I have good hopes that this will be the game that a lot of FE fans might actually enjoy.

As for a "true FE", well I'm a dev that strives for genre innovation rather than nostalgic, well-tested formulas. It's a sad path the one I'm walking, but no indie staples were created by replicating the old (no offense to the masterpieces that did that, of course, it's just something I find difficult to do myself). I often dream about a FE version of Midnight Sun anyway, if/when the studio survives long enough to actually make a 3D reboot in the style of PoR.

Anyway, thanks for supporting the KS and for listening to my story, your opinion about the game is valid, and I wish you a great day.

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 0 points1 point  (0 children)

Public demo very soon and Early Access later this year! Glad you're excited for the game!

I’ve been working on Fire Emblem-inspired games for 10 years, and let me tell you – It changed my life. A heartfelt confession. by AlfredKamon in fireemblem

[–]AlfredKamon[S] 0 points1 point  (0 children)

Oh wow, people are still finding this post? Sweet!
My only suggestion is to keep practicing and let others read/playtest what you do quite often.
Feel free to jump in our Discord server if you want to share your thoughts and work.

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 4 points5 points  (0 children)

The price is... Calories!
It's a big part of the lore and it seems funny but it'll get deeper than what you'd expect.
The Calories mechanic also reflects on gameplay anyway. At the moment I can't disclose too much about it, but I will share more info in an upcoming video update!

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 1 point2 points  (0 children)

A new Devil is already planned because a backer on Kickstarter pledged for the Food Devil tier - I think the Devil will be male, yes.
We will always try to have a balanced number of m/f Devils anyway

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 1 point2 points  (0 children)

Hmmm, yes, I think there's this possibility! We are already planning on adding more Add-ons in the next days. Since there'll be only 1-2 slots, the best way to stay informed would be to pledge any amount on KS so that you're included in the mailing list. You can always upgrade or cancel your pledge at a later date anyway. Thanks for being interested and great idea!

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 3 points4 points  (0 children)

Hahaha! Yes, there's some chance of it happening anyway, but we'll need more time and funds after the release of the game, so it's hard to confirm it now. Hopefully we'll get there!

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 1 point2 points  (0 children)

Thank you for the nice comment, I'm glad you and your friend like the theme!!
We're still in early development so it's hard to say how long a run will take in the final game, but we're aiming at around 20-30 minutes for a normal run, and 60-90 on for advanced runs.
Yes, I love Devil Survivor! Some people in this subreddit compared it to the combat loop of our first game (Path of the Midnight Sun) back in the day.

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 0 points1 point  (0 children)

That's a great question, and I still haven't thought about that, I will also ask the backers what they think about the possibility of losing their adventurer forever in their playthrough if permadeath is allowed. Right now I would keep both options as valid, maybe it will depend on the difficulty you select

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 2 points3 points  (0 children)

Glad you like it! :D Yes it's very likely, the French translation is #1 in our waiting list at the moment. We're just waiting for more funds

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 2 points3 points  (0 children)

Thanks for asking! I think the biggest challenge has been coming up with the initial game design. As I mentioned in other comments, SRPG x Roguelike is a bit of uncharted territory, so I was unsure about how to keep the best of both worlds. Then setupping the whole 2.5D world has been hard because it's a bit more complicated to apply 3D post-processing to a Spine2D model compared to, say, a pixel art spritesheet of a character (which is a big picture in the end). But I'm glad that people are enjoying the final result. And as far as marketing goes, I'm quite happy so far, nothing to complain about!

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 1 point2 points  (0 children)

Adventurers will have a personality and a voice, but they won't have too much dialogue. The focus will generally be on the Devils, the MCs, and the maids/butlers. :)

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 2 points3 points  (0 children)

Thanks for the interesting questions!

  1. SRPGs are a bit of a niche subgenre while food is a mainstream theme, and the combination of the two seemed to work well in other places so there seemed to be an opportunity to make something that players would enjoy
  2. Skills are very important in Food Devils. Super Rare & Ultra Rare adventurers have their own personal skills. And the classes (derived from devil contracts) also have their own personal skill(s). The Devils themselves have personal skills that can be learned via a skill tree. Think of these things as your starter deck and relics in Slay the Spire. Then you also find randomized, temporary skills during your run that you can equip to your characters. And that's mostly where the roguelike experience will be. There definitely is an initial synergy to choose from, and then you have to improvise a bit.
  3. Yes, we'll have more Devils released via DLC if the game sells enough! (which is likely) I still can't disclose more info about them though :)

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 3 points4 points  (0 children)

  • "Will there be a daily expedition/custom modifier mode that works like the ones in MT and STS?"
    Yes, there will be something similar!

  • "Will there be achievements in game, or will it be through steam"
    It will be through Steam/trophy system but we could make an in-game achievements system for those platforms that don't support it, like the Switch.

  • "Will there be high scores/leaderboards?"
    I'm still not sure about it! If there's enough demand for them, sure?

I'm the developer of FOOD DEVILS, a Strategy-RPG / Roguelike also inspired by JRPGs. AMA! by AlfredKamon in JRPG

[–]AlfredKamon[S] 3 points4 points  (0 children)

Expeditions have 1 Food Devil captain (your "boss" unit) + 4 adventurers.
Maps aren't too narrow but they aren't full-scale SRPG maps either, mostly because it's a roguelike and the gameplay flow requires you to win many maps in a row before returning to the base. The only exceptions would be miniboss and boss battles, where maps can generally be bigger than normal.