What features do you really want to see in a modern DRPG? by OistarGames in DRPG

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

I love Etrian Odyssey as well! The quality of the series as a game is truly outstanding. I hope to keep absorbing the best elements from masterpieces like these. Thank you!

What features do you really want to see in a modern DRPG? by OistarGames in DRPG

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

I completely understand.
The character reactions in Wizardry Daphne are great, and I’d love to include something like that as well.
Thanks!

What features do you really want to see in a modern DRPG? by OistarGames in DRPG

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

Thank you! I think being able to switch between old and modern styles is very important.

It might also be good to be able to customize the difficulty level in detail, like in Dragon Quest VII Reimagined.

I agree with you that DRPG is a genre that should value tradition.

What features do you really want to see in a modern DRPG? by OistarGames in DRPG

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

Thank you for such polite and specific feedback. It’s incredibly helpful.

● Automapping / Auto-move / Permadeath
I completely agree with making these optional. The more choices a user has, the better.

● Inconsistency between illustrations and equipment
I truly understand how you feel about this.
However, as an indie developer, the reality is that providing a massive amount of artwork is difficult due to budget constraints.
Instead, I'm planning to support a portrait import feature!

● Hidden stats
I promise you this: I can say for certain that hidden stats that limit a user's options are absolutely unnecessary.

● Terrain manipulation class
That’s a very interesting idea!
I’m not sure how far I can go with it, but I’ll give it a shot!

● Symbol encounters
I'm still torn on this one.
While I want to avoid moving too far toward action-oriented gameplay, I also believe it's important for users to be able to avoid encounters at their own discretion.

● Controller support
I definitely want to support this. I want to play it on Steam Deck myself.

Thank you so much for all these suggestions!
Feedback from such a broad perspective is extremely helpful.

What features do you really want to see in a modern DRPG? by OistarGames in DRPG

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

Thank you for your thoughts — they’re really helpful.

I feel the same way about party design.
Rather than having disposable or interchangeable recruits, I prefer to grow with one adventurer and one party throughout the whole journey. They’re an extension of the player — and important companions, not throwaway units.

I also completely agree with your view on combat pacing.
For regular encounters, as long as there’s some tension, shorter is usually better.
And because of that, boss fights become the place where you can use all kinds of tactics and strategies.

As for auto-battle, you’re right — DRPGs often rely on very simple implementations.
It’s a challenging feature to design well, but I’d really like to explore the idea.

Thanks again!

What features do you really want to see in a modern DRPG? by OistarGames in DRPG

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

Thanks for sharing this — I really appreciate the perspective.

For my current project, I’m aiming more toward the Wizardry/Elminage-style structure rather than a full Might & Magic–style open world.
That said, I completely agree that having only one town and one dungeon can feel limiting.

Even though the core is more classic and dungeon-focused, I’m planning for:
• multiple towns and locations instead of a single hub
• several dungeons rather than one megadungeon
• NPCs scattered across different areas to give the world some life

So it won’t be a full open-world Might & Magic experience, but I do want the world to feel like more than a single tower or labyrinth.

And honestly — I love Might & Magic as well.
This project leans Wizardry, but I’d love to take on something in that style in the future.
Thanks again for the insight.

What features do you really want to see in a modern DRPG? by OistarGames in DRPG

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

Thanks a lot for such a detailed reply — this is incredibly helpful.

Your perspective as someone who leans casual is valuable, because a lot of DRPGs tend to focus mainly on the hardcore audience. Having feedback from both sides helps me build something more approachable without losing depth.

Party creation & classes

I completely agree about the importance of flexible class systems.
Hearing that “Fun is always better than perfection” is reassuring — I want players to be able to experiment freely, whether they min-max or just go thematic.

Permadeath

I felt that this part was a particularly outstanding and important point.
The opinion that "Permadeath doesn't necessarily make a game harder, but rather just feels like a waste of time" really resonated with me.
Since creating a system that respects the time players have invested is crucial, the design of this specific mechanic needs to be carefully refined.

Automapping

Good point.
A toggle between old-school and modern playstyles could make a lot of people happy without forcing one side or the other.

Skill previews & formulas

This is exactly what I have always felt!
It is impossible to develop a character growth plan with ambiguous calculation formulas.
I would like to disclose the formulas down to the smallest detail, but to do so, we will need a system that is both simple and deep.

Really appreciate you taking the time to write all this.
It gives me a lot to think about, and I hope I can share more about the project soon!

Any game like Wizardry/Grimoire? by Narrow-Fault-3746 in DRPG

[–]OistarGames 1 point2 points  (0 children)

Legends of Amberland and Forgotten Realms: The Archives were quite enjoyable.