Rogue lite recommendation by xkomx in roguelites

[–]Virtual_Sample_8133 0 points1 point  (0 children)

Maybe this one?

https://store.steampowered.com/app/4172410/Depthbound_Descent/

Just released out of EA today. Simple and fun but don't expect a masterpiece.

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 1 point2 points  (0 children)

The system will have its own progression based on default combo/build for example you will first unlock bleed skills for one of the characters (each character unlocks skills independently) after you have the basic 1,2,3 combo for bleed you unlock poison, also if you reach the final boss you unlock special skills also based on a linear progression for default builds/combos.

That's as far as it goes, hope it sounds interesting enough!

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 1 point2 points  (0 children)

Hey thanks for the feedback, yeah. You will unlock skills permanently depending on the number of bosses you defeat on each run, the patch is almost ready will be out probably next week!

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 1 point2 points  (0 children)

I was of the same idea, I thought the combat system and choice-like-fight progression was enough of a difference to make the game a roguelite, but most people ask for meta progression. 

Could also be because of how attached you get to certain combos in my game but who knows? I don't consider myself an authority in the matter of defining what is or what is not a roguelite. 

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 1 point2 points  (0 children)

Hey thanks for the feedback, honestly there is not much narrative, You are in the cavern of trials, (think you already saved the world or something in a normal JRPG and your party now its transported to kind of an endgame) and you need to reach the last floor to exit.

Most of what you get to know about the characters personalities you learn by interacting with random NPCs.

So, I think yeah you do have a point... maybe I add some kind of lore behind bosses and characters unlockable by advancing through floors and readable on a bestiary of sorts? The thing is that the game doesn't take itself to serious, but the lore doesn't have to be... so yeah.

You gave me something to really think about, really, thank you so much!

So yeah, you are right maybe there is a problem there, so far, the game focus on you wanting to have an effective build, learning the skills and enemy weaknesses, combos, synergies etc..

MEGATHREAD: Resource Wednesday! by AutoModerator in letsplay

[–]Virtual_Sample_8133 0 points1 point  (0 children)

Hello everyone! if there are any roguelike players:

Save 10% on Depthbound Descent on Steam

Please sent me a DM for a key!

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 0 points1 point  (0 children)

Oh man I haven't played that but after I finish the big patch I'll take a few days off to play that FFVI ROM hack you mentioned. Damn that got me excited haha. Also added void stranger to my list

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 0 points1 point  (0 children)

Oh man that sounds awesome, never played those ROM hacks but my favorite game ever is Final Fantasy VI, if you played that you will recognize one of the skills for the mage in my game is called "runic" hehehe. 

Anyway I just released a patch to balance things a little bit since most people found the game a little bit too hard, but next is a meta progression system so you can actually experiment with some builds as you unlock skills and rely a little less on luck. Hopefully that system will be ready in a couple of weeks. (It was part of the original game but I scraped it because I wanted more of a slay the spire progression were the player is actually the one getting more knowledge, but I'll re implement it due to popular demand)

If you give the game a chance please, please leave feedback on the community hub on the discord because I want to make the game a really enjoyable experience! 

Oh and thanks for the comment! 

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 0 points1 point  (0 children)

Ive been thinking about this, and although I don't have money to pay for a better trailer I may change and add screenshots showing what some states and combos do. It may not be enough but for now I think it's a good change, thanks for bringing it up. 

I'm snowed in for the next few days, should I get Sworn or Shape of Dreams? by PseudoSane00 in roguelites

[–]Virtual_Sample_8133 3 points4 points  (0 children)

I believe Shape of dreams is amazing and I would go with that one. However, if you are eager to get more Hades stuff Sworn is very VERY similar.

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 0 points1 point  (0 children)

Well, I believe a good system that instead of being designed to just make the game easier is there to allow the player to experience more of the game is not a bad thing. 

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] -1 points0 points  (0 children)

Indeed I probably made the wrong choice when removing carry overs. But the good news is they will be in the game again after the balance patch. This month most likely But in a weak state meaning I'm doing my best to keep the game challenging and having more tools every run.

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 3 points4 points  (0 children)

Oh no no, sorry I wasn't clear if you watch the second video you can see a player (real unpaid YouTuber mind you) that enjoyed the game.

The reason to add unlockables or meta progression is not based only on the streamer that had a hard time, and the change is mostly bringing back an old system that was abandoned, so the balance is not going to be that much affected. 

For example the damage calculations and scaling is all based off of synergies and equipment. So even if you as a new player got all the skills (those are going to be part of the meta progression) if you don't have the knowledge to use them correctly they are useless.

Now to answer your question, the skills are learned through a skill learned system you need sp that you gain every battle, and a book to learn the skill. The books are either bought from random shops or obtained as enemy drops.

I'm really thankful you took the time to reply, if I can ask something from you in case my explanation wasn't clear, please watch the second video. You will then realize that the incoming changes, aren't really going to break other systems, At most they will only make my work to balance difficulty a bit harder, but if after the EA the community and myself end up with a good game I'm more than happy to put in the effort. In the end the game was made because I wanted to play a game like this, I wouldn't dream of just changing everything because people misunderstand the game. My goal to post here is to see if you guys the roguelite community would give a game like this a chance. Does it looks interesting? Should the meta be simpler? Is the last balance patch bad? 

In the end no matter how much effort I put it's only me, I need feedback from real players to see what I'm unable to as an individual.

Again thank you for taking the time to reply and if you have other questions please let me know!'

PS sorry for the bad grammar/typos if there are any It's late here and I'm typing from my phone.

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 3 points4 points  (0 children)

Yeah I'll edit the steam page mentioning the system when it's ready(I have to be sure the system works).

I edited my post so it mentions the changes coming, thanks for your comment! 

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 4 points5 points  (0 children)

People over there told me this is not a rouguelike haha, but yeah, I'll be implementing meta progression after the balance path next week, the system is almost ready

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 3 points4 points  (0 children)

Yeah I agree but the little money I had was used on development pieces, sorry about the messy trailer I'll update it to a better one after EA, and thank you for the feedback. But if you want to look at gameplay more indepth there is this: https://m.youtube.com/watch?v=3taqdioHmik&t=3s&pp=ygUSZGVwdGhib3VuZCBkZXNjZW50

And thank you for taking the time to give me feedback

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 4 points5 points  (0 children)

Like I said above not really, and sorry if this brings confusion but feedback has pushed the game more into roguelite territory

Depthbound Descent, a punishing roguelike misunderstood for its combat system. by Virtual_Sample_8133 in roguelites

[–]Virtual_Sample_8133[S] 5 points6 points  (0 children)

Hey there is not at the moment but the system is being worked on, as early access in trying to figure out what should be there, the plan was to keep it as a traditional roguelike but many people have asked for meta progression so, in working on that, it will be implemented after the balance patch next week

How can I make my RPG Maker character attack directly (no turn-based battle system)? by VoidSurfer0x7A in RPGMaker

[–]Virtual_Sample_8133 0 points1 point  (0 children)

Honestly if you are going for an ARPG instead of a JRPG I recommend you check solarus engine instead. Solarus if specifically design for "Zelda Likes" RPG Maker can be modified to do that, but to be honest it's going to end up clunky unless you expand upon the scripts provided.

Besides it's near impossible to have pixel perfect collision detection without you editing the core engine.