A turn-based RPG where you're given random abilities to fight against random enemies. Manipulate character emotions and positions to gain the advantage.
Randomly Generated RPG - Trailer
Interview:
✧What was the inspiration of the game? What made your team decide to make this game specifically?
Last semester, I learned how to use/download spreadsheets to generate characters and levels in a game, and wanted to make a game that could take advantage of this. I also had done a RPG 3 years ago, and I realized I could make a better one using everything I've learned over the years. Since I was doing this game by myself, I focused on the battling system, and never had plans of story or professional art/sound.The main inspirations are: Dominion (by Donald X. Vaccarino), Epic Battle Fantasy 5 (by KupoGames) and OMORI (by OMOCAT). Specifically: large variety for replayability, having to roll with whatever random things you get, character abilities having cooldowns instead of mana, and the emotion weapon triangle.
✧Were there difficult moments when developing the game? What led to those difficult moments? What did you learn from it?
Not really. I pretty much achieved exactly what I wanted to do, with no major gameplay mechanics taking an especially long amount of time to implement. Development progressed very smoothly (other than that week I got sick).
✧Were there darlings that you had to kill? What were they? Why was the decision made to remove them from the project, and what were the reasons that you like the darling so much?
There were 2 ideas I killed, but not really because of scope issues. I planned on summoning helper characters that have their own abilities, and giving players random weapons with special effects. The problems they had were: the design space wasn't as promising as I hoped it would be; playtesters didn't seem particularly amazed by them; I already had enough variety in the game. So it's not like I even want to bring them back, they were just bad ideas.