Submissions by aidan.fox6298 tagged rogue-like

Dungeon Crawler: Space Explorer is fairly self-explanatory, a dungeon crawler set in space – the dungeons refer to spaceships or planets that the player can infiltrate. This is idea is an expansion on a previous game I made of the same name, except with a better understanding of mechanics.

This game will take into account a crew system – this means that the player will generate a crew of four random members. Each member will have random species, abilities and stats – the reason for this is to have strengths and weaknesses dependant on the environment (procedurally generated planet/space ship). For the sake of immersion simple story components may also get randomised, such as name, backstory and perhaps even home-world.

The crew select screen will be similar to that of Risk of Rain with all crew members strapped into the ship, if I have the time and skill I would prefer random or premade ships in which characters will walk around speaking random dialogue.

An example for strengths and weaknesses is generating an alien fish-based species, with the benefit on damp worlds, buffing stats – however weaker on desert planets (both hot and cold deserts in this case). The purpose of this is to pick crew members wisely for missions (dungeon exploring) and punishing players who lose their members that benefit from certain zones.

This idea also takes into account the rogue-like mechanics, therefore following a similar system as Darkest Dungeon in regards to multiple characters, except without the ability to hire other members – once a crew member dies, they're dead for good. Unlike Darkest Dungeon the player will only send in one member for each mission, successful extraction will mean better weapons, stats and possibly abilities.

The gameplay will be similar to that of Nuclear Throne taking into account the pace, however with larger environments. Only some missions will have bosses.

Features:

  • Procedurally generated environments
  • Multiple character rogue-like
  • Randomly generated crew of four with individual permadeath mechanic
    • Random stats, abilities and species
    • Random name, backstory and home-world
  • 2D pixel art oblique art style

Intended for PC (Steam)

PS: This is a project I'm currently working on


Reference Image: "Space Crew" by Aidan Fox (Me)

This game idea seeks inspiration from the fairy tale "Die Wichtelmänner" (Brothers Grimm), commonly known as "The Elves and the Shoemaker" in which a poor shoemaker receives much-needed help from elves.

In Cobbler Collaboration (Cobbler Collab) you take on the role of the helpful elf (fairy/pixie), aiding a fragile, old man whose ability to make and repair footwear is deteriorating with age. Your only objective in this game is to fix the shoes whilst the old man is sleeping, so that his customers will remain happy with the quality and restore the confidence in the old man. However if you fail to fix a shoe to a certain standard, he will either choose to retire by closing the shop for good – or he will be shut down by a third party.

Game Mechanics:

  • Your only job is to fix shoes, but the Cobbler should not know of your existence. Therefore when it hits 10:00pm the old man will depart to go sleep, this gives you eight hours (eight real life minutes) until 6:00am, to fix his shoes for the day, failure to do so will result in a game over
  • As days pass, the old man's ability to make/repair shoes worsens, which in turn makes it harder for you to fix. When his skill falls below a certain threshold, he'll start suffering from insomnia and get up to check on the shoes. This is when stealth is involved or simply putting a pause on fixing, because if you're spotted, then the old man will realise he lacks talent, therefore personally shutting down his shop
  • In regards to shoes, there will be a range of different types and materials, resulting in varying difficulties. Shoe types may include/but are not restricted to: shoes, boots, sandal, clogs and moccasins.

Features:

  • Time pressure (eight minutes per night)
  • Stealth after a certain amount of days
  • Increasing difficulty with each day
  • Scoring based off consecutive days completed

I am currently undecided on which platforms it would be available for, because with third-person, 3-dimensional manoeuvrability and stealth mechanics it would be best for PC, Xbox One and Play Station 4. However this idea could also be well executed in a 2-dimensional fashion for mobile devices (iOS/Android) with more ease in regards to interaction with repairing.


Reference Image: https://www.flickr.com/photos/x-ray_delta_one/4931317900/in/set-72157621991259423/