Submissions by LawlerW tagged rpg

A semi-turnbased RPG in the vein of some of Final Fantasy's more recent ATB systems such as in XIII. The player is a customised character, but within the idea of a solitary, very resourceful warrior who tries to overcome impossible odds by using everything down to the tiniest resource to win.The setting is some sort of wasteland, most like Shadow of the Colossus's deserted plains after a series of natural and unnatural disasters shattered the earth and splintered the terrain into pieces. Twisted creatures from these fallouts roam the land, and with survivors few and far between, the warrior has taken it upon themself to be the single hand to make the area safe again.

Similar to Colossus, the main focus is boss battles, but there are still smaller enemies to supplement as it's not primarily about battling bosses but rather collecting and converting resources in preparation for those battles, then the boss battles, where the player can use everything they've prepared to attempt to succeed against far more powerful opponents.

As an example, the player has defeated the previous boss, and sees that the next fragment of earth is charred and the sky is dark. They decide the next zone is fire-based, look through the books they've collected along the way - books of alchemy, first aid, leatherworking, and so on - and see the alchemy book has a recipe for a potion of resist fire, and the leatherworking book has an antifire cape recipe in it. They backtrack to the last wasteland merchant to buy some empty phials and some thread, then hunt down imps for their leather and ashes, as well as some fireslimes for their fiery ooze. They combine the ooze with the ashes and water to make a potion of resist fire, and use the potion in combination with some imp leather and the thread to make an antifire cape, then make some more resist fire potions. They combine linen cloth with ground-up blasting powder from mining and use more thread for a wick to make some stun grenades, as they've been doing so far, then set off after selling their boots and buying some better ones from the merchant with the rest of their gold.

Defeating the boss of an area will clear it of many of the monsters and the rest will be easily avoidable when passing through, making it much safer, but the monsters are still good for experience and ingredients until you defeat the boss.

The twist to the game, and the reason for its name, is that remnants of the deceased linger where they died, as restless as the destroyed earth they walk on. They continually re-enact the scenes leading up to their deaths, like a spectral projection from the past into the present. These are sometimes contextual clues to warn the player when they get near hazardous terrain, to fill in the story or atmosphere such as seeing a group falling after a natural bridge collapsed when the player comes up to its remains, and so on. But the most important reason for their being there is during the boss battles. The remnants will phase in and out of the player's fight as though battling alongside the player, but without being aware of the player's presence - they're fighting the boss in the past, and as they die to it you can see where they went wrong and learn from their mistakes during your own battle. The fire boss might curl up, ready to counterattack the player with a massive attack if they swing at it, but if the player waits just a second they can see someone in the past trying exactly that and being incinerated, so the player might instead choose to throw their stun grenade to draw it out, then attack, and so on.

The game is mainly a spectacle strategy, and the reward for playing is the scenery and vistas, as well as seeing all the different bosses and figuring out how to defeat each one, and finding as many uses as possible for everything around the player. It would be a game for people who enjoy min/maxing, roaming vast landscapes, analysing everything and theorising about what might be possible, and thinking outside the box when it comes to fighting powerful bosses.

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Image: http://www.newgrounds.com/art/view/keepwalking/frozen-desert



A strategy RPG where you play as the final boss of some other hero/ine's quest, but in this game you do what final bosses do while waiting for the them to show up. As a final boss, you are very punctual about these sorts of things. Showing up to your own boss battle is extremely important; but you also have a list of chores to do in the meantime, such as razing a village for spare souls, setting up traps and platforms in your hideout, sending minions after the hero/ine, and hunting down rare artifacts and pieces of equipment to add to your loot table so the hero/ine has something nice to aim for when trying to kill you, which you want because you can only win the game by defeating them in the final fight.

The bulk of the game will be spent charging up to your final form by gathering souls, which is a boss's equivalent to the experience that heroes and heroines hoover up like discount candy these days. But you are a true old school final boss, and you are doing it the traditional way, which means gathering souls. With more souls, you achieve greater forms, at first starting as essentially a glorified minion and working your way up to supernatural overlord and eventually some sort of terrifying space demigod, as it so commonly happens to be.

But before all that happens, you start in your lair, which you can customise any time with an outfit of hazards as a safeguard against the hero/ine and any help they might bring - you can see whether they have a party with them at any time, along with their status. You want to whittle away the help, but leave the hero/ine still standing so you can have your final faceoff - it's not really defeating them otherwise. Accidentally killing the hero/ine at any point other than the final battle will of course result in a game over, and/or a return to checkpoint.

Leaving your lair, you can travel to local villages to raze them for souls, although they will start barricading against you and receiving soldiers after a few attacks, so this will stop being easy quite quickly. You can also hunt down legendary warriors who are in your journal/bingo book for their loot, which will make the hero/ine more likely to hurry up and get to you already because they want it, so it can be useful if you are ready for the final fight and want to entice the hero/ine, who will be otherwise wandering around taking generic quests from people and grinding on monsters most of the time.

You can at any time see the hero/ine's inventory, health, and stats, so you can decide whether or how many minions to send, how difficult to make the traps or whether to disarm some of them, and whether you should be collecting more souls to reach a form more powerful than the hero/ine currently is before the final battle arrives, as well as when to return to your lair so that you don't miss the battle.

Future expansion pack will allow you to custom-write your own final boss pre-battle speech, although it is unlikely the hero/ine will care much.

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Image is enemy "Demon God" from RPGmaker VX ACE by Enterbrain Software (2011) http://www.rpgmakerweb.com/



Strategic turnbased RPG game with a focus on scavenging and crafting supplies where you are a ragged old warrior in a desolate, volcanic ashland. This medieval-fantasy land used to be green and idyllic, until the days of Ragnarok - the end times of legend - tore the land asunder and began a godly war the land would not recover from until the days of rebirth, far in the future. But you survived Ragnarok, hiding while the gods fell dead and thunder tore the sky apart. You used to be a King's prized warrior, before you broke away from the politics and formed a band of elite mercenaries, living off the rough. A few of these mercenaries survived with you - only to find the land barren of bounty and full of mutated, feral creatures, with remaining resources few and far between. As you clamber back to the earth's surface in the wake of the reckoning, you saw a twisted landscape where ash darkened the skies and fire seethed beneath the cracks.

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Together with what is left of your group, you managed to fortify a base camp in the ruins of a small castle town. The wooden buildings were burned to cinders, but the stone structures still remained. Outside your camp, giant vermin and spiders crawl in the mountains, and the animate blood of the innocent still wanders the land, made restless by lives ended early. But others survived too - and many have become bandits or rogues, ambushing anyone they can find for supplies. You and your group have decided to fight for order in the wastes; battle monsters for experience and ingredients towards potions and new equipment, stock up your supplies back at base for the days ahead, then hunt down bandits and their leaders who would prey on the weak for scraps.

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Screenshots taken using RPGMaker VX Ace by Enterbrain Software (2011) using Yanfly's Engine Script

http://www.rpgmakerweb.com/products/programs/rpg-m... / https://yanflychannel.wordpress.com/

You are now aware that you are blinking.

...

Goddamnit.

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Game where you play as a very unfortunate person in an office building who has a mysterious condition where they suffer a different kind of obsessive-compulsive disorder every minute, continually changing in source. One minute, they have to flip every light switch they see four times or the world will end, the next minute they're fine around light switches but suddenly if they see a printer they have to put it down on the floor to the left of wherever it's sitting. You have to get them through a workday at their office without getting fired, while attentively trying to accommodate the needs that come with their condition. You can choose to ignore what their mind demands of them, but they have an "anxiety" bar that will rapidly fill up when their compulsions are disregarded, and a "calm" bar that fluctuates during the workday and is permanently shortened whenever that happens. It can be restored over time if all is well, or filled up by doing calming things such as talking with co-workers or making a cup of tea, but the anxiety bar drains much slower and must go down on its own, and causes calming to be less effective the higher anxiety is. If anxiety hits full, your character has a meltdown which accelerates the timing on OCD switches, and if calm hits zero, your anxiety gained from everything is doubled. Anxiety can come from anything to stubbing your toe to a co-worker not replying to an encounter with the boss growling at you. More or less the calm bar is a "shield" gauge and anxiety is "health", but they work independently and can both change at the same time, meaning you will need to strike a constant balance between doing your boss's bidding, catering to compulsions, avoiding possible sources of stress, and doing calming things. There is also a "fired" bar which fills up when you cause disruption and the boss is displeased with you, and if it hits maximum it means game over for self-explanatory reasons.

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Image: Edit of "Office Quest" by Inspire Games Nexus http://www.inspiregamesnexus.com/officerace/