Stories and Quests: Getting in the bones
I was halfway through the feature set for this update when I needed to upload the game for a playtesting night. Here's what we got going on:
1) Improved initial experience. The tutorials take less time, use less words, and get to the more unique aspects of the game (like the trading system) within the first 10 minutes of the game.
2) Books, books, books. The game boasts a spiffy new animated intro and new book-themed UI menus. The "level up" idea has been recast as reading more chapters in a story. When you level up a name, you get to read more from the story of that name and unlock new powers that related to the story. For instance, when you read about how the Thief betrays his brother, you gain the ability to do bonus backstab damage against all enemies.
3) Locked chests and better loot drops. One chest per level will require a key to unlock and have extra fancy loot inside. The required keys can be found going down the small nooks and crannies in each level.
4) Quest framework. The bones for the system are in, although individual quests still need to be fleshed out. Once quests are completed, additional upgrades can be purchased at the market. The player also has the ability to visit the quest-givers at their leisure and listen to the quest stories.
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Caravana
A combat-focused platformer set in exotic lands
Status | In development |
Author | Joshua Galecki |
Genre | Platformer, Action |
Tags | 2D, Action-Adventure, Action RPG, Fairy Tale, Management, Narrative, Pixel Art, Singleplayer |
Languages | English |
More posts
- The Beggar King and Other StoriesSep 01, 2020
- Wonderous goods and dangerous sandstormsMay 03, 2020
- Demo Release!Apr 04, 2020
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