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07-07-2012, 02:15 PM
Joined: Jan 2012
Posts: 31

Hi guys,

My team and I are working diligently on an old school Gameboy themed RPG for the iPhone. The game engine is almost complete, aside from minor details that we still haven't decided upon. That's where you come in - what do you want to see in the next major RPG development for the iPhone?

I'm trying to incorporate the best aspects of great RPGs like Pokemon, Dragon Quest, and Runescape (along with some really cool new ideas) into a fun, unique gaming experience with hopefully tens of hours of meaningful gameplay.

Let me know what YOU want to play on your iPhone and we'll make it happen. Thanks!
07-07-2012, 02:39 PM
Joined: Jan 2012
Posts: 1,173
I can think of some very specific things I'd want (and don't want):
  • Balanced leveling that doesn't lean toward heavy grinding.
  • An actual story -- doesn't have to be serious -- as a matter of fact, Dragon Quest is my favorite RPG series.
  • Chests, rather than loot.
  • Keep any possible IAP out of my gameplay -- I don't want to pay extra to make the game "work."
  • Make it a paid game priced where both you and I get equal value.
  • Give me some replay -- extra quests, perhaps a weekly thing.
  • Keep the file size moderate -- nothing over 200MB installed please.
  • iOS offers a touch interface -- let me utilize it, rather than rely on virtual controls. Be creative with your battle system.
  • Achievements that aren't ridiculous but require you to dig a little bit deeper into the game and reward you with actual content that can be used within the game.
  • Polished presentation, visuals and sound. Polish, polish, polish...then go back and polish some more -- I'll gladly pay you extra for it.

I could probably come up with more, but I'll let someone else get a word in edgewise.

07-07-2012, 03:58 PM
Joined: May 2012
Location: New Zealand
Posts: 354
It would be 2d, as it is based on old game boy games.

07-07-2012, 05:48 PM
Joined: Dec 2009
Location: st helens (UK)
Posts: 452
I would actually like a serious story to be honest.

Something to do with time travel or parallel dimention elements with different settings. Probably wont happen but i love anything to do with time travel or something with alternate realities in.

I would like to see some sort of transport in the game, i dont know something like in pokemon. You can go on a boat/ferry or something like a train or tram.

I would rather have a D-pad control that we can see, dont like how in most games you touch to were you wanna go, that's annoying.

I would like something to do with the weather like some parts of the game it could be snowing or raining, sunny, storm, stuff like that.

One final thing. I would rather pay full price for a good polished game rather than paying for the game then having to pay for IAP aswell, gets annoying an most games that use IAP i dont play nomore. No one likes having to pay IAP after they have bought the game.

Dont care about the file size or price

Iphone / Gamecentre : bliizard or scottyd2k9
Xbox 360 : Uk BLiiZaRD x
Steam : bliizard

Last edited by scottyd2k9; 07-07-2012 at 05:59 PM.
07-07-2012, 06:42 PM
Joined: Feb 2012
Posts: 14
I would like to see something with turn based combat that has a timing aspect to it. And where you see the enemy's before you engage them so you can try for sneak attacks.

I've always wanted something along the lines of Mario and luigi superstar sega on my iPod. Saturday morning rpg pulls it off sorta but I hate the art style of that game.

Plus puzzles are good in RPGs.
07-07-2012, 06:46 PM
Joined: Jan 2012
Posts: 31
Thanks for the feedback guys. Lots of different ideas - some of them contrasting. One thing people seem to agree on is that I need to get in-app purchases out of the way. As of now, the app design will not support iAP, and if it ever does, iAP will not unlock anything that can't be unlocked by playing the game.

As for the gameplay - sorry sidGoku, this first RPG will be turn based. We're incorporating some cool exploration animations and a great storyline/overall gameplay to make up for it.

The transport is a good idea - we still haven't decided how exactly it will work, but most likely it will rely on certain "portals" that can take you to other portals scattered throughout the world.

What does everyone think of an EXP based self improvement system that relies heavily on better items: i.e. items can make a bigger difference on your capabilities than your level (assuming there are no iAP.)

Also, how would you most like to see "leveling up" get implemented in an RPG?
07-07-2012, 11:58 PM
Joined: Dec 2010
Location: Houston, TX
Posts: 9,493
I don't like the emphasis on items being more important than level. Leveling up is contingent on a clear pattern with expectations but item based might feel too random. Also, item based play might decrease replay because you'd be likely to get the same items in the same places so less variability.

One important thing that is hinted at with your item emohasis thought is to reward exploration by having elusive items or a harder challenge dungeon. Considdee the environmental puzzles in Final Fantasy 1 or the good versus bad settings of Zelda, even Chrono Trigger gaves you much to explore.

Avoid traditional settings and go for something novel (as in Earthbound).

Respectfully, I'll believe this is a viable project when I see screenshots or concept art. Any idea on a title? What direction do you have with this game?
07-08-2012, 11:19 AM
Joined: Jun 2011
Posts: 130
i would like to see non turned based combat personally. i don't know if you want to do a monster capture game like pokemon but if you do then it must be storyline driven and not mission based and the monsters should look similar to pokemon and have the same art style(other styles don't work out as well). obviously if it was a monster capture game it would be turn based but those are always fun anyways.

traveling a "world" would be pretty cool. a game for possible inspiration is heroes lore 3 it was one of my favorite rpgs on the appstore. i perfer 2d games on the appstore because they give you better viewing on the small screen and they usually take less time to make. side quests are a big yes. make the game last because some games you can finish in a couple of hours.
07-08-2012, 11:45 AM
Joined: Jan 2012
Posts: 31
@sidGoku: I think a good storyline is key to replicating the charm of old Gameboy games. The current theme/ premise of the story is that you are a young warrior living in a village that made peace with the "monster" kingdom (name tbd) in the mountains north of your village. However, scouts and villagers have gone missing and the "monsters" are on the move, breaking the longstanding peace treaty, and now even the best warrior in the village is nowhere to be found. You are the village's last chance, so you embark on a quest to find the "Monster King" and fight him or something. Also, there's a twist that I won't reveal. The name of the game will likely have the "Hero" or "Quest" incorporated into something more clever.

@itouchbd: We have considered "monster catching" games - those are really the best RPGs, but for starters it will be based just on improving yourself (your "hero" character.) A sequel could likely feature monster catching however...

@undeadcow: I see your concern, but our current design would eliminate some of that variability by making it more gold-based, with a large variety of items easily available for purchase with the gold. As for your other comment, I will certainly post screenshots when I am actually trying to sell you something. This is very early in development, hence this thread. We still have a lot of actual gameplay to decide before designing the levels (which won't take long) and ordering animations (which will take a bit longer.) A current estimated release date is mid-September.

Last edited by lendo; 07-08-2012 at 12:00 PM.
07-08-2012, 02:01 PM
Joined: Dec 2010
Location: Houston, TX
Posts: 9,493
Looking forward to more details. Not a fan of monster collection "RPG"s so this sounds right up my alley. Good luck.