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(WIP) Misspell (MicRogue Spiritual Successor)

10-17-2016, 10:48 AM
#1
Joined: Sep 2011
Location: US
Posts: 91
(WIP) Misspell (MicRogue Spiritual Successor)

Hi everybody. I figured I should start talking about my next game. It's kind of a spiritual successor to my previous game MicRogue I attempted to take a single aspect of Roguelikes and focus the game solely on that. MicRogue being movement. Well with this game I wanted to focus on Items.


The way Misspell works is as the play goes through they collect pages from their lost spell-book allowing them to cast different spells, to survive the dark forest. The player can also find treasures ,that grant passive bonuses, as they explore, but they will take up their limited inventory space. I am going to be posting more and more stuff here as I get closer to launch. I will also be answering questions and I have a PC build so maybe some people can check it out.
10-17-2016, 11:43 AM
#2
Joined: Dec 2010
Posts: 514
Great lookin foward. Loved microgue!

10-17-2016, 12:18 PM
#3
Joined: Jun 2009
Posts: 10,966
Nice!

For some reason Wiz-War comes to mind (a CTF board game where everything is done through casting spells) as well as Julian Gallop's CHAOS.

Quote:
Originally Posted by NickFalk View Post
Squids!?

Worst idea ever!
10-17-2016, 12:38 PM
#4
Joined: Sep 2011
Location: US
Posts: 91
I actually did a few animations for the new Chaos game.

I would actually say the closest analog would probably be Zaga-33 that game has the closest feeling. The game is kind of small at the moment. But as you play you unlock new enemies, spells, and floors. So it kind of grows with you.
10-17-2016, 03:34 PM
#5
Joined: Dec 2013
Posts: 798
Is love to test the PC build =]
10-17-2016, 03:50 PM
#6
Joined: Jun 2009
Posts: 10,966
Quote:
Originally Posted by JasonHPickering View Post
I actually did a few animations for the new Chaos game.

I would actually say the closest analog would probably be Zaga-33 that game has the closest feeling. The game is kind of small at the moment. But as you play you unlock new enemies, spells, and floors. So it kind of grows with you.
Very cool - I love both of those games.

Quote:
Originally Posted by NickFalk View Post
Squids!?

Worst idea ever!
10-17-2016, 05:56 PM
#7
Joined: Feb 2009
Location: Saratoga, CA, USA
Posts: 11,778
Looks fun!

Tim "Lord Gek" Jordan, Game Consultant
Twitter: LordGek
GameCenter, iTunes: Lord Gek
My iTunes Reviews
10-17-2016, 08:56 PM
#8
Joined: Mar 2014
Location: Reno, NV
Posts: 763
Been looking forward to this one for a while.
10-18-2016, 12:55 PM
#9
Joined: Sep 2011
Location: US
Posts: 91
Thanks for the encouragement everybody. I can say there is a PC build up on Itch.io I may take it down once I get closer to launch not sure if a free PC build will hurt my mobile sales. Probably not. I might just change that to be a demo with a full build that has all the unlocks. Friday I am going to post some info for the game. Would you care to learn more about the spells, the treasures, or the monsters.
10-21-2016, 03:47 PM
#10
Joined: Sep 2011
Location: US
Posts: 91
Friday Update:

So my plan going forward is to write up a post each Friday as a way to keep motivation going and and to keep everyone up to date on whats going on. My Friday post will always have 3 parts to it. an Update where I give you an idea of whats going on. Game Talk where I talk about some aspect of the design, and Rejected Idea. This last one is some idea I had that didn't make it into this version of the game, but that does not mean it wont find its way in later.

Update: Currently getting all of the sounds into the game. I have also been writing up a plan for the first update(Current plan is 4 new enemies, 3 spells, two treasures, and a secret area). I aimed a bit smaller on this first version to make sure the game would be doable to get it out.


Game Talk:
Today I just want to talk about the enemies. So this is all the enemies currently in the game. I wont talk about some of them and most of them will be unlocked as you play. This game has deterministic combat. you always do one damage when striking a foe, and they always do 1 damage when striking you. There are no hidden stats so all enemies need to behave differently and not just be the same monster with some different numbers.


the three I am going to talk about today are The rat, The bandit, and the Scorpion

The Rat: - This is your standard enemy. It moves and it attacks and only has one health. Most enemies will use this enemy as a foundation

The Bandit: - It moves and it attacks and only has one health. Where this character shines though is with items. If a bandit strikes you it will destroy one of the items you currently have. This could be one of your spells or even one of the treasures you currently carry.

The Scorpion: - It moves and it attacks and only has one health. The problem with scorpions is their poison. A strike from a scorpion will not only damage you one, but also reduce your maximum health by one.

with just these enemies it puts the player in some tough choices. There was many a time where I had to chose between a strike that cost me a health or one that cost me an item.

Rejected Idea:
An enemy that summons more rats into the level to fight against you. The original idea was a Lich that summoned skeletons but the skeletons are much tougher, so I dropped it to rats instead. The main reason this character didn't make it in was I had some trouble with the summoning code, searching the level for open spaces. If the Lich ever does make it in, It may summon rats, but have a small chance to summon a skeleton instead.

Well that is everything for today. Leave any questions you might have and I will try to answer them.