Condensed Version of the Story Background
In the presentation, we provided a brief overview of the game.
However, the professor mentioned the need to showcase more mechanics and gameplay elements from other games. Following this feedback, we have revised and summarized the game documentation.
This brings us to some discussions regarding the gameplay. Below is the first proposed gameplay, primarily focused on team management and exploration within a limited timeframe.
The inclusion of turn-based movement outside of combat is influenced by my recent playthrough of 'For The King.' While the game's difficulty curve has some shortcomings, I find turn-based movement during adventures quite engaging.
PS:Of course, I feel the biggest issue with this game is the need to unlock items to progress. While this is a common feature in roguelike games, placing powerful items rather than those that introduce new gameplay mechanics behind unlocks makes it feel frustratingly challenging to obtain useful items no matter how hard I try during gameplay.
However, unfortunately, my team members believe that focusing more on direct adventure rather than management is preferable. Consequently, I have modified the mechanics in this regard.
Narrative Section: Employee Profiles
In the narrative section, for the presentation and unlocking of the story, my idea is to create an employee profile. As the game progresses, players can gradually access the profiles of unlocked characters. The profiles will also serve as a reward within the game.
The fragmented approach as a reward for unlocking is quite effective. I discovered this while playing 'The Fabulous Fear Machine (cool game)' and I found the joy of unlocking character profiles even more satisfying than completing levels.
I also plan to unlock a CG with each character profile unlock.
The Final Flame Overview (in blog)
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