- related to Roguelike, Game Development
Game idea: yaszrl, which stands for yet-another-Switch-Zelda-Roguelike
Must haves
- There is an energy (stomach) system. Basically, move spends 1 energy, attack spend 1 or more energy depending on the weapon, shooting spend 2 energy, blocking spend 1 energy. When you wait, energy regain in the number of your consecutive waiting turns.
- Instead of a hungry clock, the game progress is pushed by things having durability.
- you can combine things onto things, like a cons list. Longer list is heavier, spending more energy per wave. Combined things durability is decreased altogether. That is, if you combine a sword 3/3 with a dagger 2/2, after an attack the durability becomes 2/3 and 1/2. Whenever something broken, the rest things stay combined for simplicity. Imagine that your combine has superpower.
- There is a "balance" bar for each creature. When balance reach 5 (just an arbitrary number right now), the creature will be knocked back by 1 tile from the attack direction.
- If you block, the very next single attack next turn will not do any damage to you totally. Also if it is a melee attack, the blocked creature's balance becomes 5.
- There are fruits that can be combined, or throw directly.
Good to have
- Instead of level-based map generation, put all floors into a single open world.
- prefabs like treasure room in the temple.
- cooking for buffs