Dusk is a 2D action RPG I’m working on in my free time, it follows the tale of a mystery knight with a sword of exquisite calibre who’s journeying through a desolate land, quite vague and cliché, like it should be. The game is heavily based around combat, fighting anything from a giant necromancer and his decaying minions to the four horseman of the apocalypse. Being a supposedly disgraced knight of the The Order, you fight with sword, shield and devotion to the great Eidolon, which grants the user to bind the elements to their weapons for that extra advantage over evil.
A few pictures of the game so far
Much like my previous project of a similar vein, I’m trying hard to keep the games mechanics simple while still holding true to the RPG genre, my main aim is to avoid over complex menu screens like the one in Dark Soul when you level up, that confused the crap out of me first time I saw it (maybe the ancient CRT TV I was using should take a bit of the blame) and I saw it as an unnecessary road block in such a great game. At the end of the day, I’m also only one guy, I don’t have time for complex systems these big companies can throw out, so this is why my game has only four skills, Vitality, Endurance, Strength and Devotion.
Vitality raises health, Endurance raises stamina, Strength increases damage and Devotion is a lot more complex than the others. Devotion unlocks the use of weapon morphs and controls the effectiveness of elemental weapon binds, of which there are four. Ice that slows movement, Fire that damages health over time, Electricity that damages stamina and Poison that reduces the effects of healing. Weapon morphs are a temporary improvement in both damage and type (slash/pierce/crush).