My goal with my entry is to try to fit in as much gameplay as possible. For now, this means everything will be text-only, and graphics would come in a post-jam version of the game. This also means that I'm going to start off with an impossibly-large game design (can't have scope creep if the scope is already infinite!) then prioritize so that the minimum feels like a complete game and anything else is an optional add-on (because everyone loves day-one DLCs, right?)
Basic game idea:
Inspired by isekai and Japanese dungeon crawlers like Shin Megami Tensei, Mugen Tentou is a game where you climb a perilous tower and each floor is a maze filled with both enemies and other adventurers. Level up and collect loot by defeating your opponents as you climb higher and higher with no hope of ever reaching the top; they don't call it the "Mugen Tentou" for nothing!
Basic Mechanics:
- The game time advances in "ticks". Each movement or battle action counts as one tick. If the player does not choose an action within a given amount of time, a random action is chosen automatically.
- Character creation: Every character has a name, race, faction, affinities, gender, stats (speed, luck, strength, stamina, magic?), party and inventory. Every level up grants a certain amount of stat points. Character names will be randomly generated, based on race and gender. Factions define a set of affinities. Affinities define who that character will be friendly/neutral/hostile towards.
- Each level is a 32x32 matrix of rooms represented by a set of flags that determine the contents of the room.
- When entering a room, if opposing parties are present, a battle begins. Any neutral parties may take part as they see fit. Participation in battles may affect alignment between those involved.
- Battles occur in turns, sorted by each character's speed.
- Defeated parties drop random items from their inventory. How many depends on the dropper's and the looter's luck stats. Defeated parties respawn in their alliance's safe room of that floor, if they have enough gold to bribe the boatman to turn a blind eye.
- If neutral or friendly parties meet in the same room, they can buy/sell/give items or talk. Giving items or selling them at a discounted price may affect alignment. Talking provides valuable information to the player, but is done using the in-game language that is different every playthrough, providing an authentic isekai experience.