Yeah I don't do social media much. Or websites apparently.
There is a new discord at https://discord.gg/2cjZ4kuFJU
Yeah I don't do social media much. Or websites apparently.
There is a new discord at https://discord.gg/2cjZ4kuFJU
If you're interested in discussing the game, there's a Discord server available at https://discord.gg/2cjZ4kuFJU
Brick walls can be destroyed, so on some maps you could technically destroy all the walls (though realistically you probably wouldn't).
Pretty much anything wooden can be lit on fire, sometimes explosively. Fires can spread, and can be put out with water.
There are a wide variety of liquids that can form puddles, either spilled from barrels or from thrown bottles. Some of those are flammable or hazardous, and can also be washed away or cleaned with water magic.
Water can be frozen, ice can be melted. There's a water spell that lets you create deep water that would need to be swam through or flown others.
Unfortunately there's no electric magic in the initial release but that's the next element I plan on implementing, which will definitely involve electrifying water.
As to how much it will come into play, a lot of that depends on what spells you have and how you use them, but I think the most likely to happen no matter what is causing incidental fires with fire magic.
Rudimentary versions of all of these will be available in the initial release, except upgrading your tower. That’s a bigger project that will need some time dedicated to it that I just wasn’t able to get to yet. Some of these things are intended to be discovered through play so I may stay a little vague on them.
You can upgrade and learn new spells by studying magic tomes, spell books, and other magical items you find out in the world. There are other methods of gaining power you might come across that are more quick or powerful, but at the cost of gaining various types of corruption. There are a few types of corruption, which all have both positive and negative effects.
One of the factions you can trade with is The Most Ancient and Sublime Grand Feline Order, who barter in secrets and knowledge. You can trade secrets of magic with them for other types of secrets and knowledge, such as them revealing the layout of a location you visit.
It’s possible to gain a following of cultists that will follow you on your adventures. In addition to fighting for you, their worship will enhance the power of your spells.
Brewing potions and crafting magic items are fairly straightforward, though one difference from traditional game crafting is that rather than have a set list of ingredients for each item, you can use any item with a given set of properties. For example, to make a potion of fire resistance, you can use fire herbs, dragon scales, or other fire-aligned items you might come across.
I released a new update that should fix the achievements crashes, anyway.
Messing around with your save file I couldn't get any silent crashes to occur, though. Do you happen to remember what you might have been doing or what might have happened soon before the crashes? Your save file was on level 3, were they any more/less frequent on any of the levels?
tl;dr:
Very few people have reached the halfway mark, let alone the end of Possession. The game is 10 levels plus the surface, and I'm considering shortening the game to be only 5 levels plus the surface. The current level 5+ creatures and levels would be rebalanced and added to the earlier levels. Would anyone actually *dislike* that? Are there any major disadvantages to this that I'm missing?
Longer Explanation:
I'm looking into making more content for Possession, but I'm wondering about where to focus my energy.
Right now, the game has 10 levels plus the surface. 64% of people have made it to level 2. I'm mainly concerned with the experience of these players, since anyone who hasn't probably either decided they weren't interested in the game, or just hasn't played it much yet.
14% of the people who made it to level 2 made it to level 5. Fair enough.
3% of the people who made it to level 2 made it to the surface, and 22% of those who made it to level 5 made it to the surface.
Unfortunately, I don't know more specifically how far most people are getting, or how often people are making it to level 5 but no farther, etc. But for 86% of the players who've put any amount of time into the game, half the content might as well not even exist, and for 97% of players, they've never made it all the way through the game.
There are a couple of reasons this might be the case:
My suspicion is that #2 is the issue. Although there's a lot of variety in creatures and levels, there's not really a ton of variety in the way you play the game as you get further on (besides maybe needing to be more conservative with bodyswapping), so it's very possible that the game outstays its welcome.
So, I'm considering shortening the game to be only 5 levels plus the surface. The current level 5+ creatures and levels would be rebalanced and added to the earlier levels. In addition to making the game shorter, this also has the advantage of adding more variety between playthroughs, by expanding the possible content you could see at any given level (I'd probably also make it so that the first level isn't *always* the Graveyard, to make the beginning less repetitive as well).
I guess the major question is, would anyone actually *dislike* that? Are there any major disadvantages here that I'm missing?
It's not as though it would make the game "too easy," since only 14% of players are making it to level 5 anyway. If you've beaten the game as is, maybe it'll cheapen your feeling of achievement, but there's not a ton of people who have done that (but if you have and dislike this change, please reach out and let me know your thoughts).
For what it's worth, the original 7-Day Roguelike version of Possession was only 5 levels, and didn't have nearly the variety of levels and creatures this one does. If you've played both, I'm very curious what your thoughts are comparing the two.
A mod for Possession must be in a self-contained folder, which must be placed in the following location:
Linux: ~/.local/share/possessionroguelike/mods/
Windows: C:\Users(YourUserName)\AppData\Roaming\possessionroguelike\mods
Mac: ~/Library/Application Support/possessionroguelike/mods/
There's a work-in-progress Modding Guide available that describes how to create content for the game.
An example mod, the Sunken City, is available as a reference. (No guarantees how fun it is to play, it's mainly just there as an example)
You can also download a blank mod template.
Source code for the engine is available on GitHub. It will not run; it's missing all of the content. It's mainly intended as a reference for modders, but it is offered under the MIT license in case anyone wants to use anything in it for their own game. Possession is built using the LÖVE framework Framework (currently built for version 11.2).
But if you're interested in using anything for your own game, I recommend using Roguelove instead, which is the version of the engine I plan on updating with more features than are used in Possession (like items). It's built to use the LÖVE Framework as well, and is also offered under the MIT license.