https://yolacarlos.itch.io/a-regular-adventure
So I'm trying to make like a RPG subversion of all the stereotypes and conventions and one of them is combat which I pretend to left more or less out of the game, but I'm afraid of leaving a gameplay hole in the middle that even cool story world and characters might not be able to fill. It's only the demo of the first chapter so roughly 15min but I think it'd be nice to have some feedback from the start. Do you think a game like this can stand just with exploration and interesting story/dialogue?
My idea is that combat is actually part of the plot, and that you would have to "turn it on" again from peacuful mode to normal during the actual game.
FIRST CHAPTER DEMO: 15min~~ lenght "A regular adventure" tries to subvert RPG epic tropes with charming moments, characters and dialog that continuosly break the fourth wall and make you think what it even means to be a hero in a videogame.
What happens when the princess doesnt need to be saved? What happens in a world where the players are the evil and not the solution? Things not to miss for the most fun: Read the magazine in your uncles chest Engage in combat with the goblins for some funny lines Ask lisa for her number Get the blue book in the princess castle Interact with everything
Thanks a lot!