Development on version 0.1 has begun!
With the work on the demo being completed, I have officially entered the stage of development on version 0.1!
In the demo (0.0.1), there are:
-Five zones, totaling out to twenty-one individual areas of gameplay.
-Eight NPCs, four living and four ghosts
My current plan for version 0.1 includes:
-Nine new zones, totaling out to thirty-nine new individual areas of gameplay
-Twenty-two new NPCs, thirteen living and nine ghosts
In this new batch of content, you'll travel north to the massive city of Elbregn, journey southeast along Joriff's Road, venture up to the bitter coasts of the Balníon Faerdon, and even progress onward through the deep woods to the town of Ojkaghlean. Within these new areas, you'll learn more about the strange seals that Olgir spoke of, find yourself hunted by cryptic monsters, establish a foothold in the Thergic mainlands, and get a closer insight as to the exact nature of the plague and its maker.
This is all just a tentative plan. Things are subject to change as time goes on, but these things are also a goal to include for the next installment.
Get Fading Away: The Bleak Tale of Leanen
Fading Away: The Bleak Tale of Leanen
A gloomdark fantasy survival-adventure RPG.
Status | On hold |
Author | Solus/Solace |
Genre | Role Playing, Adventure, Survival |
Tags | Atmospheric, bleak, Dark, Fantasy, gloomdark, Management, Side Scroller |
More posts
- ...Hope Dies...Sep 13, 2023
- Assistance Requested!Mar 12, 2022
- Demo Version 0.0.1.2Mar 12, 2022
- Demo alpha 0.0.1.1Feb 03, 2022
- Gameplay and Mechanics - How and WhyJul 15, 2021
- The Demo...May 27, 2021
- Fading Away: The Bleak Tale of Leanen FIRST POSTMay 09, 2021
Comments
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Ooh looks very promising, there's a few bugs to report and stuff i want to add to the conversation regarding the tutorial.
I like a lot of about the vision you have for this game, im a fan of games some people call story generators like rimworld and kenshi, the later in particular reminding me of your game. I've also thought of doing a game like this and games that allow you to fail so i was very excited to see this.
Anyways, the actual feedback:
There's 2 bugs i found and seem important
About the tutorial idea:
I don't think the problem is knowing how to do things (although i guess if you make a tutorial you may as well also explain the how-to) as much as what to do.
By design this game gives you a lot of freedom, however too much freedom can be overwhelming (dwarf fortress is an example of this), so it's better to guide the players and slowly introduce new mechanics (which translates to more options) as they play, at least the first time they play. You could, for example tell the players to go to Dormedon if the tutorial is activated where it may be presumably slightly easier to survive than the woods, if they choose to start over or suffer permadeath they'll probably have more experience with the game and fare better if they don't go to Dormedon.
I believe somone already said it but a great way of telling the player what to do without restricting them is to add hints, which you can do without breaking inmersion through the narration on the HUD, for example making it say something along the lines "As dread looms over you, Dormaedon seems like your best chance of survival, if anything remains of it, that is", although that's a bit redundant since you already do something similar with the text that says you can find shelter on Dormaedon.
Some more things you may add on a tutorial:
These are all sugestions and the game doesn't need them to be great, it's completely up to you if you implement them or not. I don't want my feedback to get in the way of your vision. Sorry for writting so much i got carried away lol.