More Dungeon Crawler, less Bullet Hell, less Vampire Survivor
Endgame system, revamped Tower mechanic
- Dungeon Crawler - focused on fighting monsters 1 by 1 - each floor is a dungeon with a randomly generated layout - each Tower has its unique theme based on the biome it's in - emphasis visceral combat, visibility is limited, and ranged attacks have a damage multiplier penalty based on range, fuck ranged - each floor has a mini boss - a unique and strong boss awaits the player at the rooftop, an arena - choices you make in each floor will influence the final boss fight - dungeon monster variety and damage type is based on the biome - comes with an Arsenal system - you craft multiple kind of gear in your hideout, and can store X amount of gear (based on X amount of biome in the game) - you pick your gear before entering the Tower - dying in a floor puts you back on floor 0 - dying may destroy your gear forever - killing the final boss gets you access to its forge, you may enchant your gear (from the arsenal) with powerful unique modifier that influence your skills, again, themed around the current biome How to enter a tower? you hunt down a General inside the biome, he may drop a Key (he'll be accompanied by his army), you need to find clues and hire Rogue Exiles to help you (they may refuse and try to kill you instead) ![]() Last edited by ryuukk33#4998 on Aug 15, 2025, 3:24:49 AM Last bumped on Aug 15, 2025, 4:55:30 AM
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" I'm game if we make it turn-based and get a similar UI to: ![]() |
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" Emphasis on moment to moment 1v1 / 1v4 combat doesn't mean going turn based |
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