Our team has been working on a souls like rpg with a bit of a twist. We added dynamic difficulty with unlimited magic. The more magic the player uses, both in combat and to progress through the levels, increase the difficulty. It’s a bit hard to show what happens when the difficulty goes up in a quick video but we have enemies that learn new attacks, try new strategies, get buffed, and can self heal eventually.
This is so genuinely fascinating! I’m very curious about the concepts presented and how they’re going to be executed. I am a little curious if the player uses less magic after using a large amount of magic for a certain amount of time will the difficulty decrease as well?
I LOVE the concept behind your game, “Forlorn Outcast”! A souls-like RPG that allows for unlimited magic in exchange for an increasingly progressive built-in difficulty sounds extremely challenging and fun!
How long have you and your team been developing this game? Can we see more in-game clips?
Gasp! I didn’t get an email that some one replied.
Our current plan (which is in alpha playtesting this week) will be to allow the player to sacrifice max HP to lower the difficulty.
Our other idea, is to allow enemies to drop crystals that can be spent to lower the difficulty.
We’ll try to balance it just right with either option, or both!
We’ve been working on it for 4 years now. The first two were finding the team and learning to really develop in engine. So really about 2 years of all part time and mostly rev share members!
That’s absolutely amazing! I’m glad to see that there is a two way street for the lowering and increasing difficulty. Both of the options you mentioned are so cool and I love the idea of the crystals a lot!
Love the vibe of the game so far. Dungeons and dragons mixed with that Darksouls feel The combat looks especially fun and engaging. What part of the project are you currently tackling?