What changed
0 fixes6 additions3 changes0 removals
- Gameplay
- UI and audio
- Events
changedWe have been working on Hungry For Loot for almost a year now. While the core idea of Slimes eating loot to power abilities, while rising up to fight an invading enemy, has not changed, a lot of details and gameplay have. The original game submitted for Godot Wild Jam # 83 was much simpler and meant to be faster paced. The story grew, and with it so did the gameplay. We are taking part in the June Steam Next Fest, so this seems like a good time to discuss where the game is, and where we see it going.
changedHungry For Loot is story driven. We have long had the core story in mind as we work on it, though the details do grow and evolve over time. Aspects of the gameplay have also expanded to fit the story. For example, the story starts with your party setting out to gather food for your clan to prepare for winter. As you learn of the greater threat, that original task is not forgotten, but remains an active Quest. For the story it makes sense that you would not have the time to keep going home to return the food you have gathered. This led to the creation of the Traders clan, who can deliver the food for you. Their introduction opened the door to similar quests being offered where you can deliver items to any location, without needing to visit, or return to, it yourself.
changedThis brings up a defining point about the gameplay. We are designing this largely as a turn-based RPG, but the movement is that of a linear side-scrolling adventure. When you leave a town you will move automatically towards the next location, and not return to any past locations. A part of this comes from the time and resources we have. We knew how big an RPG would be, and had intended to avoid making one until we had a bit more experience in making and releasing games. This project grew, and we had to acknowledge it was becoming more of an RPG. We debating cutting it back and trying a different direction, but felt the only way to make a good game of it was to embrace where it was headed. After considering our options we decided that we would favor the RPG elements we could, but also not limit ourselves to feeling like a classic RPG. The biggest difference being that we would keep the existing side-scrolling movement. Creating a full free-roam world would require a lot more art and design time. We were already looking at a long path to full release, and this feels like several months of extra work to do well. Someday, we may release an alternate version, or mode, with free roam movement, as we do enjoy that type of gameplay. We also feel that this side-scrolling approach is working. Life can be hectic, and while this limits some aspects of exploration, it also allows for being able to continue progressing forward and not feeling trapped by trying to find some key item needed to move on. This is certainly an aspect of our game that may be a deciding factor for how much people enjoy it. Let us know what you think.
addedWe have come a long way in changing the feel of the game to better reflect the RPG style we are going for, but also have more we'd like to do. Combat has been significantly overhauled from the original gameplay. The original was designed for speed with minimal clicks to take each character's turn. Now we have switched to a system where you select the ability, then can choose an item to use with it and the target(s). We still have shortcuts to speed up turns for when more steps are not needed. Our combat system, for the player, is designed around the core concept of your Slime clan's unique ability to eat just about anything and power up from doing so. Most abilities require eating an item to use. This is certainly not a common way to do things, but we think it both fits the story, and adds a distinctive element to our game.
addedThe core combat gameplay loop is in place, though we do have some things we'd still like to add. Our last update added an AP system for the player party to use more powerful special abilities that get charged up as you fight. We will be updating the enemies to also use their own version of the AP system. Another feature we've long wanted to add is support for status effects, both positive and negative. We feel that the core combat system has reached the point where it is ready to add status effects, so it will likely be worked on soon.
addedLore is something we want to start getting more of into the game. We have added a placeholder Compendium screen to the main menu where you will be able to read any of the Lore your party has learned. Once the Compendium is ready it will also be available from a tab in the Player UI. The one from the menu will show everything you have unlocked during any playthrough, while the Player UI tab will only show what your current playthrough party would know. The Player UI version will also not be available from the start, but gained through an event. We plan for it to update as your party learns more. You will unlock new sections, as well as more details, as the game progresses. It will be divided up into sections. The first ones we plan to add will be the Atlas, giving details about the places your party knows of, and the Bestiary, showing what you have learned about the invaders.
Hungry For Loot changes
changedWe have been working on Hungry For Loot for almost a year now. While the core idea of Slimes eating loot to power abilities, while rising up to fight an invading enemy, has not changed, a lot of details and gameplay have. The original game submitted for Godot Wild Jam # 83 was much simpler and meant to be faster paced. The story grew, and with it so did the gameplay. We are taking part in the June Steam Next Fest, so this seems like a good time to discuss where the game is, and where we see it going.
changedHungry For Loot is story driven. We have long had the core story in mind as we work on it, though the details do grow and evolve over time. Aspects of the gameplay have also expanded to fit the story. For example, the story starts with your party setting out to gather food for your clan to prepare for winter. As you learn of the greater threat, that original task is not forgotten, but remains an active Quest. For the story it makes sense that you would not have the time to keep going home to return the food you have gathered. This led to the creation of the Traders clan, who can deliver the food for you. Their introduction opened the door to similar quests being offered where you can deliver items to any location, without needing to visit, or return to, it yourself.
changedThis brings up a defining point about the gameplay. We are designing this largely as a turn-based RPG, but the movement is that of a linear side-scrolling adventure. When you leave a town you will move automatically towards the next location, and not return to any past locations. A part of this comes from the time and resources we have. We knew how big an RPG would be, and had intended to avoid making one until we had a bit more experience in making and releasing games. This project grew, and we had to acknowledge it was becoming more of an RPG. We debating cutting it back and trying a different direction, but felt the only way to make a good game of it was to embrace where it was headed. After considering our options we decided that we would favor the RPG elements we could, but also not limit ourselves to feeling like a classic RPG. The biggest difference being that we would keep the existing side-scrolling movement. Creating a full free-roam world would require a lot more art and design time. We were already looking at a long path to full release, and this feels like several months of extra work to do well. Someday, we may release an alternate version, or mode, with free roam movement, as we do enjoy that type of gameplay. We also feel that this side-scrolling approach is working. Life can be hectic, and while this limits some aspects of exploration, it also allows for being able to continue progressing forward and not feeling trapped by trying to find some key item needed to move on. This is certainly an aspect of our game that may be a deciding factor for how much people enjoy it. Let us know what you think.
addedWe have come a long way in changing the feel of the game to better reflect the RPG style we are going for, but also have more we'd like to do. Combat has been significantly overhauled from the original gameplay. The original was designed for speed with minimal clicks to take each character's turn. Now we have switched to a system where you select the ability, then can choose an item to use with it and the target(s). We still have shortcuts to speed up turns for when more steps are not needed. Our combat system, for the player, is designed around the core concept of your Slime clan's unique ability to eat just about anything and power up from doing so. Most abilities require eating an item to use. This is certainly not a common way to do things, but we think it both fits the story, and adds a distinctive element to our game.
addedThe core combat gameplay loop is in place, though we do have some things we'd still like to add. Our last update added an AP system for the player party to use more powerful special abilities that get charged up as you fight. We will be updating the enemies to also use their own version of the AP system. Another feature we've long wanted to add is support for status effects, both positive and negative. We feel that the core combat system has reached the point where it is ready to add status effects, so it will likely be worked on soon.
We have been working on Hungry For Loot for almost a year now. While the core idea of Slimes eating loot to power abilities, while rising up to fight an invading enemy, has not changed, a lot of details and gameplay have. The original game submitted for Godot Wild Jam # 83 was much simpler and meant to be faster paced. The story grew, and with it so did the gameplay. We are taking part in the June Steam Next Fest, so this seems like a good time to discuss where the game is, and where we see it going.
I'd like to start by thanking everyone who has played our game in the past and provided feedback. We value your input and have used it to guide our work to make the game better. Please feel free to let us know what you think about our game.
Hungry For Loot is story driven. We have long had the core story in mind as we work on it, though the details do grow and evolve over time. Aspects of the gameplay have also expanded to fit the story. For example, the story starts with your party setting out to gather food for your clan to prepare for winter. As you learn of the greater threat, that original task is not forgotten, but remains an active Quest. For the story it makes sense that you would not have the time to keep going home to return the food you have gathered. This led to the creation of the Traders clan, who can deliver the food for you. Their introduction opened the door to similar quests being offered where you can deliver items to any location, without needing to visit, or return to, it yourself.
This brings up a defining point about the gameplay. We are designing this largely as a turn-based RPG, but the movement is that of a linear side-scrolling adventure. When you leave a town you will move automatically towards the next location, and not return to any past locations. A part of this comes from the time and resources we have. We knew how big an RPG would be, and had intended to avoid making one until we had a bit more experience in making and releasing games. This project grew, and we had to acknowledge it was becoming more of an RPG. We debating cutting it back and trying a different direction, but felt the only way to make a good game of it was to embrace where it was headed. After considering our options we decided that we would favor the RPG elements we could, but also not limit ourselves to feeling like a classic RPG. The biggest difference being that we would keep the existing side-scrolling movement. Creating a full free-roam world would require a lot more art and design time. We were already looking at a long path to full release, and this feels like several months of extra work to do well. Someday, we may release an alternate version, or mode, with free roam movement, as we do enjoy that type of gameplay. We also feel that this side-scrolling approach is working. Life can be hectic, and while this limits some aspects of exploration, it also allows for being able to continue progressing forward and not feeling trapped by trying to find some key item needed to move on. This is certainly an aspect of our game that may be a deciding factor for how much people enjoy it. Let us know what you think.
We have come a long way in changing the feel of the game to better reflect the RPG style we are going for, but also have more we'd like to do. Combat has been significantly overhauled from the original gameplay. The original was designed for speed with minimal clicks to take each character's turn. Now we have switched to a system where you select the ability, then can choose an item to use with it and the target(s). We still have shortcuts to speed up turns for when more steps are not needed. Our combat system, for the player, is designed around the core concept of your Slime clan's unique ability to eat just about anything and power up from doing so. Most abilities require eating an item to use. This is certainly not a common way to do things, but we think it both fits the story, and adds a distinctive element to our game.
The core combat gameplay loop is in place, though we do have some things we'd still like to add. Our last update added an AP system for the player party to use more powerful special abilities that get charged up as you fight. We will be updating the enemies to also use their own version of the AP system. Another feature we've long wanted to add is support for status effects, both positive and negative. We feel that the core combat system has reached the point where it is ready to add status effects, so it will likely be worked on soon.
Lore is something we want to start getting more of into the game. We have added a placeholder Compendium screen to the main menu where you will be able to read any of the Lore your party has learned. Once the Compendium is ready it will also be available from a tab in the Player UI. The one from the menu will show everything you have unlocked during any playthrough, while the Player UI tab will only show what your current playthrough party would know. The Player UI version will also not be available from the start, but gained through an event. We plan for it to update as your party learns more. You will unlock new sections, as well as more details, as the game progresses. It will be divided up into sections. The first ones we plan to add will be the Atlas, giving details about the places your party knows of, and the Bestiary, showing what you have learned about the invaders.
Achievements are, of course, on the list as well. We have started work on them, but want to build a robust system that will grow with the game. That is taking some time to get right. We don't have a preset number planned, but will have a spread of them, with most being tiered.
Our core Quest system is in place, and mostly complete. This early in the story there not as many quests to show off, or complete. As your party ventures forth from the forest there will be more quests, mostly optional, for you to complete.
Right now the path your party takes is linear. From each town you will head to the next scripted location. We plan to offer some options for alternate paths, and potentially side quests taking you to locations you would not visit otherwise. Dungeon locations are being considered for some of these.
While in town, and not in a scripted event, the main UI is a menu. We plan to add an option to have your party move to each location as you select it. You won't have full control of the party to explore the town, but you will get to have them move around as they visit the town locations. This will be fully optional, with a toggle right in the menu, so you can change it at any time.
The Traders' Depots will be getting some additional tabs in the future. The next planned is to add Messages, which will be sent by your clan, or others, to let you know what is happening elsewhere. The Traders' Depot is also where you will be getting rewards from completed Quests that involve sending items to people in other towns.
Another area we want to improve is leveling up. Right now we have the party auto-level at specific locations. This is meant to ensure the player is never under-leveled from the random encounters. We will be changing this to a more classic XP based system, with safeguards to ensure the player does not get trapped, unable to continue due to not being strong enough. We are also looking into options for giving the player more control over how their party grows. We may offer some stat points or other ways for you to customize the party, but that is still being worked out.
Our current demo is built for jams and Next Fest, so it is fairly easy, and some things are accelerated. The last update even added a boost right at the end to give you additional abilities that would normally not be available until later in the game. After Next Fest we will be reworking the demo. Right now it is caught between wanting to show off enough of the story to give a proper feel, but also be short enough for players who only have a little time to play for review swaps. We plan to split it out into a dedicated, shorter, demo, designed to offer highlights, and a longer version that will give a better feel for the full game.
Thank you for taking the time to read through all of that. I know that we tend to write in long form, while these days many prefer shorter content. Of course, this is a story driven RPG, so hopefully you like reading!
We really do appreciate feedback, and dialog with those playing our game. Please feel free to comment and let us know what you think about the game as it is and where we are heading. You could help shape the future of the game!
We hope you enjoy playing our demo!