I'm new here, so I figure this is the best way to introduce myself.
2010 Eternity Fragment (OHRRPGCE)This was a concept I had been kicking around for a while, and finally pushed myself to build it in the span of about a month. A lot of the graphics were free-to-use assets from the OHR community, but I had a friend do the monster sprites. The story involves the player replaying an old RPG that they never finished, and I had ideas on exploring the way we remember games as we get older.
Screens:




Download:
http://www.slimesalad.com/forum/download.php?id=1181August 2011 – June 2012 Procedural Generation RPG (XNA)This started out as an exercise in learning XNA and ended up being an example of "design by feature-creep." I had one friend responsible for programming the combat and another responsible for sprites and music.The general idea was to create a retro RPG for XBLIG/Windows Phone that randomly generated the entire world and assumed that you'd be able to New Game+ infinitely. It's more of a technical demo than a game in that regard, because there's no story or quest for the heroes. You just go through five dungeons and the world regenerates. The combat system was designed around a command queue, and we had ideas for combos and bonuses if your commands made a "chord" (think scrolling notes in a guitar game). This one's pretty much dead because my combat programmer seems to have dropped off the face of the earth.
Controls: Z = Confirm, X = Cancel / Call Creature (Overworld), Enter = Start
Screens:
Trailer -
http://youtu.be/4oaFvbjSEho


More on our
website.
Download:
https://dl.dropbox.com/u/23693330/DBP_Demo.zip---
I'm still interested in the retro RPG format, but I want to define a project before I go hacking away again. Sensible, accessible design seems to be my weak point, as all my ideas are way too abstract and complicated. That makes for fun programming challenges, but lousy game design.
I just finished playing Fez

and I'm really in love with the simplicity of the design. I'm trying to think of ways of applying that design philosophy to the RPG format, stripping away all the non-essential gameplay and building an experience around what's left. Of course that's easier said than done, and doing it well is another thing entirely.
Any suggestions on where I should go from here?