The original post is below, but here are a couple of the latest screenshots:
(full res: https://imagedelivery.net/2UL_jcamevOG_DnxYVt9CA/f07ea349-4ad3-4d7b-ef62-151158872700/public)
Hello, everyone! Welcome to the devlog for our untitled roguelike game mixing deck-builder, autobattler, and tactical RPG elements, in which you build and upgrade a fantasy team while fighting a series of battles on an isometric grid map, a la Final Fantasy Tactics or Fire Emblem. Proper development began November 15th.
I found an incredible design and art partner in Hari (
hariedwin.com) while prototyping a different game idea with the same aesthetic, so despite being in development just a month, this game already has a beautiful set of animated job sprites:
BattlesI will dedicate the next devlog to a deeper dive of the battle system, which is the entire focus of development right now. The short version is this:
- You spend mana to move your units or cast their spells during the Strategy Phase.
- You gain mana through autobattler-like fighting in the Combat Phase. In this phase, enemies and then allies act in a random order to attack a random target in range or move into range of a target.
- Combat alternates between Strategy Phase and Combat Phase until all allies or all enemies die.
Here’s some footage from the prototype.
At the start, you deploy your team on the map:
You fight in automated combat to gain mana:
Here’s a tank spell that repositions enemies:
And a nuke from the Sorcerer:
Only the tileset, background, and non-cube sprites are Hari’s art specifically created for the game. The effects, UI, and icons are all (incredibly useful) assets from itch and will be replaced over time.
The Flow of a RunLike all roguelikes, you start each run from nothing and make the best of the random choices you’re given. You get a couple random units, then fight increasingly difficult battles to fill out your party with new members and more powerful or synergistic abilities. Like so:
Building on the Tactical RPG GenreI have a complicated relationship with the tactical isometric RPG genre (and I’m thinking about the JRPG variety, like FFT, Fire Emblem, Disgaea, etc.). There’s a lot to love:
- Team building and job discovery is fun.
- Growing your party from wimps into gods is satisfying.
- The heat of battle often presents interesting choices and opportunities to outmaneuver enemies and feel smart.
But even in the genre greats, things get in the way of the fun:
- You don’t have many combat options in the early game, so early battles are not exciting.
- The beginning and end of battles suffer from dead time. Beginning turns you’re just moving into range of the enemy, and late turns you’re playing out a won battle.
- The minutiae of isometric battles gets boring. Selecting the move tile and attack target for everyone every turn is not engaging.
My goal with this game is for each run to feel like you’ve skipped to the middle of a tactical RPG, right after your team-building and combat options have really opened up.
Building on the Roguelike and Autobattler GenresI love deck-building roguelikes, and I love autobattlers. Drafting is fun! You find a build, make the most of what you’re given, and choose when to commit to a strategy or pivot to a new one. In general, they offer high input randomness and low-but-not-zero output randomness (shout out to Ben Brode for his wisdom on this topic at GDC:
https://youtu.be/HjhsY2Zuo-c?si=Tl6aeD1eoFChG7jN&t=1886).
Some drafting deck-builders have you draft units in addition to spells, and unit drafting is at the core of autobattlers, but in all of these games the units you draft (almost always) have a singular identity – they only do one thing! To change strategies, you must replace your units.
I want to explore the design space of two-level drafting in a roguelike. At the first level, you draft your units’ jobs, and at the second level, you draft your unit’s abilities. I think of this as a modification of deck-building draft mechanics: unit abilities are “cards” and jobs define what “cards” are in the draft pool. This creates the opportunity for jobs to fill different roles in combat, or fill the same role in different ways. This also allows you to change the playstyle of your units as your strategy evolves. Perhaps your Scholar needed to focus on shielding allies at the start of the run, but after drafting a couple tanks you decide to pick up abilities for her to manipulate your team’s cooldowns or mana.
The flexibility of jobs becomes another input to drafting decisions and a lever for balance. As a player, do you draft the Ranger, who gels with your build and could fill the attack damage carry role if you find the right abilities, or do you draft the Executioner, who definitely fills the AD carry role but doesn’t exactly synergize with your team? And as the game designer, how powerful or situational do I make the Ranger as a carry, given his flexibility to provide utility or support?
A big inspiration for this flexible job design philosophy is Dota 2, which has a unique approach to balance in the MOBA space. It has pure AD carries, spell-casters, bruisers, and supports, but many Dota 2 heroes could play 2 or 3 or 4 roles depending on the meta and the surrounding team composition. For example, Naga Siren has been played as both a hard carry and hard support, depending on the items built and abilities leveled. Other examples are Sniper, Nature’s Prophet, Luna, and Weaver – there are tons! In a genre as min-maxed and competitive as MOBAs, that’s an achievement. Flexibility isn’t a numerical stat, but it is a lever for balance regardless.
Next in DevelopmentIt’s critical that the threat zones of the Combat Phase are readable at a glance. We will be experimenting with some visual elements to communicate who on the player’s team is in danger, and who is not. A design goal of the battle system is making the Strategy Phase and the Combat Phase flow together seamlessly, and more information is needed on the map or in the HUD to make good decisions during the Strategy Phase.
Even with Dragoon selected and Stone Warden hovered in this screenshot, it’s not immediately obvious that your Dragoon is threatened by lethal damage next Combat Phase:
That’s bad! Every Strategy Phase, you as the player should be reading the map and making decisions about how to manage threats to your party. Do you spend your mana now, or save up for a more powerful spell or combo next turn? Perhaps you shield a weak team member in range of two enemies, or perhaps you disarm the enemies. Maybe there’s nothing you can do except pray that those enemies attack a stronger ally in range instead. This phase is not random, and you are in complete control, but your resources are limited.
Every Combat Phase, you should be tracking how the battle is playing out. Were your prayers answered by RNG or did that weak team member get killed? Did a ranged team member kill the only enemy in range of one of your melee units, causing them to miss out on potential damage? The randomness of the Combat Phase combined with the smaller maps force you to take risks and play to your outs. If you’ve played Teamfight Tactics, you know how addicting it is to watch an AI team attempt to carry out your game plan.
My hope is that the interplay between the indirect player influence of autobattlers with the more direct influence of targeting abilities in a tactical RPG creates a compelling combat loop.
That's it for today! We hope to have another post up soon.