Tears of Avia is an anime style Turn Based Tactical RPG for PC/Mac in the making.
Over 200 years ago a war was waged against the floating city of Avalon lead by the demonic overlord Vylenkine. A powerful mage stood up against his evil forces and cast a spell that would seal the portals to the demonic realms forever. Except... there was a problem.
The city froze and crashed and along with it all the citizens of Avalon including the love of his life, Avia. For hundreds of years he has been seeking a way to free Avia from the spell that he himself cast with little success. That is until you came...
Key Features:- Turn based gameplay with an intense build crafting focus.
- Dynamic tachi-e system. The characters you bring in your party have different disposition to one another, affecting the sort of conversations you experience.
- Side missions triggered by characters and their discussions, not ! above heads.
- Obligatory controller support
- Difficulty system encourages players to make the game harder in return for better reward
Work-in-progress Screenshots:
ClassesThe game currently touts 5 classes, each with 33 skills! (That's 165 skills! phew!) but a lot of the hard work has been done in terms of the backend systems. It's rather easy for us to change what a skill does and how it balances in just a few moments.
RangerThe ranger is a mid-line damage dealer with a focus on archery, beast mastery and natural affinity. They bring to the table much direct damage and condition damage but can be played very tactically as a trapper or even as a tank if you take the right skills.
WarriorThe warrior is a mixture of damage dealer and tank with an assortment of skills that could even put him in a supportive role. The traits the warrior focuses on are Arms Mastery, Tactics and Might.
PriestThe priest is your typical backline healer class, with an assortment of skills that either heal damage that has been dealt or preventing it from happening in the first place. However, her smiting line of skills are more offensively driven and potentially makes your priest more deadly against undead foes than any other class. Her traits comprise of Healing, Protection and Rituals.
MageThe mage is a classic mid-line damage dealer, dishing out massive amounts of magical damage. However, the mage has a good deal of tactical spells that can be used to great effect such as portals to move characters across maps (or out of danger) and skills that can corrupt enemies skills when used. Her traits focus on Destruction, Conjuration and Manipulation.
BrawlerThe brawler is your general all-out savage in-your-face damage dealer. The only class that gains an damage bonus by fighting with his bare fists, the brawler's skills generally focus on dealing swift punishment to those that stand in the way. The berserker line of skills are highly damaging but sacrifice health in order to be used, whereas the strength line focuses on a balance between damage and defense with the agility line having more of a focus on mobility and swift attacking.
WeaponsAs is typical with many RPG games, weapons modify the stats of the wielder, increasing their overall effectiveness. However, the last three slots on a character's skill bar are actually skills that derive from the weapon. You could put a healing chalice on your warrior if you really wanted to, and now he has the capability of being (a not very good) healer. We wanted to give the player the chance to really mix up their builds however they wanted.
General GameplayGameplay is split between two areas - a town and battle. In town, the player can buy/sell gear, upgrade skills, change their party skill and inventory load out, or even visit the tavern and change the party composition altogether. Conversations can also be had in town, which can trigger off side quests depending who is talking and what the current events are.
The town is primarily a preparation area, a place where the player can figure out what is the best party setup they can run for a given encounter before they commit to battle. Once they've left the town, there's no going back.
Battles are turn based, each turn the player can move their characters once and use a skill once per character. They can then end turn and the enemy does the same in return. The winner is the last man standing.
Current StatusWe consider this as "just started" because while we have been working a lot on the back-end trying to make sense of all the intertwining story mechanics, skill systems and general combat; we actually still have a lot of work to do in order to deliver a fully finished game. Many skills still need visual implementation and we have a lot of environment work to do too.
Anyway, enough blabla from me for now!