Thanks! The plan is to make it something like a mini-TRPG, so few unities, low stat points and such so it can enjoy what's compelling about this kind of game but still be a tad easier and more accessible to the overall casual player.@Gimym TILBERT
You're right, I got a little ahead of myself.
This is supposed to be a game playable by the casual audience - but not necessarily be a casual game - in that it should have simple enough mechanics so that someone with no experience in TRPGs can learn the main rules fairly quickly.
It's actually part of a bigger transgaming project of mine, where one player will play the role of the adventurer (this one) and the other will play as a merchant and affect the available items for the player. However I don't want to get to much into that, because I want to get the tactics portion of the game down before anything else. The reason I brought that up though is because, since I want it to be a cooperative local-multiplayer game at some point, I want it to happen in "sessions" of a predetermined duration (I'm guessing one hour for now, but that needs more thought).
The goal of the game would be make the best use of that hour to gather nice equipment/units as preparation for a cataclysmic event to take place at the end of the session, in sort of a Majora's Mask way.
The fact that all of the looting, leveling and such will take place in such a short period of time implies that battles need to happen fast, moves should be intuitive and their implications should be clear. At the same time I would like this game to allow for more tactical depth and advanced strategies if you take the time to look into it carefully. Think of it kind of like chess: the rules are simple enough for you to learn in one afternoon and play a couple rounds. However, it has enough depth that, to this day, there are hundreds of books on the matter, and mastering it is still out of reach for the vast majority of players.
Of course I don't expect my game to have as much depth as chess, but also I don't want all that complexity. I know this must be looking pretty megalomaniac by now, but I plan to take my time with this project and work on it for as long as I need.
Also, none of those design choices are set in stone (and plenty are pretty arbitrary stuff I just felt would look cool), and I'm willing to sacrifice my original ideas for ones that work better gameplay-wise.@keith.burgun
Thanks! What I mean by not being sure about the chests and potions isn't that I haven't given them any thought. All it means is that I've tried out a few combinations with my paper prototypes but none of them seemed to really fit in the fast paced tone I want this game to have.
That said, I'm fully open to any ideas, and am willing to accept the removal of this elements from the game if that's what works out the best for this game. As I said, nothing set in stone.
Thanks for all the feedback so far people, please keep it coming!