Basic information:Riptale is a 2D retro black and white roguelike action platformer. The player has different gems that allow the PC to perform attacks that can be chained into combos killing everything in sight. Roam through dark crypts, underground forests, and mushroom caverns and fight reptilian beasts, cultists and other ancient enemies with your trusted blade.
Main features:-Gem-based attacks that have to aimed with an analogue stick/keyboard
-Procedurally generated world and other game content
-Lot’s of enemies with challenging bosses
-Shops, runes, statues, challenge rooms, pets
-Uptempo soundtrack paying homage to the classics of yesteryears and preparing you for the action
Screenshot:
Background:Riptale has been under development for the past 6 months. We started the game when we took part in Ludum dare #36 in August last year. In our team we have a game designer/project manager, programmer and graphic designer.
http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=8424 As you might guess from the visual look of the game Downwell was one of the inspirations early on. We wanted to combine some pinball mechanics with fast sword attacks. The very first demo had the main character (Kumo) falling down and bouncing around destroying enemies and various objects around the level. The idea was to try and keep Kumo from falling down until you had destroyed all the enemies and loot as much as possible.
Pretty soon after Ludlum dare we decided that we will make the game more like a normal platformer. We kept the slicing sword attacks and came up with the idea that different gems allow Kumo to perform different types of attacks. Also to make the game more unique the attacks have to be aimed (in 360 degrees) carefully by the player so that you don’t waste the gems. At the end of a successful attack there is a small slo-mo effect so that the player can attack again chaining the attacks into combos. This made Riptale’s combat challenging, fun and fulfilling. There is still lot’s of falling down and the attacks allow Kumo to climb back up when ever needed. If you want to survive in Riptale you have to think a head and use your gems carefully so they don’t run out in the worst possible moments. Through shops, secrets and unlocks the player will naturally progress into a slicing, dicing, killing machine.
The game features standard roguelike-elements like permadeath, procedurally generated levels (4 different areas to explore) and other contents, unlockables, challenge rooms, shops, bosses, secrets and most likely some sort of quest system. Quests are still in development and we would really appreciate any suggestions on what type of quests should be put into this type of game? The levels have statues, altars, thrones, lots of breakable stuff etc so there is a lot of options.
We submitted Riptale to Steam Greenlight at the end of January. We got greenlit in about two weeks with around 4100 yes-votes (61%). We are currently finishing all the stuff that are required (menus, unlocks, Steam integration) and in a week or so we will start focusing on adding as much content as possible.
Our goal is to release Riptale in two months. Any feedback would be very welcome!
Greenlight trailer focusing mostly on combat:Greenlight page: (Steam shop-page coming soon)http://steamcommunity.com/sharedfiles/filedetails/?id=851630714Web-site:http://www.supergod.fi