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As some of you know, my game studio has been working on a puzzle/rpg for the past few months. Rather than continuing to post info in our "now hiring" thread (since those positions have been filled), I figured I would start this thread in order to share new developments with the TYM community, whose feedback I value immensely.
I'm only going to post a short summary and some screenshots here, but you can check out my dev blog at www.thunderpunchstudios.com1 for insight into all of my design choices and methods.
Please note that all artwork is filler artwork created by myself with the exception of character artwork, which is from a previous project. Also, all numerical values, ability names, and descriptions are just filler information, and do not represent actual game information.
Puzzle Hunters
Quick Pitch: Puzzle Quest + Avengers Alliance + Mega Man
Core Gameplay
The game takes place in a fantasy/sci-fi setting reminiscent of old Saturday morning cartoon series such as Masters of the Universe, Thundercats, and Voltron. The player plays a bounty hunter tracking down a series of high-value targets (think: Boba Fett hunting X-Men).
The game is structured similarly to a Mega Man game, where the player gets to choose one of the bounties to hunt, which unlocks areas of the map for them to explore. Each bounty quest will yield certain pieces of equipment and team members not available through the other quests, similar to how defeating a boss in Mega Man will yield a new power, and how you will typically find special equipment (such as Rush modules) within specific stages. This should facilitate multiple playthroughs as the player experiments with the order in which they tackle the bounties and recruit new allies.
Combat is played out in a "match-3" setting, where the player and their opponent take turns matching tiles and using special abilities. Unlike Puzzle Quest, battles in Puzzle Hunters take place between teams of up to 3 characters, which results in highly tactical gameplay. The only element of chance in Puzzle Hunters is in what tiles will appear on the board. Everything else is fully under the player's control. I feel like this creates a real sense of combat, where the "battlefield" (the area where tile matching takes place) represents a real constantly-evolving combat scenario, with each tile representing the opportunity for action.
The player is able to manage their roster of characters through the following screen:
...and is able to view or customize specific characters through this screen (which involves 4 separate panels of information; only the "Attack Panel" is shown below:
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And that's all I've got for now. Thanks for reading, and if you have any questions, comments, or criticisms please post them below. Any feedback, positive or negative, would be greatly appreciated. We're in the process of building a playable demo which should be finished in the next 3 to 4 months. And again, feel free to check out our dev blog at www.thunderpunchstudios.com for a lot more detailed information about the project. Thanks again!
-Brian Woody, Thunderpunch Studios
I'm only going to post a short summary and some screenshots here, but you can check out my dev blog at www.thunderpunchstudios.com1 for insight into all of my design choices and methods.
Please note that all artwork is filler artwork created by myself with the exception of character artwork, which is from a previous project. Also, all numerical values, ability names, and descriptions are just filler information, and do not represent actual game information.
Puzzle Hunters
Quick Pitch: Puzzle Quest + Avengers Alliance + Mega Man
Core Gameplay
The game takes place in a fantasy/sci-fi setting reminiscent of old Saturday morning cartoon series such as Masters of the Universe, Thundercats, and Voltron. The player plays a bounty hunter tracking down a series of high-value targets (think: Boba Fett hunting X-Men).
The game is structured similarly to a Mega Man game, where the player gets to choose one of the bounties to hunt, which unlocks areas of the map for them to explore. Each bounty quest will yield certain pieces of equipment and team members not available through the other quests, similar to how defeating a boss in Mega Man will yield a new power, and how you will typically find special equipment (such as Rush modules) within specific stages. This should facilitate multiple playthroughs as the player experiments with the order in which they tackle the bounties and recruit new allies.
Combat is played out in a "match-3" setting, where the player and their opponent take turns matching tiles and using special abilities. Unlike Puzzle Quest, battles in Puzzle Hunters take place between teams of up to 3 characters, which results in highly tactical gameplay. The only element of chance in Puzzle Hunters is in what tiles will appear on the board. Everything else is fully under the player's control. I feel like this creates a real sense of combat, where the "battlefield" (the area where tile matching takes place) represents a real constantly-evolving combat scenario, with each tile representing the opportunity for action.
The player is able to manage their roster of characters through the following screen:
And that's all I've got for now. Thanks for reading, and if you have any questions, comments, or criticisms please post them below. Any feedback, positive or negative, would be greatly appreciated. We're in the process of building a playable demo which should be finished in the next 3 to 4 months. And again, feel free to check out our dev blog at www.thunderpunchstudios.com for a lot more detailed information about the project. Thanks again!
-Brian Woody, Thunderpunch Studios
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