** Narrativa interactiva (pequeñas secciones).............................................
Batallas en calabosos (solo player filled & 4 multiplayer cooperation) [enjambres de enemigos derrotados para avanzar] ...........................................................................................................................
Semi boss (enemigo poderoso solo o con minions) ...........................................
Boss & Final Boss** ..................................................................................................................................
- Los jugadores entran al calaboso con el fin de derrotar a los enemigos a traves de sus habilidades especificas (especificas al personaje elegido)
Los movimientos serán en 8 o 16 direcciones [por determinar] y se podran conseguir items - post batalla - que le otorgará variabilidad al gameplay.
*Algunos personajes tendran limitatciones de "casteo" o ciertas habilidades que se pueden usar en momentos especificos. Las habilidades mencionadas al final no corresponden al "kit" de combate.*
- Los jugadores contaran con la mecanica "conversar" que les permitira interactuar unos con otros y desenvolver la narrativa que hay detrás de cada uno de ellos.
- Los bosses serán personajes (usables o no dependiendo del desarrollo) "consumidos" por lo que al derrotarlos deberan ser salvados a traves de una sencilla mecanica.
Target audience & platforms
niños/as, Jovenes y adultos. Gamers en general.
El gameplay sera sencillo y en su mayoria assistido por lo que se presenta como un juego atractivo para cualquier edad [de acuerdo al desarrollo podria completarse un espacio sin asistencia que requiera un nivel mecanico mas especializado]
Look and Feel
El juego mezcla el sentido de urgencia y deterioro de la narrativa con una atmosfera fantasiosa y a veces risueña.
Algunas etapas se enfocan más en la decadencia del mundo mientras que otras muestran el potencial escondido y perdido de este.
Stimated game time
1 hour - 90 min campaign + a 1 hour Boss rush Mode
Total time estimate: 2- 3 hours of gamplay
Platform
Nintendo Switch (?)
Steam
Story
Storyboard
The forsaken world is once again in the blink of disrepair. A primal evil has showed up and *there's is too little to uphold him*. The last Runic Valkyrie will stand and fight alongside a young and inexperienced priestess. A lost and silence prince. A kid with hollow magic. Once the kingdoms of the world fought for peace, love and honor. Twice the kingdoms of the world fought each other apart. Thrice the kingdoms forsake themselves to ruin. Fourth there is no one left behind...
Guion
en progreso
How to play
How to play
Select a character and fulfill your role The Runic Valkyrie is a strong and well-versed fighter. Runes allow her to switch stance from close range swift attacks and dashes, mid range swordsmanship, and long range mage and bow utility. The priestess is skilled in fight and cooperative maneuvers, Toss allies to the air to gain ground advantage, group up to unleash an AoE strike (only prince and Valkyrie) or stay close to imbue aura. Aura stats can be switch to share defense (grey health), empower determination (speed [Valkyrie and prince] & precision/range [mage] ) The silent prince is the most close to a guardian. Fast to reach damage allies and extremely strong in close combat. When you are alongside him you'll see how you regain your vitality back as he lets you rest for a while. Sadly, he seems to have lost his sense of urgency as he left his home without a sword (?) The kid. A weird looking mage who stays away from the others. His kit varies from utility such as slowing enemies with dark spectrums, burning paths or to strong individual spells as well as the 'Nova'. Find your path towards your unseen enemy and discover this abandoned world.
User Interface (controls)
In game ui
Player specialty assistance
The Player Specialty Assistant (now PSA) is an interactive icon of a character ability. It iss a small representation or idea of an ability that the players character posses and will be display in the beginning (and if needed will be display as the game progress) of the game in order to show the player a hidden ability or a situation in which the ability displays a desire outcome (when is 'best to use it'). It also appears when making cooperative maneuvers or discovering secrets in the environment.
Team Stats and Inventory
The characters in the game have the ability to attach items to themselves. This causes, in some cases, a change in the stats, whether it is a stronger defense/offense as well as physical and non physical skills, like fly.
Not all items will display an ability at first, maybe there's a narrative requirement to activate an item, or to give it to someone in the party (not everyone can use the same items), so in order for the player to know which item is active or not, it will be able to display the Team Stats and Inventory Menu in bonfires (resting [non combat] scenes/stages).
The TSI will show all this mentioned stats, items and also a mini map of the visited terrain (if needed)