Brainstormed a fresh concept for an RPG game.
Brainstormed a fresh concept for an RPG game.
This game is a turn-based RPG featuring a simple class structure and progression. The main surprise lies in the limited control you usually have over your character's moves. Instead, it uses what I refer to as slotted actions. At the beginning of each session, between one and four slots will be fixed for your primary action. Every character maintains six slots. Actions are drawn randomly, meaning a level 1 warrior has a 50% chance to execute a standard attack. As you advance, more slots become available. Unlocked slots turn into base skills that can be combined but don’t change the stacking rules. Most actions have a maximum number of uses, such as five attacks for a warrior, with three locked for basic use and two extra ones. Occasionally, items or special abilities can help you bypass these limits. Here’s an example of a low-level warrior:
Cost/Skill 3/Attack - LOCKED Skills: 1/Attack - stackable 2 times (total of 5/6)
1/+ACC - stackable 2 times 2/Stunning attack - stackable once
3/Defend - stackable once
When you pick an action, you can decide which target it impacts. The focus is on strategically building your chances. This game revolves around managing your options and using them wisely. There are many classes with distinct powers and playstyles. Locked/base slots differ by class—some healers have a dedicated healing slot, while mages switch between fire, ice, or lightning spells. Certain classes start with only one locked slot.
The setting is centered on monster hunting. You pursue bounties and quests, facing tough encounters. Preparation matters: gather buffs before battles, use items that reduce damage, and apply one-time boosts. Choosing the right slots is crucial. Before confronting a powerful foe like the Fire King, you might seek quests in the Fire Valley to obtain armor or protective potions. Slot skills can be acquired through leveling, completing missions, defeating enemies, purchasing gear, and more. You’re limited to carrying only ten items in combat, so pick wisely—some will suit specific situations.
This experience won’t involve long walks around a map. Instead, it unfolds across different locations—similar to Darkest Dungeon. You’ll visit shops like the Blacksmith, craft studios, and quest hubs. Most missions are battles, some involve puzzles or mini-games. What do you think? Is this concept appealing or does it feel forced? Let me know your thoughts!
I’m just starting out with programming and this project feels really challenging, but I’m putting in a lot of effort to improve the gameplay systems I want to create. It’s one of my more detailed and creative concepts so far.