Topic: General Gaming /
Defender's Quest (from the CellCraft & Super Energy Apocalypse guys)
Hey guys, larsiusprime here, I worked on Super Energy Apocalypse and CellCraft, if anybody remembers those.
We just released the first demo for our new game, Defender’s Quest!
Play the demo!
The idea is that it’s a tower defense / RPG hybrid. The battle system is tower-defense, where each character in your party is a “tower,” but each one is unique, and levels up, learns skills, and equips stuff independently of all the others, and there’s a heavy RPG meta-game and story.
The demo is browser-based, but the final version will run on Mac, Windows, and Linux. I’ve got the installers working for all 3 operating systems, just trying to iron out some kinks before I upload them, so all we’ve got right now is the web demo.
We chose to focus on three things: story, customization, and tactics. So, we don’t have a sprawling overworld, random battles, romance sub-plots, spikey-haired emo kids talking about their feelings, etc. Instead, we’ve got our attempt at a snappy, fast-paced story, lots of individually designed balanced battle sequences, lots of character classes, skill trees, equipment, etc.
We’ve tried to strike a balance between depth and streamlined-ness. I wouldn’t say “simple”, but the idea is not to totally overwhelm the player with boring minutiae.
Here’s a picture from a late-game battle:
We spent a lot of time on the battle system, trying to make each of our six classes unique, interesting, balanced, and strategically deep. Your goal is to defend your main character from enemies. To defend herself, the main character can summon friends, as well as “boost” them with energy she gets from killing monsters.
Each defender can have up to five special attacks, but they can’t use them all right away. “Boosting” a defender will give them an in-battle stat bonus, and enable their next attack. So, when you upgrade skills, it’s important to pick between simple attacks (available immediately) or advanced ones, which are more powerful, but need some energy investment before they become available.
This demo version comprises the first 2 Acts of the game (total 7). We hope to have the final version out by November 2011.
I’d love to hear what you guys think, particularly:
The final version will be a downloadable title that we release on steam or something like that, but I’m talking with some of the staff at Kong about ways that we could launch it here, too.
Love to hear what you guys think!