What WG Builds/Mechanics would you add to a dungeon crawler?

Hi gamers!

TLDR:
Reply with a weight gain build/mechanic idea you think would be fun for a turn based game!

So I recently discovered Slay the Spire and absolutely love it. I had heard it was good but I had always avoided it because of the art style (silly reason i know). But mann is it reaalllyy good. Its all I thought aboutand played for a week. But during one run I had an earth shattering idea: what if slay the spire, but fat!?!?

And so I embarked on a journey to make such a game come true. It took a lot of coffee, but I’ve finally gotten a combat system up to a point where I feel comfortable adding some weight gain mechanics without the risk of rewrites.

But now im pulling a blank. Maybe its my indecisiveness, maybe its slight burn out, but I’m just not getting any sparks right now. More precisely, I’m having trouble reconciling how to make weight gain builds that are balanced, and fun, while also being ā€œeasyā€ to understand.

And so I come before you all and ask: What WG Builds/Mechanics would you add to a dungeon crawler?

I should note, btw, that although this project is a roguelite game inspired by StS, it is not a deckbuilder, so no drawing, shuffling, or discard piles.

Here’s what I have so far

WIP Screenshots


Main Mechanics

I currently have two main ways to win a fight:

  1. HP: Get to 0 and win.
  2. Fullness: Think of it like a stagger bar. When full, the enemy becomes too stuffed to fight and is stunned for one turn. Resets to 0 afterwards.
  • Each enemy has x ā€œfullness stagesā€
  • Fill them up x times and win
  • Visual changes will follow, of course : p

There will also be an exploration aspect, but thats still being worked on.

Combat

  • 1v1 turn-based combat
  • Stamina system: refreshed each turn, use it or lose it
  • Moves: pick from a predefined list, think more rpg or PokĆ©mon
    • You’ll eventually be able to add / remove new moves as you progress
  • Persistent stats (per run): currently just maxHealth and maxFullness
  • Persistent items (per run): think relics from Slay the Spire
  • Buffs and debuffs are also supported

BTW I wouldn’t worry about any of the technical stuff, as the main point of this post is just to collect cool ideas. Feel free to go crazy with the concepts!

5 Likes

I could suggest one idea: any healing that should restore more than maximum health (that is, with the remainder) goes into filling, this mechanic should essentially extend to both (although of course the decision is up to you), this is a kind of healing control, you can heal the enemy in this way to make him more complete

This way you can create a weapon that heals when you attack (you can attack yourself to heal yourself.)

3 Likes

Getting stuck in door ways is always a fun one

4 Likes

Ooh thats a good idea. Like you said, I like that it gives healing a bit more risk.

1 Like

YES! Definitely gonna have to add that

Let’s share notes! You’re doing more with them than me.

Classes
In a lot of Roguelite games, you select a class up-front (StS in the form of characters, Hades in the form of weapons, etc.). Consider the following classes / build paths for your game (I’ve based them on typical DnD classes for easy archetyping):

  • Paladin: Your character has a relationship with a god. One god could be the god of wrath, another could be the god of gluttony. The idea of this build is that you are strongly incentivized to defeat your opponent in a certain way or risk becoming an oathbreaker, invoking the fury of your patron deity. Or, maybe you just get extra cool stuff if you do things your deity likes.
    • If you don’t implement classes, this idea can still be implemented in the form of a covenant (think Dark Souls) which, when sworn to, offers you benefits at the cost of your fealty (cannot select another covenant without breaking the oath of the original).
  • Warlock: The same idea - fealty to a god - but this time you invoke the god’s wrath each time you don’t adhere to a randomly selected rule for the trial / combat encounter. Maybe they need you to use an item, or feed yourself, or defeat the opponent by feeding, etc. This would naturally incentivize more of a generalist playstyle rather than the specialized ones that roguelites often reward, so the reward for continued fealty to the god might be very good to enormous (depending on how many trials / encounters in a row you’ve shown loyalty).
  • Sorcerer: Also a magic-user, but with a twist - the sorcerer is constantly gaining weight and must shed it by using spells. The more weight you spend at once, the more powerful your attack. In a turn-based game, a lot can happen between turns, though; so, maybe becoming overfull in the context of your game isn’t as drastic for the sorcerer. Instead, maybe the sorcerer takes DoT based on how overfull they are. The idea is that their body is a barely controllable well of magic that is being stored - in the context of your game - maybe in their Fullness meter.
    • The trade-off with this class is that, although your spells are more powerful when you are fuller, you are at greater risk if you become stuffed between turns.
  • Soldier: This is more of a vanilla idea. The soldier is a warrior who can attune to their weapons, so unlock potential in weapons / relics you pick up during the game. Maybe each relic has a unique secondary effect that can be used / equipped if you are this character. Or, if you are planning on weapons being in the game, the soldier can unlock talents from weapons they have used over multiple trials / encounters in a roguelike style (pick from 3 upgrades).
    • This becomes a better integrated build if you were to implement something like rarities to said weapons. Overtime, instead of picking up new weapons, you are incentivized to sell them and upgrade your own to the next level of rarity to unlock more upgrades (i.e. Gunfire Reborn, Apocalypse Party).
    • Perhaps, if you are playing this class, you can sometimes encounter a Blacksmith who offers to give you a weapon of equal rarity & upgrades, but which is not the same weapon, at the cost of some currency. This way, if the player finds they don’t like the weapon they’ve upgraded, there is a costly but worthwhile alternative.
    • The way this integrates with weight gain might be that melee damage does more damage at higher Fullness, incentivizing risky play if the player chooses. Like I said… a little more vanilla.

Relics
I don’t have names for these, but that’s the fun part anyway!

  • Increase Max HP.
  • Increase Max Fullness.
  • Increase Max Stamina (if such a thing exists).
  • Metabolize some Fullness into HP every turn.
  • You do not get stunned after maxing your first Fullness stage each encounter.
  • Prevent your HP from going below 1 once; then, breaks.
  • Stamina increases at a faster rate each turn.
  • Immunity / Resistance to [negative status effect] (burn, freeze, venom…).
  • Enemies are inflicted with 1 [negative status effect] each turn (burn, freeze, venom…).
  • Increase damage of abilities that do [element] damage (fire, ice, poison…).
  • When inflicted by [negative status effect], gain [status effect] (attack up, defense up…).
  • Your ability in slot [#] becomes permanent and more powerful; then, relic breaks.
    • This could be more fun if you normally upgrade abilities during the game.
    • Presumably, your abilities are fixed to some sort of slot, so maybe which slot this relic impacts might be randomized.
  • Counterattack with your ability in slot [#] when defending.
  • Deal more HP damage to foes with high Fullness.
  • Each turn, you and your opponent gain [#] Fullness.
  • You deal more HP damage the higher your Fullness meter is.
  • Fullness inflicted on you is also inflicted on the enemy.
  • You can spend [#] Fullness stages to consume an enemy on their last Fullness stage.

Hope this at least jumpstarts some ideas!

1 Like

This is amazing!! This is exactly the kind of design talk that I need to get my creative juices flowing

The classes are a great idea and something I already had my eye on. I had had the idea of allowing the player to choose a character before starting a run, but that was mostly going to be a cosmetic change (choosing between different body types). It’ll be infinitely more interesting if we pair this with a distinct gameplay identity, as you’ve outlined in your ideas for classes. The items are also solid, though the naming process will have to wait until after I decide what the setting is. I especially like the last item

Speaking of which, you have some really good thoughts on what makes a class shine. Have you worked on something like this before?

1 Like

The overhealing mechanic (which can make you or your opponent more filled up) can be interesting, especially if XP is involved - you could stretch on a combat for longer, and farm more from one battle. I would argue that getting an enemy completely full should disable them from being able to do any physical attacks (or make it more likely that they’ll miss).
Another thing linked to either classes or items could be various status effects, and how they affect fighting (I’m borrowing a bit from ā€œDungeon of the Devourerā€ here).
Essentially, various status effects can be applied to enemies (instantly full, bloated, starved, etc.) which basically negates one of their stats while raising others (fullness limits their physical attacks, but could increase mana-based attacks, for example), so the player would have to be careful with what status effect they apply to an enemy. Conversely, various status effects can be applied to the player as well, forcing them to be adaptable to still be able to fight when afflicted.
There could be various items or weapons that apply these status effects, and/or, if the player chooses a specific class, that class’ specific toolset or tasks will enable them to apply certain effects.

1 Like

If you use events the same way StS does, I think it’d be cool if some were pass/fail based off your character’s weight/fullness. Your character has to be lithe enough to fit through a door or heavy enough to trigger a pressure plate, or you can sacrifice some fullness to eat this ā€˜suspicious stew.’

On top of this, I also like the idea of combat moves that benefit from the same weight/fullness mechanic but also encourage a higher or lower value. Something along the lines of ā€˜attack x amount of times but attack 1 less time for every fullness stage,’ that way you can make more build diversity or classes that want to be at a higher or lower fullness/weight. Along the same lines, a character could be wearing a suit of armor that passively causes them to take less damage but they lose that perk if they grow too large to fit the armor.

3 Likes
  • Use character weight as a measure of the current HP and armor class, using math

^ maybe something like x = AC / HP - HP_max rounded to the nearest integer?

  • Limit potions per turn using character fullness

^ max 1 @ start, upgradeable

  • fat, bosomy NPC who will let you ā€œhealā€(drink from her jugs) in exchange for fullness and money
  • magic system?
1 Like

Speaking of which, you have some really good thoughts on what makes a class shine. Have you worked on something like this before?

I’m flattered! :face_with_hand_over_mouth: I play lots of roguelikes / roguelites. I haven’t published anything, but I have prototyped quite a few game ideas for others and (mostly) for myself. Not unlike a lot of people here, I don’t have the time / commitment / [good excuse] see it to completion. I’m glad people like you do!

I especially like the last item

If you are a big fan of vore I’d recommend baking it into the mechanics, otherwise - as you know - you’ll have to wait for that item to randomly show up in rotations. But yeah I think if it’s more of a tangential interest having it be an item works well.

I can already see a ā€œgainerā€ build on the horizon: focus on increasing your Fullness, playing risky, maybe trying to mitigate that risk with some sort of overfull mechanic / damage reduction / dodge chance. The ā€œhurt meā€ builds in roguelites are always good fun! Looking forward to what you do with the game.

2 Likes

thief (fast) - pear
chef (healer) - apple
page (avg) - avg
witch (magic) - strawberry
bard (sex effects) - hourglass

that should cover it

1 Like

I really like the idea of a status effect of ā€œindigestionā€. I’d imagine it lowers accuracy of attacks or something since it’s messing with their focus

1 Like

Another idea: if the enemy has a healer, or some other unit that gives a status boost to other enemies, you could implement items and spells that hijack those boosts, in case the boosted enemies are untouchable, or their boosted status prevents any meaningful damage to them.
For example, an enemy healer’s healing can be jacked up so much that they overheal enemy goons who only have physical attacks, causing them to become immobilized and useless.
Alternatively, you could hijack them in a way that gives them debuffs - an enemy healer can still heal, but their healing also causes breast expansion, meaning that an archer or other ranged-weapon using enemy they’re healing would have trouble hitting you, or it causes ass expansion, which makes DPS-type enemies more sluggish. Substitute expansion with bodyshape-specific weight gain, and you basically have a fine-tuned version of the overhealing-based heal hijack, maybe as a less costly to use upgrade.