There is a heavy layer of abstraction over the player which makes them feel they aren't using moves like 'flamethrower' in every battle but using fire in different ways like 'shooting flames that reduced their wooden shield to ashes'. You might have a limited set of moves but seemingly unlimited ways of using them. Everything focusses on Narrative: You are not fighting a battle, you are living it, just like how you feel when you read a nice action book. So if someone casts frost on you, unlike turn based systems where you just take damage you can counter it by an even stronger attack, a weaker attack of fire (if fire>frost) as well as dodging or blocking it, or even using the environment to fend off the attack.Ģ. The fights are reactive, not turn based: This basically means you can react to attacks. There are 2 things which make it different from Pokemon:ġ. Honestly, the simplest way I can describe it (which would be wrong, but bear with me) is a Pokemon battle with more images. The dialogue ends with the old lady asking for money despite Eva's charms, and Eva running away without looking back.Ī bit later Eva finds herself in her first battle, which is the tutorial battle for the player. Of course, it needs more work and polish but it's an interesting way to tell a story, and one I definitely see potential in. It shows the following screens:Ĭlicking on/touching the screen takes you forward (click on the images to see them bigger). So, you click on the first, starting node. Each node leads to different outcomes like combat, treasure, meeting new characters, character interactions due to the location or other scenarios. Here, you basically click the small nodes and work your way accross till you reach the end of the map. (PS the icons for the maps below were 'inspired' by Slay the Spire) Maps start at a single point and branch out, giving players many ways to traverse. This image was taken from the middle of the map scrolling left would take you to the starting point and scrolling right to the end of the location (like to the edge of the forest and into the next location). This opens another smaller map showing their immediate surroundings, like this one: They see where they are (say, the arrow) and where they want to go (the cart in the forest), and then click on the place they are currently at to see the route. Here's one way it might look like:įirst, the player is shown where they're at in the world map. Exploration and travel will be primarily through buttons and maps. Maps are the equivalent of walking in the game.
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