Principles


Ailzylia design principles

Some principles to help you understand my direction with the game

  • Immersive experience first. No direct references to anything "gamey" - no meta tutorials 
  • Entirely uninterrupted playtime start to finish. - Not even cutscenes relinquish player control
  • Flat difficulty to encourage exploration - You're never the wrong level for a newly found area
  • No RPG stats. Setup is based on the 3 weapons & 3 spells you've found and chosen (and how you play them)
  • Most enemy encounters have an idea or "scenario" & never randomly placed
  • No fast travel, but many shortcuts. Big world with checkpoints & lots of secret paths. 
  • Online PvP only happens in "Thoroughfare" levels that are in between each area
  • Main dungeon areas will be mostly single player with exception of a PvP dungeon area
  • Simply, the collect-a-thon element can't be ignored. Your goal is to collect weapons/spells/trinkets 
  • A goal of improving your characters toolkit through exploration/boss hunting/collectables/shops/secrets
  • No extensive inventory - 3 weapons/3 spells at each checkpoint means you can't have the counter to everything

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