Os pongo las características del juego:
Core Game Features
Explore a variety of interesting and diverse locales in this non-linear world, unlocking new routes of travel as you obtain various navigational tools. The decisions of where to go and what to do at any given time are yours to make.
Discover several different Collectem species across multiple types, each with their own strengths, weaknesses, and special abilities. Individual members of a species can vary wildly from one another, meaning that there’s always a good reason to go out in search of new monsters.
Enjoy a randomized experience each playthrough, where the layout of the environments and the location of different species, opponents, & loot are different every time. This will ensure that things are fresh and the decisions are tough even if you've already played before.
Battle your team of carefully trained Collectems in strategic turn-based battles where the stakes are high and the rewards are even higher. Allow your fallen Collectems to live on by infusing their DNA with those still alive, passing on moves, traits, and special abilities.
Shape the strategy of your business as you see fit over the course of the adventure. Use money you acquire from battles to invest in breeding centers, eugenics research, item manufacturing, training facilities, and more!
A number of customizable difficulty options allow you to differentiate individual runs through the game. Disable permanent death, place restrictions on learning/teaching moves, penalize yourself for healing, institute economic inflation, remove all logic from the randomization of the world - these are just a few examples, and the choices are yours to make to fit your playstyle.
Lovingly-crafted pixel art and a catchy chiptune soundtrack evoke the heyday of retro handheld gaming, but a higher resolution widescreen viewing field, color options, internet connectivity, and a touch- and mouse-friendly interface bring it into the 21st century.
Death and Genes, a Primer
We’ve mentioned elsewhere that we’re doing a lot of different things to incentivize player choice. While we’re not quite ready to discuss the full extent of these choices, we would like to take a moment and get into something that goes hand-in-hand with the kind of decision-making we’ll be expecting from the player: permanent death.
When a Collectem dies in battle, it’s gone for good. Regardless of how they went out, regardless of how much or how little they were able to accomplish before the end, you won’t be getting them back. It’s important to us that the player remain adaptable, and so even with the cruelty of permanent death we want to provide a number of ways for you to deal with these unfortunate losses. Since Collectems are inherently expendable, our level cap is going to be much lower than most other RPGs. Right now our target number is 30, though it could easily change as development continues. With a lower cap like this, training up a new team after a major loss wouldn’t be as much of a time sink.
There’s also more to a Collectem’s potential than their level, which brings us to the topic of gene therapy. [...] When a Collectem dies, it will leave behind a random array of stats, moves, traits, and/or abilities in the form of gene clusters. Gene clusters are items that can be used on your other Collectems, effectively passing on the attributes of the deceased to a new generation. Every Collectem also has a Gene Quality, which can be increased in a handful of different ways. The better the Gene Quality the dying Collectem has, the more (and better) gene clusters you’ll get. Even at the highest level, though, you won’t be able to salvage everything from your fallen friends.
You can also pay people to “junk” your Collectems, sacrificing it on purpose to convert specific attributes into gene clusters.
http://tumblr.wearethelayabouts.com/pos ... s-a-primerLet’s talk about Action Points.
We’d like to avoid Item abuse as much as possible, and we plan to do this by budgeting the player’s actions via an Action Point (AP) system. All of the actions that the player can perform separate from their Collectems (using items, scanning an enemy, quick-swapping out party members, etc.) would be budgeted by these points.
The AP meter is divided into 3 notched segments. Empty segments recharge at the start of each turn, with it taking 4 turns to recharge 1 segment, and 12 to refill the entire AP meter.Performing actions can drain anywhere from 1 to 3 of these segments, depending on the use and potency of the item or action in question. Some actions wouldn’t drain any of the segments, but would instead prevent the meter from recharging during the next turn (such as attempting to capture a wild Collectem).
http://tumblr.wearethelayabouts.com/pos ... ion-pointsTambién hay dos configuraciones más de colores, en total: escala de verdes (Game Boy), escala de grises, colores simples o a color.