# **Game Genre** **Turn-Based Squad Tactical JRPG** with Light Roguelite Elements **_Genre clarification and why is considered JRPG and not RPG:_** - **Fixed characters** with defined personalities and stories. - **Turn-based or tactical combat** (often menu-driven). - **Linear or chapter-based storytelling** with strong narrative focus. - Stylized **anime or fantasy visuals**. - Inspired by games like **Final Fantasy**, **Persona**, **Fire Emblem**, **Chrono Trigger**. --- # **Summary** - Project A* redefines the turn‑based JRPG genre by combining the solo‑hero focus and tension hight stakes combat encounters of **Darkest Dungeon** (you control only the protagonist) with the seamless auto‑battler flow of **Sony** (Newgrounds), and world navigation and exploration mechanics inspired by **Golden Sun.** - Progression takes cues from **Path of Exile**, with deep skill trees and subclass branches that unlock through rare item drops known as Cataslysts and variation of these with Trinkets—introducing light roguelite elements centered on experimentation and replay value across narrative-focused campaigns. - Catalysts are earned from milestone quests, boss kills, or difficult narrative forks. - Set in a surreal gothic‑horror world rendered in a **Tim Burton–meets–Final Fantasy** style, each walkthrough challenges you to adapt your hero and squad around up to three procedurally‑generated trinkets—powerful ability enhancers you choose as you progress. - With persistent unlocks acrosschapters, strategic turn based gird combat, and meaningful narrative stakes, every adventure becomes a deeply personal, high‑tension journey. - The high tension part can be adjusted to no permadeath feature as players wish to play, being toggeable. --- # **Core Gameplay Loop** - **Explore and Scout**: Uncover the map, manage resources, and plan your next moves. - **Engage in Combat**: Tactical turn-based battles challenge players to use their hero’s abilities and squad synergies effectively. - **Manage Resources, Progression, and Unlocks**: Earn rewards to upgrade skills, enhance settlements, and unlock permanent progression elements such as hero abilities, trinkets, or improved starting conditions for future playthroughs. - **Optional High Stakes or Narrative Focus**: In certain modes, the campaign ends if the main hero dies, adding weight to every encounter. - Other modes allow traditional continues for narrative-first players who could get frustrated by losing progress. - **Replay Through Narrative:** Each chapter is designed to be replayable with different builds and decisions, encouraging exploration of its layered metanarrative. - Narrative and lore motivate lore and story driven player to discover its story and worldbulding. --- # **Quest Design – Overall Vision** - **Main Quests**: Carefully handcrafted to deliver high-quality narrative experiences, character development, and progression in the core storyline. - **Side Quests**: Procedurally spawned but handcrafted, dynamically appearing as the player explores the world, not all side quest will appear int the same walkthrough adding to replayability value. - These quests are context-sensitive and inspired by emergent gameplay, similar to systems found in _Skyrim_. They often emerge from in-world events, environmental interactions, or through special icons (speech bubble pop-ups) visible during world map traversal. - **Special Events & Rare Loot Quests (Catalysts and Rare Trinkets)**: Some quests are triggered through unique events or discovered in specific areas. Completing them rewards the player with rare loot like High Tier Catalysts and Trinkets. - **Integration with World Map Exploration**: - The player controls a main hero avatar in a semi-open world inspired by _Golden Sun_, with free movement and exploration governed by terrain, simple puzzles, and obstacles. - The map uses a **Fog of War** system that clears as the player explores, revealing new zones and hidden opportunities. - Scout units sent can aid to it. - A **real-time day-night cycle** affects visibility, quest availability, and enemy types. - Quest opportunities appear dynamically in the overworld as visible markers (e.g., “?” bubbles), and players can choose to engage or ignore them. - Akin to Golden Sun world map navigation while discovering new NPCs and even quests. - https://youtube.com/clip/UgkxN9dTp0QOdwYdVVe8xwzVyStbm4Va91nL?si=RU7oBnZyqe15uSID (Clip Sample from Golden Sun) - Some NPCs, all enemies, and events are represented as avatar units during World Map navigation, with AI pathfinding and reactive behaviors. - **Scouting Mechanics**: - Players can dispatch **scout units** (non-hero characters) to handle specific missions. These use stat-based selection (e.g., Strength, Magic) and pathfinding AI to resolve quests or challenges asynchronously. - Scouts operate in real-time, with missions taking time to complete. Results are auto-resolved unless the player intervenes. - On mission completion, scouts return to the nearest checkpoint town or can be instantly recalled using rare magical items or consumables. - This system allows the player to focus on their primary hero's journey while strategically managing their squad in parallel. # **Target Audience and Platforms** - **Target Age Group**: Ages 16–35; for hardcore gamers who enjoy strategic depth and narrative choice. - **Appeal**: Fans of JRPGs, immersive narratives, and replayable experiences. - **Platforms**: PC, Nintendo Switch, Steam Deck. # **Feature Set** ## **1. Core Gameplay Mechanics** **Real-Time Tactical Turn-Based Combat** - **Easy to learn but hard to master** battle system blending squad-based strategy with turn-based mechanics. - Players control the main hero directly while issuing indirect squadmate commands. - Evolving hero skill trees for varied and unique builds. - **Grid-Based Tactical Combat System** - **Combat takes place on a 16x16 tactical grid, supporting up to 16 units per side. Units vary in size and function**—some occupy multiple grid tiles (e.g., large beasts or siege units), influencing pathing, range, and positioning strategies. - Early encounters are smaller (e.g., 4v4 or 6v6) to introduce core mechanics, with more complex formations unlocked as the player progresses. - Unit positioning, directional line-of-sight, terrain advantages, and ability synergies shape each turn. - Squad management evolves across the campaign, gradually scaling the complexity and number of deployable units. **This design supports both strategic clarity and long-term mastery, building toward large-scale tactical encounters without overwhelming early-game players.** **Replayability** - Multiple **hero archetypes**, each with unique playstyles. - **Permanent unlocks via skill trees and upgrades, with some subclass paths gated behind random drops** to encourage build variation across replays. - Multiple distinct **campaigns**, each introducing a new hero and map. - Permanent narrative consequences ensuring unique player experiences. **Dynamic Exploration (Offline and Online)** - **Squad-based scouting** to explore different areas simultaneously. - **Online co-op** mode supports multiple players dividing responsibilities. - Strategic teamwork in both solo and online gameplay. **Dynamic Real-Time Day and Night World System** - **Daytime**: Access to specific locations, NPCs, and quests. - **Nighttime**: Deadlier threats balanced by unique rewards. ## **2. Avatar-Controlled World Map Movement** **Overview** Inspired by _Golden Sun_, the avatar-based overworld blends direct player control and procedural, semi-open exploration. https://youtube.com/clip/UgkxIpQL3PwGjDWc0Jg7zkaL3KesLKHOArg9?si=NmtMInd0vQmVFUOb **Core Mechanics** - **Direct Hero Navigation**: Player controls a single hero in real-time. - **Fog of War**: World revealed as the player explores. - **Day-Night Cycle**: Impacts visibility, events, and quest availability. - **Dynamic Quest Pop-Ups**: Procedurally generated quests appear contextually as speech bubbles. - **Terrain Interaction (IDEA, REQUIRES ADMISSION FOR MVP)** : Requires specific hero skills (e.g., "Spectral Lift," "Void Tear") to solve world puzzles or unlock paths. - [**Skill Use in Navigation (Golden Sun)**](https://youtube.com/clip/Ugkxyctw7Bbe9a9rLKvVE8L7vMqNCJ7g_GOx?si=-T3muiksrVea-rHo) **Sample Clip:** https://youtube.com/clip/Ugkxyctw7Bbe9a9rLKvVE8L7vMqNCJ7g_GOx?si=-T3muiksrVea-rHo - **Sample Clip 2:** https://youtube.com/clip/Ugkxa5vOepS3hz1xkvcCM3IF30bfeHgHnduJ?si=rlqtsx06qLdwXtOu **Squad & Scouting Layer** - **Scouting Units**: AI-controlled characters dispatched on missions. - **Stat-Dependent Missions**: Missions require specific stats (e.g., Strength, Intelligence). - **Combat Resolution**: Auto-resolved unless the player intervenes manually. - **Real-Time Progression**: Scouts operate independently and return automatically. - **AI Autonomy**: Squad members behave dynamically based on terrain, enemies, and mission goals. ## **3. Dynamic Enemy Encounter System – World Map Navigation** **Overview** Combining _Golden Sun_ exploration with _Shin Megami Tensei V_-style visible encounters. - **Sample Clips:** https://youtube.com/clip/Ugkx2AKUH-H-rn-M8QXl1q98xv22yTaNCN-6?si=dk50eoq428HLI0V_ - https://youtube.com/clip/UgkxbH7XLXJJqNkp_6X0E90kfCZmUdfBSnuQ?si=fWcl7Uf4RMDdgpF6 **Core Features** - **Visible Enemy Avatars**: Real-time, map-based enemy movement. - Use terrain, traps, or distractions to avoid or ambush enemies. - **Ambush and Initiative**: Gain combat bonuses by initiating preemptive strikes. - **Environmental Control**: Manipulate enemies using terrain tools. - **Non-Random Encounters**: Player-driven, not RNG-based. **Ambush Exceptions** Enemies may ambush the player when: - Hidden (e.g., mimic coffins, shadows). - Subtly signaled (e.g., growls, visual cues). - Triggered by proximity. ## **4. Online Features** - **Local and Online Co-op (Up to 4 Players)** - Shared campaign experience with individual hero and squad control. - Collaborative strategy and resource management. - Enemies get stronger the more players are present, promoting cooperation and strategy. - **Server Features** - Multiplayer lobbies (P2P). - Progress syncing via API. ## **5. Control Support** - **Multiple Input Methods** - Keyboard + Mouse with full remapping. - Gamepad compatibility for console-style play. # **Art and Atmosphere** ## **1. Camera Modes** - **World Map**: Tabletop-style for strategy. - **Tactical Map View**: Immersive 3D free camera. - **Side-Scroll Combat**: Cinematic 2D battles. - **First-Person View**: For key narrative events. ## **2. Visual Design** - Gothic surrealism inspired by **Beksiński**, _Don't Starve_, and _Alice: Madness Returns_. - Watercolor palette inspired by **Enys Guerrero**. - Real-time lighting, subtle cel-shading, and atmospheric post-processing. ## **3. Sound Design** - Minimalist piano, strings, and Eastern percussion. - Shoegaze and French avant-garde influence. - Environmental immersion in first-person. - Haunting tension soundscapes. # **Narrative** ## **1. Personal Journey of Choices and Consequences** - Customizable hero drives a narrative shaped by their choices and struggles. - **_Suggestion:_** Certain trinkets carry memory-encoded data from past runs, influencing story access or triggering dream-like dialogue branches. - Each “run” is a full-length handcrafted chapter in a broader meta-narrative. While procedural variety exists in events and loot, core maps and key story arcs are curated. ## **2. Atmospheric Storytelling** - Gothic horror conveyed through dialogue, visuals, and immersive sequences. ## **3. Branching Paths** - Morally complex decisions affect characters, factions, and outcomes. ## **4. Replayable Campaigns** - Handcrafted world locations with multiple side quests , hidden lore, and multiple endings enhance replayability. ## **5. Dynamic NPCs and Factions** - Factions evolve in response to player actions. - Example: A faction offers help but demands moral compromises. ## **6. Voice Work** - Distinct voices for heroes and enemies reflecting emotional nuance. ## **7. Themes** - Resilience, tragedy, and humanity under duress. # **Accessibility Features** Accessibility is prioritized as both an inclusion strategy and market investment. 1. Customizable Controls 2. Colorblind Modes (Deuteranopia, Protanopia, Tritanopia) 3. Visual Accessibility (contrast, text size, alternate UI) 4. Adjustable Difficulty 5. Subtitles (custom size, opacity, bionic reading) 6. Notification Timing Adjustments 7. Reduced Motion Mode (epilepsy-safe) 8. Misophonia Mode 9. Enhanced Skill Effects (outlines, color depth) 10. Future Options (sign language, AI text-to-speech) # **Additional Features** ## **1. Progression and Skill Development** - Passive skill trees define core archetypes and customization options. Some branches—representing subclass paths—are only unlocked through rare Catalyst drops (rarer than trinkets by default) earned from key quests, elite enemies, or major choices. - Trinkets, meanwhile, alter skills, apply passive effects, or modify combat behavior. They fall into thematic categories (e.g., Mind, Body... etc), and combining specific types can unlock new subclass directions. - This system encourages replayability through adaptive builds, exploration-based progression, and meaningful loadout experimentation. ## ~~**2. Mind, Body, Spirit System (ailments stats system)**~~ - ~~**Body Abilities**: Physical and affected by conditions.~~ - ~~**Mind Abilities**: Mana-based with secondary effects.~~ - ~~**Spirit Abilities**: Chance-based mystical powers.~~ ## **3. Enemy Design** - Varied enemy archetypes and tactics. - Ambushes, narrative bosses, and tactical group combat. ## **4. Diplomacy System** - Faction relations influence resources and events. - Moral choices have lasting consequences. ## **5. Day and Night System** - Strategic planning around temporal mechanics. - Different risks and rewards tied to time of day. # **Project Scope (MVP)** **1.5 hours of gameplay** demonstrating core systems: - 30 minutes of original music - 1 open-world map with 2–3 towns - 10 unique enemy types, 1 mini-boss, 1 boss - Flexible progression system guiding into 4 distinct archetypes