Which game features do you enjoy?

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We Are The Witches

True & Honest Fan
kiwifarms.net
Joined
Feb 23, 2019
Imagine an RPG, which game features out of these do you consider particularly interesting or attractive?
  • Aesthetics customization of characters (skins basically).
  • Permanent monster capturing (adding them to your party, permanently).
  • Temporal monster capturing (you capture them easily, but can lose them).
  • Predetermined party (your party members have lore and background, but are not flexible: i.e, the story determines who they are, not your choosing).
  • True roguelike (death means you start at level 0, possibly by keeping items you stored).
  • Big pool or small pool of types (e.g: water, fire, plant, etc → they beat each other in "rock, paper, scissors" fashion).
  • Resurrection system (you change skills/type of character, but start at level 0 again, so you get more varied skills, but at the cost of grinding).
  • Very long story, or reasonably short instead (assuming it's fun anyways).
  • Bestiary or the like, where mostly irrelevant but creative lore can be read.
  • Special enemy attacks lower level (very rarely, the enemy may hit you with an attack that lowers your level by 1).
  • Big pool of items (which could lead to non-unique stuff, like a sword that is mostly like some other).
  • Losing items and money on death, or keeping some after calculating via randomization.
  • Real time based events (like something happening only at 3AM your device's time, or changing from day to night).
  • Easy level-ups with special items (like Rare-candies in Pokémon).
  • Minigames within the game that are not as polished, but still exist.
Add any other that sounds cool to you, not listed here.
 
Jiggle physics.
Love them as long as they aren't monetized, basically do it like the majority of spider-man games do.
Monster capturing
In games not built entirly around monster capture like pokemon and digimon games it can feel a bit tacked on and bloated. SMT is still my favorite version by forcing you to continually combine and level while still being strategic by passing on moves and such
True rougelike
It needs to be what the entire game is based around, Justing adding rougelike stuff without fully committing can fuck a game
Will always be welcomed, never takes away just adds to the experience.
Attacks that lower levels
Fuck anyone who does this with a red hot rusted barbed wire wrapped spike, put red hot pokers under their nails, bend all their joints in the wrong direction, burn all their skin off while saving them at last second, cover them in salt, ripped out their tongue, mash their genitals into a paste and keep them alive with feed tubes and ivs sitting in a well lit room with only a mirror so that they spend the rest of their miserable life look at the monster they've become while periodically inviting his family to look at him.
keeping some items after calculating via randomization.
if its true randomess and not something I could predict and plan around it'll frustrate me more then just losing everything
 
Fuck anyone who does this with a red hot rusted barbed wire wrapped spike, put red hot pokers under their nails, bend all their joints in the wrong direction, burn all their skin off while saving them at last second, cover them in salt, ripped out their tongue, mash their genitals into a paste and keep them alive with feed tubes and ivs sitting in a well lit room with only a mirror so that they spend the rest of their miserable life look at the monster they've become while periodically inviting his family to look at him.
Yeah, I also dislike this practice.

In one of my favourite games, which are the PKMN Mystery Dungeons, there is a seed/item that they can throw you that lowers your level, it puts you at the previous one, only 1 exp away fom leveling up, so when you defeat them, you go back to the one you had (so it effectively resets all the grind you had for that specific level).

But if somehow they hit you twice with that object (very unlikely, then you go down 2, kill them, recover 1 = lost 1 level + all the grind you had for the other).

In games like Izuna it's worse, since they have a common enemy that doesn't need a very specific item for that.
 
Deep skill tree that can be reallocated without penalty. Lots and lots of guns that are insanely modifiable and customizable so I can tinker with gear forever.
 
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