zwanzig_zwoelf
Graverobber Foundation
I've decided to start a new thread for Der Geisterturm since the original thread was about Der Geisterfänger, a different scenario that will be resumed at a later date and I'd rather avoid any confusion between the two.
Der Geisterturm is a turn-based dungeon crawler and a spin-off to Das Geisterschiff. You wake up inside a mysterious tower and a mysterious guy commands you to climb to the top to get another chance at life.
For those 3.5 people who managed to complete the original, here's a quick list of what's changed compared to the original game:
Before you hit the decline button, I ran a private test of the early game with a few bois and so far they seem to enjoy it.
The game is expected to come out @ early next year unless I get hit by a car during the unplanned trip to McDonald's.
Der Geisterturm is a turn-based dungeon crawler and a spin-off to Das Geisterschiff. You wake up inside a mysterious tower and a mysterious guy commands you to climb to the top to get another chance at life.
For those 3.5 people who managed to complete the original, here's a quick list of what's changed compared to the original game:
- Energy stat -- can be used as an additional source of ammo for your laser or the booster (quick dash forward) or shield (slight damage reduction from all sides) abilities;
- Character progression -- RCS, weapons, and abilities require special upgrades you can find through exploration while pilot's stats improve as you play;
- The pilot is present in the game and can be hurt if enemy attacks penetrate your armor;
- Combat against multiple enemies, usually 2 or 3. One-on-one fights are still present once in a blue moon;
- You can find ammo, armor and health items through exploration;
- Workshops fully restore your DC, energy, and HP, but your max DC is reduced depending on how much damage you took (about 10% of the difference between your current and max DC);
- Fire modes -- from boring stuff like single and aimed shots to more interesting stuff like energy blasts;
- Combat stances -- you can focus on aiming/evasion/balance between the two depending on the situation;
- Shots to the side or back can deal more damage + give the target evasion penalties, so using hit & run tactics is a viable option;
- Damage types -- certain weapons work better against certain enemies, and you might want to adjust your tactics based on that (unless you enjoy suffering like a little shit);
- Saving & loading is no longer limited;
- Crapton of minor improvements to controls, graphics and whatnot that's too long to list here.
Before you hit the decline button, I ran a private test of the early game with a few bois and so far they seem to enjoy it.
The game is expected to come out @ early next year unless I get hit by a car during the unplanned trip to McDonald's.
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