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Indie Rabbit Hole - A RPG Adventure

1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22
Hey all!!

I wanted to talk about and show you all a game that we have been working on at @1manstudio. It is a RPG Adventure Indie Game, set in a Dark Wonderland.

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The game is called Rabbit Hole, and to avoid TL;DR, you can read about it on the Rabbit Hole website.


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A Quick Summary of The Story
Three children from different parts of the world share the same dream every night. In their slumber, they follow a rabbit to a dark island plagued with a mysterious infection. They encounter the cursed inhabitants of this land and must uncover the purpose of their arrival before the plague consumes them.

….and all of this is done with a dynamic turn based combat system!!

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Ultimately, the reason I am sharing this game with you all so early in development is because we are looking for some of the most dedicated RPG fans online to provide us some great feedback on the art, concept, story, and gameplay.

You can either follow us on this thread, or on our website, which I had shared above. Connect with us on here, our discord channel, Facebook, etc.

We will continue to build upon this post thread, as we roll out with new gameplay videos, art concepts and story bits. So stay tuned adventurers
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. And please be honest with us, as criticism is necessary in order to improve.

Just how far are you willing to follow us down the Rabbit Hole?
 

1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22
How are the mechanics?
Hey Deama! Not sure if you had a chance to look at what we have announced so far for the game features on the website, but here is what is featured or planned to be featured as of now. If you want more specifics about certain features, just let me know. Hope this helps?


  • Turn based combat with dynamic positions: Rabbit Hole employs an innovative battle system that allow for strategic decisions without giving up the exciting fast-paced battles.
  • Multiple endings: Your decision matters! The game features more than 5 distinct endings
  • Hand-crafted main story with procedural generated loots, side quests, and extra dungeons: Procedural generated content ensures that every play through is a new experience. The important story's quests are hand-crafted so that we don't lose out on the narrative and character development
  • Character customization with Equipment and Tarot cards: Customize your party with Equipment and Tarot Card. Each card contains spells, skills, passive perk or summon-able Tarot allies.
  • Mental breakdown and Sanity system: Adventuring in the world of madness will cause characters to slowly become mentally unstable. Manage mental illness and mental breakdowns with conversations, skills and peaceful activities
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Re. procedural & madness, how darkest dungeon is it? Although, even now when it has become a bit of a common theme, attrition mechanics are always welcome.

How does your gameplay system ensure replayability / build diversity / ability to fail, i.e. enough viable builds & abilities to make significantly different playstyles possible?
 

1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22

Would you consider tuning down the white screen flashes from the lightning spell? Rapid bright flashes, especially contrasting a dark image, is seriously headache-inducing.


Regarding the white screen flashes, we will read though all feedback during beta test and consider them like this rapid bright flashes. Also, if you are interested in maybe participating in beta testing, to provide more direct feedback, be sure to sign up on our site 1manstudio.net. Thanks for the feedback, and we will surely take everything into consideration as we continue development :).
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,829
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Turn based combat with dynamic positions: Rabbit Hole employs an innovative battle system that allow for strategic decisions without giving up the exciting fast-paced battles.
But what does this mean exactly?
 

1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22
Re. procedural & madness, how darkest dungeon is it? Although, even now when it has become a bit of a common theme, attrition mechanics are always welcome.

How does your gameplay system ensure replayability / build diversity / ability to fail, i.e. enough viable builds & abilities to make significantly different playstyles possible?


That is a big question and requires a long answer. But to avoid TL;DR, there are 4 totally different available builds for each main character in mind when creating the items and ability. Each character have a set of abilities that are unique to them, each ability is dependent on a different main attribute. Each item also have unique effects, and tarot cards that are slotted into items also have unique effects, not just stat bonuses.
That help with creating some build diversity.
For example, there is an item that activates only when wearer is low on Sanity. That item allows the character to cast a random spell when they deal physical damage.
There are also tarot cards that slotted into an item which allows counter attacks, which can be linked to a specific tarot card so that the counter attack always use a spell.
Still, the game is not in beta yet, so everything is still up in the air, and could possibly be changed.
But that is the general ideal behind it...hope that gives some clarity? We will surely be providing more details, as the development of the game continues.
 

1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22
Turn based combat with dynamic positions: Rabbit Hole employs an innovative battle system that allow for strategic decisions without giving up the exciting fast-paced battles.
But what does this mean exactly?


The character moves around in the 2d battle field.
Your position dictates spell effects.
Enemies target closest unit, so ranged unit are less likely to get hit.
So, it is different from standard hit/return back to position turn based RPG
There are CC spells and skills that pull thing together to setup for big AoE dmg, or skills that knock units around, and
skills that pierce through units to hit the ones behind...those are just a handful of the features for the turn-based combat system thus far.
 
Last edited:

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,554
Location
Bulgaria

Would you consider tuning down the white screen flashes from the lightning spell? Rapid bright flashes, especially contrasting a dark image, is seriously headache-inducing.


Regarding the white screen flashes, we will read though all feedback during beta test and consider them like this rapid bright flashes. Also, if you are interested in maybe participating in beta testing, to provide more direct feedback, be sure to sign up on our site 1manstudio.net. Thanks for the feedback, and we will surely take everything into consideration as we continue development :).
You can fuck up somebody with epilepsy mate.
 

1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22
Evening everyone!

Just wanted to give you a quick update. I was able to attend, and setup a table to exhibit Rabbit Hole at the Anime Matsuri Convention in Houston this past weekend. Overall, it was a great experience. I did find a lot of people had a genuine interest in the game, and the artwork, which was reassuring. I have a couple photos below of my booth setup. Please feel free to give me some honest feedback on what you think of the setup.

I am also writing up a lengthy Post Mortem of my experience. Since this was my first exhibit, I had no clue what to expect, nor did I know what preparation was needed. In the post mortem I will provide a breakdown of everything I bought with a $$ value just so those of you who might be looking to one day setup a booth at a convention for your indie game.

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1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22
So I was able to write up and publish my Post Mortem for the Anime Expo in Houston during Easter Weekend. You can read it here: https://1manstudio.net/blog/anime-matsuri-post-mortem.html

With some hindsight I was able to look at all of the processes and steps I took in preparation from buying the materials to setup the booth. What I needed, or did not need to buy...What was the most difficult part of the whole booth setup & location?

I also wanted to share what I found to work best in terms of meet & greet with those interested in the game, and the conversational steps I took to gain enough of their trust to provide their email.

I am undoubtedly so an introvert, so much of what I express in this post mortem will resonate with others who dread having to speak to a lot of people in a very brief period of time. But there is no doubt I learned a lot about the natural flow of an expo, which will be something I can take with me to even larger EXPOs like PAX (hopefully).

I do hope this helps any other developers out there that may be looking to showcase their own games at events like this.

29694700_1662179447170851_1637479993894826604_n.jpg
 

1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22
Thought I would share a #ScreenshotSaturday, which happens to be a new backdrop I created for my game Rabbit Hole, which now features the entire crew.


Continue enjoying your weekend everyone!!

ydCzQQU.jpg
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,345
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Another vote for tuning down the white flashes during combat, when you go through 100 combats and always have this flashing in your face it's gonna get annoying and headache-inducing in the long run.
 

1manstudio

1-Man Studio
Developer
Joined
Mar 23, 2018
Messages
22
Another vote for tuning down the white flashes during combat, when you go through 100 combats and always have this flashing in your face it's gonna get annoying and headache-inducing in the long run.


Thanks for the feedback JarlFrank. I will surely consider this as I work further into development. :)
 

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