Sora should have a small slide forward with each strike as well as small star shaped particle effects. Enemies should also be slightly knocked back when taking damage. Also, Have the Y coordinates of each sprites also determine what sprites overlap each other, conveying a phantom Z-axis.
Thank you for the comment/idea! I’ll definitely look into it as well as other visual customization options in case skins/costumes can’t be done due to time and resources 🫡
This doesn't need to be in the game at launch, but it would be cool if you added more playable characters with different base stats. Or even increased/decreased drop rates. For example, Aqua is more likely to come across a magic ability than Sora is.
Thank you for the comment/suggestion! Riku will most likely be put into the game as I have the sprites for him but other characters seem unlikely **ATM** due to lack of resources, time, and my own ability to make high quality sprites for extra characters :]
You are correct 👍 However, I’ll be doing my best to ensure the hitboxes of each enemy and attack option feel “fair” so that it isn’t a pain to do combat which is the focus/highlight of this project lol
Hey! Great project! I'm just discovering it now! I've been playing a lot of roguelikes and survivor over the last years, I have a lot of ideas that I'd like to share with you, is there a way for me to send it to you? Goodluck on your project!
Hey there! Thank you for the comment :] You can leave your ideas here in the comments! Or if you prefer to message me directly/privately then I can add you on discord 👍
@@bojomojo20 Okay! I'll try to go through what I think would be good ideas for a roguelite in general and how to apply them for a Kingdom Hearts game while respecting the DNA of the franchise, there's a lot of stuff and of course it doesnt have to be 100% respected but I think it'd be good axis of development for your promising project ! 1 - Leveling / Evolution : I think it'd be nice to increment XP at some point ( I guess it's already roadmapped ) , and for it to have an impact on Sora's stats and physical appearance. For instance, Sora could start as KH1 sora, then at lvl 20, evolve for KH2 sora, would then unlock a new mechanic I'll develop in a further point, then, after a while, for instance lvl 50, reach KH3 form ( and why not KH4 even later! ). It wouldn't be skin only, enemies could evolve aswell at the same time. For instance, at lvl 20, nobodies could start appearing, then at lvl 50, unversed. It could also raise Sora's stats significantly in order for the player to survive the new bestiary of enemies ( exemple, more dmg on autos , more crit rate, etc... ) 2 - Synergy / Build : It's difficult to talk about Roguelikes without talking about deck building, or item synergization. I think items in the scope of Kingdom Hearts may be a bit of a stretch except for some rings, bracelets, and keyblades of course. However, I think it'd be interesting if you could chose stats and/or items at each level up, and once you reach lvl 20 and get KH2 sora, you unlock drive forms. For instance, if the player focuses on magic items, he may unlock Wisdom form, increasing his evasion and his spell damage / reducing his MP cost. If he focuses on physical stats, he could unlock Valor form, critical couldb e master form, focusing on leveling up the skills such as Zantetsuken could unlock limit form, attack speed could be Final form, etc... With each their own properties , may it be moving speed, crit chance, unique movesets, rerolls, etc... 3 - Passive spells ( D-link / Summons / companions ) This is another aspect of KH that would be nice having in this game, similar to how Death Must Die does it, having some items ( let's say a ring ) that has a hidden passive that gives you a companion for X amount of rounds/waves , and having the possibility to make a build focused around summond damage, summon cooldown reduction, etc... I know it's a lot and you barely started, I don't mean to flood you with impossible stuff to make, I'm just giving you possible axis of developments that'd make the game deeper later on when you're settled with the foundation of it ! Lastly, I'm a 3D artist so if you ever need help feel free to dm me ! Kind regards and good luck on your project once more!
@@sakahiro221 Thank you for the ideas/amazing comment!! I'm so glad to see people like you among many others interested in this project :D I do have a plan for each of the categories you mentioned and my plans are along similar lines to what you have suggested! I haven't revealed such details yet due to them possibly changing over time, way of implementation, and also due to a personal philosophy of mine - I've been let down many times by some of my favourite games stating something is coming only for it to *not* come (AHEM I'm looking at you Blizzard Overwatch PVE....) so I would hate to do that myself and will only be announcing/discussing my game's featureas as they are finished or ready to be seen by you guys for feedback!! I hope that makes sense lol I do however want to acknowledge some of your points since you provided a really detailed and thoughtful comment :] 1 - There is going to be appropriate scaling in place. What I mean by that is that Sora will require more and more XP per level up (just as a normal KH game) and there is actually *two* ways player's will be able to powerup ;3 I mentioned in my first dev log that this is heavily inspired by Hades and something I'm directly taking from that game are the room reward progression system. In each world, there will be a fixed number of rooms but the reward for each room is different/random per playthrough. I won't spoil them all (there's like 10 atm) but some exmaples are the "Paopu Fruit" room where it gives +MaxHP for the rest of that run, "Moogle Shop" room where you can use munny to buy potions, ethers, stat boosts, etc. and rooms dedicated for selecting only magic or only attack related abilities! In addition levelling up will reward players with 2-3 completely random bonuses such as stats boosts (STR, MAG, DEF), passive abilities (fire boost, attack boost, exp boost, etc.), or even straight up attack abilities like my so called "reaction commands" from dev log 1. As for evolutions/drive forms and enemy variety, I simply do not have the assets or time/ability to create full sprite sheets for drive forms and enemies not included in the assets page that I am using. There are a distinct selection of heartless per world (so there aren't many repeats of heartless with a few exceptions) and the world "battle level" increases requiring the player to make smart choices in what they pick from room rewards to coincide with the random level up bonuses so that their build is "gud" lmao. While drive forms specifically are not in the scope of the projects 1.0 release, I do understand your input and can ensure that the progression will be meaningful and satisfying :] 2 - Like I mentioned above, drive forms are not going to be a thing ATM however... I'm planning to do something with the "permanent progression" of this roguelike that ties into Kingdom Heart's synthesis and armour/accessories and a new "gear slot" that I think is pretty cool sooooo *wink wonk* lmao but more on this in like... a month realistically. 3 - There will be summons! I definitely want them in the game as I love their usages in all the main titled games and want to try something new with them, I'm just prioritizing other aspects of the game atm but great idea in case I didn't consider it! I appreciate your comment and I hope my response is sufficient!
That's a good thing that you're getting inspired by Hades ! If you didn't play it, you should play Death Must Die, as per they're getting heavily inspired by Hades aswell with Divine blessings that will influence your whole gameplay for the run. For the assets, if you can do the switch to 3D at some point in the development, you would have access to way more resources that I could bring ( I can rip kh3 )😊
@@sakahiro221 I have actually played Death Must Die!! I got a crazy dash build for Merris and slowly working on a build for Kront :D I'm gonna be sticking with 2D for this project but the plan was to do a 3D Remix/Remake of it in Unreal Engine afterwards! Just like in true Kingdom Hearts fashion looool. I'm slowly learning Unreal Engine alongside the development of this project in preparation for the Remix/Remake and for other projects in general sooo yeah :)
Nope! I was not aware of that game until your comment :0 I just thought it’d be cool to do a roguelike based off KH as I *personally* have not heard about one being made :]
Sora should have a small slide forward with each strike as well as small star shaped particle effects. Enemies should also be slightly knocked back when taking damage. Also, Have the Y coordinates of each sprites also determine what sprites overlap each other, conveying a phantom Z-axis.