The heroes level up and gain powers. They can also be assigned a collecticle pet (a.i.). The gear, however, which was the cornerstone of creating builds, leveraged procs (programmed random occurrences). The powers of the gear heavily synergized with the combat mechanics (attack, block, slam) as well as the elemental color affinities in the game. Lots of variety in builds emerged creating things from super ice-healers to insanely explosive dps pyromaniacs.
SIMPLY DEEP: While the core mechanical inputs of the game were very simple (attack, block, slam) , a great deal of depth was created when layering in elemental affinity, pets, powers and gear. As synergies were layered in the system, it became evident that a great deal flexibility and power could be discovered by combining various pieces into a hero’s build. This created a simple but rich experience leaning into replay typically found in a good rogue-lite game.
Players allocate collectible gear into five open slots on their hero. The types were Gem, Belt, Bracer, Ring and Amulet. Each had a function that tied into game states in combat. (i.e. belts typically trigger procs on a block)
Since gear was obtained as random loot drops and available in random offers in a shop, we need a lot of variety and power levels that came from an expansive list.
One example was a magic belt that had a chance to proc an icy aura around the wearer when they block an attack. The aura lasted for a short time and did its own ice-based DPS (blue) to any enemy in the aura. Each of the DPS hits from the aura carried a small chance to actually freeze an opponent for a time.
This could be the foundation for a possible character build. For instance, a player might add an amulet that improves the hero's chance to crit when attacking frozen opponents. Or a gem that procs a heal when the hero hits a frozen opponent.
STORY: In addition to an animated slideshow for the intro with a Poe-style poem, the game featured a list of dungeons delves, each with its own title card revealing fragments of the story progression in the game. Players could challenge mini-bosses, free captured pets and unlock new heroes. Sometimes limited opportunities for lost treasures would be discovered.
Since the final boss was a legendary god-like entity. If the players were victorious, they could only beat it back down to the depths from whence it came. There lost and humiliated it would eventually grow again to exist in a ng+ (new game in hard mode). This final moment was presented by an animated slideshow as a visual bookend to the game...
Dungeon Stars was presented with highly animated 2D characters overlaid on a 3D scrolling world that conveyed depth and atmosphere. The vision was inspired by traditional animation roots where often simple designs of highly animated characters were offset by rich background paintings. It was important to keep the heroes and their abilities quick, explosive and colorful. The game experience constantly moving forward.
World Progression: In early dungeons, minions would appear a bit more cartoonish and abstract. Deeper dungeons featured enemies that would be a bit more scary and otherworldly. The final boss, The Conqueror Worm, being the most horrific, massive and fearsome.
Did I forget to mention we were a two person team…?
Allan is a top tier talent, in design direction and art. His level of experience in games is a massive help in defining a project from start to finish. Allan is a natural leader, extremely talented in design and art, and picks up tools quickly so he can test assets in game independently. His actions set an example for the rest of his team. I highly recommend Allan, he is a very rare talent that will elevate any organization he joins.
I've worked with Allan on different projects at different studios and I've always been impressed by his versatile skillsets at a project level (design, visuals, UX) as well as his ability to manage and lead creative groups with amazing culture and collaboration. Top notch pro! Highly recommend working with him if you have the chance. Your studio and products will benefit.