Hi
Im planning a roguelike dungeon-crawler similar to darkest dungeon. Dungeons are seen as 2d from above when exploring them and when encountering fights those are played out in a turnbased group vs group manner. The tactical fights and managing the party of heroes are the main part of the gameplay.
Heroes do level up, but gold is also an important resource that goes into equipment (items loose condition and needs to be replaced), healing, recruits, upgrading party skills (such as max size) and other stuff. The player will need to choose what to spend gold on.
This is how dungeons (the actual game) are linked together:
1. A new game is a new "campaign". You set out for adventure and try to make it to the "end" of the campaign. If you fail you can start a new campaign (it is highly randomized anyway so it will not be the same). You set difficulty, maybe lenght and if hardcore or not (single save slot).
2. Player starts with 2 heroes but can control up to 6 by the end of the campaign (with recruits and upgrades). If heroes dies they stay dead. But recruits can be picked up at towns. You need a good mix of heroes so they cover different roles.
3. The adventure works like this: the party "travels". Basically events pops up and the player takes actions such as "try to avoid/engage" for an enemy encounter or stay and mine (at cost of energy) or skip for a "found a silver deposit". There is no "travel-map".
4. A campaign consists of 5-10 chapters. Each containing some smaller events and 2 larger dungeons. Each chapter is ended with the party finding a town/camp where they can heal, restock on items and recruit (some/sometimes) new heroes.
5. After the last chapter there is a final large dungeon with extra challenges. If this is completed, the player wins the campaign!
6. If you fail to much you might not make it and need to give up and start a new campaign, especially on higher difficulties. You can only save in towns not during travels but each town is maybe 15 min of gameplay apart. (In hardcore mode your save is deleted when you die).
Could this work? Does it seem both fun and challenging?
Could randomizing encounters feel unfair to the player? I can offset it by offering 2 positive and 2 negative (or whatever) encounters per chapter but still.
Erik