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KickStarter Grimshade - story-driven tactical RPG with furries

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Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Kickstarter: https://www.kickstarter.com/projects/talerock/grimshade

http://grimshade.co.uk





Grimshade, "a story-driven tactical RPG featuring a turn-based combat system and non-linear progression":

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Now on Kickstarter:

 
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Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Oh well:

Grimshade is a story-driven tactical RPG featuring a turn-based combat system and non-linear progression, set in a fantasy world. Lead a group of adventurers on a journey through the world of Ree'Fah. Each decision you make has a profound influence on the characters, the game's story and the way battles are fought. Explore a varied and intricate world, meet new characters, reveal plot-related secrets and go treasure hunting; the world around changes as you advance and directs you further through the story.

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Proper positioning and awareness contribute more to your success than stat gains;

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Control the character's performance during battles through party and equipment management available outside the battlefield;

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Large locations full of quests, secrets, dangers, and rewards for the player to explore;

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A living world where the environment, characters, and animations are hand-drawn and carefully put together by our artists, sets the atmosphere of your journey.

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A branching narrative, that makes the game's progress depend strongly on your choices;

Gameplay
Grimshade is a fabulous adventure during which you explore a vast and rich world and fight formidable enemies. The gameplay is divided into two distinct phases - adventure and combat.

Adventure
Adventure mode is your exciting journey through Ree'Fah world. As well as progressing the story at your own pace, you will discover different races, acquire better equipment and meet new characters.

You are free to move within the area and choose your destinations: it's up to you to decide whether to go to the nearest city or to look around in the current location, to complete some quests (and which ones) or to test your strength in a difficult dungeon. After completing all the plot-related quests, you leave the area to the next and never come back.
Unique residents with rich history inhabit each area you visit. Embrace the spirit of the local culture and spend your time interacting with the natives — you are sure to find something to help you on your main quest or discover a whole new adventure to go on. Of course, when the stakes are this high, conflict is unavoidable, so prepare for battle by choosing the right tools for the job - find, trade for, or craft a wide range of equipment to improve your characters and make them versatile and adaptable.

Combat system
We spent a lot of time and effort developing our unique approach to battles and making them as interesting and exciting as possible. Any unexpected turn of events can get you into a fight. The world is also inhabited by a lot of hostile creatures that you will have to defeat in the course of events.

At the start, you will have to pick a squad from your character's team including up to 4 members. The battle takes place on a stage consisting of two opposite fields, where characters and enemies are located on their respective sides. Characters move and act in a specific order according to their initiative.

We developed a unique scenario for each battle. Each new enemy has their own features diversifying the fights and making you experiment and seek new approaches to succeed in the combat encounters. Naturally, each new battle requires more skill than the previous one.

We have not forgotten about the tactical battles lovers. Some locations in Grimshade include special missions - hostile dungeons of a higher level of complexity. Here, every encounter with the boss turns into a mortal game of wits. Think over your strategy and prepare a squad that will be able to go through the dungeon in one go. In the end, you'll get a well-deserved reward!

Heroes
Although Grimshade is a single-player game, you won't be traveling alone. Advancing through the story, you'll get acquainted with seven heroes. Their personalities, focus, and backgrounds are pre-set, but you can control their skills and develop the relationship between the party members.

We hope to add another hero soon after reaching one of the goals, and the script of the game suggests twelve of them.

Story
After the Great Flood, being torn apart by the heirs of Amon Darvish the Great and long-running civil war, the Kingdom of Easeon split into three states. Ree'Fah witnessed the dark age for both livs and eleores. Nevertheless, after years of wandering, each group of people still managed to find a haven from the dreadful lands of the Hardfore continent, inhabited by monsters. Amazing technologies, the legacy of ancestors, secret knowledge of the world's nature, great and splendid objectives of the future were lost forever during battles for survival and hard work on settling the new society on the ruins of ancient cities, hostile wastelands, and dangerous mountain highlands.

Eighty years have passed. When old wounds almost healed and people just embarked on the road to prosperity, new enemy forces gained the power to enter the scene, threatening the fragile stability of every living creature's life in the world.

Art
During one and a half years of development, the visual component of Grimshade has changed a lot. From a stylized watercolor environment with 2D characters, we moved on to adding 3D models of characters to the 2D world, creating our own shader, and a detailed environment.

Our artists drew the whole game by hand and carefully put it together, that's why the world of Ree'Fah is full of life even in the most secluded corners. Hope you can feel this!
 

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Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Now on Kickstarter:



Funded.

Also a bit about combat:

We also want to tell you about the work on the combat system in Grimshade. We were inspired by classical JRPGs and games like HoMM, Darkest Dungeon, Final Fantasy, etc.

Battles take place on a battlefield, which is split into two parts that are 3x4 cells in size each. Each side belongs to either the player or the opponent, and movement to the other side is restricted.

Battle is turn-based, and each turn is based on the conditional turn-based battle system, or CTB. The position on the CTB scale before the start of battle is determined by the actions of each character. During battle, each character uses skills, which are tied to the speed indicator. Any action—be it moving, waiting, or using a skill—spends a certain amount of speed and moves a unit on the CTB scale by this amount.

The skills of the characters and monsters are determined by which row on the battlefield they are in, and on which row of the opposite battlefield they are acting on. Therefore, skills that move enemies on the battlefield are highly valued. For example, you move an archer to the first row. What will that do? First, he can be attacked by melee units. Second, the archer won’t be able to shoot arrows at point-blank range. Other control skills can take a unit’s ability to move away or change his position on the CTB scale.

Each unit in the game has two indicators: HP and tension. They (or one of them) determine the damage of each skill. With HP, everything is simple—if the indicator falls to zero, the unit dies. Tension knocks out monsters, pushing them back on the CTB scale. It’s a bit more difficult with characters because the mechanics of game characters are attached to tension. For example, Alister should be calm in combat, but high tension prevents him from using skills. Ruby is the opposite, though: the higher her tension, the better she fights. And if Kiba’s tension is above 50, then it changes his set of skills.

After the battle, all of the characters’ tension is reset to the base value and life is fully restored. However, during battle, any hero can get injured. A character is injured when he has very low health reserves or when he receives huge damage. Injuries reduce the basic characteristics of characters, including their damage and combat potential. You can only get rid of injuries in safe zones, but getting to one is not a simple task when you are in the middle of a hostile location.

Moreover, each unit has avoidance tokens in battle. The token completely absorbs one hit and restores over time. Every character has different ways to get and restore tokens, as well as to get the maximum number of them. This encourages you to think of a strategy of getting your opponents’ tokens. For example, use quick and powerful blows to take them away from your opponent, and then deal a powerful blow to finish him off before he has the time to get new tokens.
 

Cross

Arcane
Joined
Oct 14, 2017
Messages
2,998
Battles take place on a battlefield, which is split into two parts that are 3x4 cells in size each. Each side belongs to either the player or the opponent, and movement to the other side is restricted.
Not sure what the point is of having a battlefield when it's that small, and half of it is off-limits.

All the other supposed selling points of their combat mechanics sound similarly questionable. And that's not even mentioning the furry part.
 
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Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Try to get in this to make a review and not enjoying it at all. The writing is mediocre at best and it's the same epic fantasy bullshit once again. Art style is somehow really unappealing. I dunno, just look at those faces from the trailer still, it just reeks of the low-tier VK artist publics. Gameplay is really, really slow - I'm about 2 hours in (hard to judge as I alt+tab constantly out of boredom, just like now) and there was lots of combat but nothing that's really fun or engaging. World seems to be open but at the same time is locked - found some side quests and ofc I can't do them unless I progress the story enough. Lots of loading PoE-style, although they're not as long, thankfully.

Unless the combat suddenly gets miraculously good, I won't have much positive stuff to be saying about this.
 

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