Hello there !
So as I said before, by ultimate goal is to start an indie company, and so to Ive been hard at work learning various things and preparing for my first game.
So today I come to you to have a critic on a screen mockup I put together.
Now keep in mind, most of the art is not from me, I just put that together to have an idea of the style I will pursue and how the final product may look like before investing precious hours developing the actual original art.
So the game might be something of a
cross over between traditional JRPG and card games.
I pulled my inspiration mainly from
Darkest dungeon,
Artifact and
dungeon of the endless for the mechanics.
So the idea is to form a group of heroes that you can train and customize, much like what can be found in darkest dungeon. You will find yourself exploring dungeons and beating monsters. Heres what it looks like

Explaination about the GAMEPLAYSo the main difference with darkest dungeon is that besides
putting together a bunch of heroes, you will
put together a deck of cards (like heartstone ect...)
Each hero can be equipped with a
limited amount of skills. These skills have different minor effects but their
main purpose is to generate mana on your hero so you have control over how much mana you want to earn VS how much utility you want to get from your free skills. (I thought draw mechanic might be very limited like in the witcher card game, you get a big hand at the begining and you have to be really strategic about when to use them)
This mana will then be used to cast powerful spell from your deck.
Once again, little twist, the map that you may find similar to darkest dungeon is actually a little more like the map in dungeon of the endless.
Each time you advance in the dungeon, waves of enemies will appear. To defeat them you will have to split your party strategically on the map. Therefore, you will be able to cast certain spell only in a room where a hero with the right mana is. Therefore
knowing which hero can generate which type of mana, which can really on backup spells and other powerful effect
will be key.
In between dunguoneering, you will get back to town, spending your aquired fortune to tincker with your heroes and deck before the next adventure. Keep in mind that heroes permanently die as well.
Explaination about the interfaceNow I explain a little bit the interface:
Top pane is a timeline, indicating who will act next. (you can only spend the mana of the active hero)
Left Pane is the active hero information : you get his current life\mana crystals ect ... as well as his four personal skills to generate mana, the crystals on top indicate which mana is going to be generated. (icons are temporary and has no meaning besides being pretty) Besides hovering over stuff will pop up some help of course, describing what does what in detail.
Middle pane is your hand : you can browse the available cards. The mana crystals indicate the cost of the card. If you hover a card, the right panel will indicate further information about it. Im currently thinking about how to show more information on the card itself without being too overhwelming and stay pretty.
right pane indicate the map, I havent figure out how to show the important information yet, like where each heroes are ect ... I reckon Ill use some kind of colored crystal for it. Right now, I repurposed the mana crystal for it as for many things, but havent really thought about what it actually mean yet. I will have different looking symbols to make it easier to read.
About mechanics of the map :
If you click on a room, the main screen changes to show the characters in the room as well as what can be done\found in that room
Criticism : Help GREATLY appreciatedOk first of all, thank you for reading !!!
Now thats where you come in, if you want to help me out !
I want welcome any sorts of criticism and or comments \ encouragement ! But my main goal for posting this is to gauge the interest of the potential game :
Do you think the gameplay sounds interesting
Do you think the art style suits ??
Do you think the mock up is readable, pretty and not overwhelming ??
Imagine this game is finished and on steam ? Do you feel like buying it ?
Please let me know if you have any idea about how to make the gameplay more interesting, if you find any potential problem with it. Same for the art style, if there is some obvious flaws in the presentation, if you think I should definitely add\remove something in the art and or gameplay.
Thank you for taking the time to read my post ! And if you are going to participate to the conversation, then let me tell you how much I appreciate your help !
See you around !!!
PS : if this is against the rules as most of it isnt my art, I apologize deeply, I would put the sources but as I gathered the pictures I didnt really keep tabs on where they were coming from. Again this is JUST a mockup to try out my ideas quickly and by no means a final product.