Yet another game we tried to inform the design of Torch is Dungeons of Fayte by Brent Ellison. Dungeons of Fayte is a co-op dungeon-crawling RPG sim. It’s multiplayer on one screen (and one keyboard), but content-wise it has a lot in common with our design. This game was recommended to us by an EA employee after they saw the direction our design was taking.
Right away, one of our favorite parts of Dungeons of Fayte was its sense of humor, and we discovered that humor seems to work better with other people around. We could take advantage of that by infusing our game with a quirky sense of humor. Dungeons of Fayte also allows you to try different classes that really change how you play the game, and it’s a bounded experience: When the game begins, you are told that the boss will show up in four months. At the end of four months, the boss shows up, and whether you win or lose the game’s ending is tailored to the choices each player made during the game. It’s a cute idea that really pays off.
Sometimes the gameplay can be frustrating though, whether because swords are missing enemies by a single pixel, or because players keep bumping into each other and making it hard to move around. The game is intentionally unforgiving, with very little healing available (until later in the game) and you only collect gold in dungeons, which seemed a little unsatisfying to us.
Since our game has a very casual audience we decided we should go the opposite direction on several of these gameplay issues. We wanted hitboxes to be forgiving so that swords work the way people expect, and we want the punishment for death to be light, like a party game. Finally, we’ve starting thinking about how we can acknowledge the player’s play style, to help create a nice ending for our own experience.
Screenshot from Dungeons of Fayte launch post here.