The circumstances that led him to this state aren’t understood, but Marcus is determined to destroy the forces of evil, the Count which commands them, and to unravel the mystery of his own rotting flesh.
If you’re familiar console-style roleplaying games then you probably already have a good idea what this will play like. Explore dungeons, increase your character’s power over time, find and equip powerful weaponry, and defeat your enemies in turn-based combat.
Necropolis was actually conceived around its battle system–everything else sort of sprung up around this central idea. It’s an interpretation of old-school, turn-based combat in games like Dragon Quest, but with my own twist. Instead of having a standard “Attack” command, the hero has a dozen of them. The catch is that these abilities are intended to be combo’d together in specific orders to trigger even more powerful “finisher” attacks. The details are difficult to describe in a short paragraph but will be blogged about at some point in the future, probably with video.
Anyway, as you become more powerful from defeating foes, you can specialize the hero’s abilities at each level up. Marcus has three development paths that are labeled Basic, Finesse, and Power. Basic tends to offer sustainability, Finesse is about capitalizing on the situation at hand, while Power focuses on raw damage dealing. Each “mastery,” as I call them, has an assortment of attacks, spells, and passive traits associated with it–granting you something new to play with every level up.
Moins