Concept: What if...instead of making a bunch of choices on your way through a game (that may or may not matter)...everything got decided by the roll of a 20-sided die?
Pretty simple with things like accuracy and evasion...just do everything in 5% increments.
But if you know your math, you'll know that the number of possible combinations of "choices" is gonna get huge quick.
Assets: Basic RPG Maker MV stuff and recycled stuff from my other games.
Backstory: The "player" is playing a VR game where they get to choose their combat actions and map movements, but their attempts at conversation get filtered through their avatar's personality. Minor spoiler...the players (yes, there's a few of you) are stuck inside.
Story: The plan is to lay it out like an older MMO (because that's the only kind I'm familiar with), where there are mission/quest lines with their own stories built in, but the majority of the world just acts as a "hub" for shops and the quest/mission points. Back to spoilers...getting out of the games becomes the priority, but all the player can do towards that is complete the "Beat the Game" checklist...which is...a lot.
"Lite" version: Same game, faster/reduced combat, option to increase movement speed. For those that don't consider combat/traveling to be content (I disagree, but understand).
The "Hero" - You (IRL gender likely never to be specified)
The "Princess" - female IRL
The "Mercenary" - male IRL
The "Guide" - female IRL
v0.2.3 - Grind reduction + introduction of "Lite" version
v0.2.4 - Content addition + streamlining
An interesting take on the traditional RPG Maker format that is unfortunately marred by what I believe to be subpar execution. The intro is charming, if a touch slow, and gives us an idea of what the game will be like. Unfortunately, while the main touted mechanic, that being, rolling a d20 for most everything, isn't really felt in actual gameplay, and it ends up feeling just like any other RPG Maker combat. The character abilities are interesting, if nothing out of the ordinary, and I might've had fun with combat were it not for the extreme lengths of time I had to spend doing battle after battle in the intro segment. The slowness of combat meant I ended up skipping through large chunks of enemies, but when the game told me I probably needed to be level 7, my motivation to continue was lost.
A concept with potential: unfortunately, I believe putting all the chips in a mechanic that ultimately doesn't feel much different on the player end of things wasn't the wisest decision.