Goal of Life
The idea in this game is that you are a person, going through the subgoals that help you achieve the goal of being completely happy and content with your life. The subgoals are represented with dungeons where the enemies are based around the antonyms of the sector.
Happiness: Sadness -> The enemies are supposed to have a lure, being the "hero" of this game you are supposed to be concerned about the sad depressing people. Children crying, sad mothers, depressed people in general. Though upon helping these "sad" people, they attack. A sad child could stab you and a sad mom could beat you to death with a broom or something. The boss of this dungeon is sad, drunken, father. He throws beer bottles at you and he can spawn abused mothers.
Art: Destruction -> The walls, the floor, are all destructable for your enemies. They can break the floor under your feet and plumet you to your eternal demise. The boss of this dungeon is a giant made of all the broken walls and floors that can literally walk and break anything in its path.
Intelligence: Inability -> Your enemies are now handicaps (**coughglasscough**) the point is that all these enemies mob you and throw things are you randomly. The boss is a a giant sheet of glass a giant football player who can ram you down. Literally, he can start running and knock you down.
Romance: Loneliness -> For this one I was mostly thinking cupid. When you first walk into the level you are greated with a bunch of pixel hotties ;) and you have the choice to talk to them or just start hacking and slashing at the poor innocent ladies. Well if you did the first one you would have been shot by them all instantanously so good loving job. You likely will loose like half your health. Your enemies are flying angels of cupid sent to kill you. The boss is Stocking cupid.
Faith: doubt -> You start out with meeting a friend. Someone who you literally are not allowed to damage. He fights monsters who throw swords and stab with arrows (some weird monsters that emit doubt because their weapons do the opposite of what they should). The boss? Why your friend himself. The man you helped level up, grow, through the entire level now turns on you.
You have 2 slots for items. Melee and Range. By default you spawn with a dinky dagger and a bow. When you walk around a new item, you have the option to press E and pick it up. Items will differ in damage/range. Pretty generic. The graphics style is pixels. uh, so coding wise this is what I am using my game engine called Cipirian that I wrote with otto-san. So instead of listing what is done, I'll just list what needs to be done:
-checkpoints system
-weapons system
-organizing AIs (ai's exist and can move etc, but there is no intelligent movement)
-every single piece of art
-maybe some music :)
-fixing death so it reloads the scene
-making the levels (there is a fully functional level editor)
if anyone is willing to point me to a slave pixel artist that would be really cool.