Sabotage was created with a clear goal: to present our own “definitive editions” of the game genres we grew up with. By combining retro aesthetics and modern Design, we are looking for experiences that capture what we loved about old games while leaving behind the elements that we think we can remember today. For our own turn-based role-playing game, we started with a few simple guidelines; there would be seamless transitions from Navigation to combat, no random experiences and no grinding. The action is obviously huge, so we’re going to dive a little deeper.
In Sea of Stars, the combat is purely turn-based, without a time bar, avoiding the pressure so that the player can make decisions at his own pace. Each of the six playable characters has a small Kit of four spells/skills with different types of damage and patterns that can be combined with the movements of the other characters.
MP has a very low upper limit, but regenerates during normal strike, creating a flow in which Magic is expected in regular combat, while large heavy spells must follow some normal strike in the action against a Boss. No random experience means that each action is manually designed to provide a unique pattern of enemies that can be analyzed and optimized by the accomplished Solstice warrior, and other combat functions merge into a dance between pros and cons.
Enemies that use spells or special abilities display a lock bar, each containing an icon for a specific type of damage. Breaking the locks weakens the coming train, while breaking all the locks completely cancels it. Each of the six playable characters can effectively deal damage in one or two types, helped by their skill/spell kit that offers pattern variations
To make turn-based combat more attractive, simultaneously pressing the action button with the animations increases damage while reducing incoming damage.The result of virtually any combat action can be affected by pressing the button at the right time, whether it’s throwing a lunar projectile back and forth, blocking enemy strike, or getting a better snack in a backpack.
All combat operations generate energy, which eventually turns into combination points that can be used for a duplicate strikes, combining the patterns and damage types of both characters. Combination points are the only cost (no MP) and they are lost at the end of the action, so there are no disadvantages to spending them!
Normal strike produce “Living Mana” that can be absorbed by any playable character if they need an extra kick. Boosting can be stacked up to three times, each adding a part of the character’s magic strike to his next action. It is also convenient when a character’s unique type of magic damage is needed, but he no longer has MP.
Although that’s all the time we had for today, we wanted to leave you with a short list of a few other important systems and considerations regarding the Vision of the game:
- Cross without a loop: swim, climb, vault, jump or lift rocky outcrops while traveling around the world in complete transparency, with a navigation system based on the know-how of the platform that detaches itself from the classic Tileset movement linked to the grid.
- Fully dynamic lighting: Our custom rendering pipeline makes it possible to create a breathtaking world that comes to life by pushing the limits of 2D Pixel art games.
- An adventure rich in history: dozens of original characters and scenarios take you on a fascinating journey. Sometimes epic, sometimes silly, and sometimes emotional, Sea of Stars fulfills its RPG duty to explore classic themes such as Adventure and friendship while being full of twists and unexpected events that you would expect from a Sabotage production.
- A world to touch: There are many ways to spend time in the world of Sea of Stars if you feel the need to change your adventures. Sail, cook, fish, stop at a tavern to listen to a song or play the famous table game “Wheels…