I was more active on this forum a few years ago under a different account, but unfortunately I lost access to my old one, so I had to create a new one for this post.
After a few months of development I finished a small demo for a game I’ve been working on called Spellbound. It’s an RPG with magic combat, dungeon crawling, and looting, but there’s a twist: there are no prefab spells.
All magic spells are made up of smaller components (“techniques”) that, when applied to the spell, change it’s behavior and appearance. You can find these techniques in spell tomes littered around the world, and use them to create any type of magic you want.
You can select specific triggers that invoke effects to be applied on selected traits. As an example, this can be used to make a healing spell; apply the effect of increasing the Health trait whenever the spell is cast (there are a handful of available triggers, cast being one of them).
You are only as strong as the spells you create.
Right now, there is just a simple story about finding a lost amulet for your friend, as well as a number of randomized dungeons to loot. But in the future this game will have a much larger story line with an actual questing component to it.
Planned Features and Development Cycle
I have lots of ideas for this game. I want to flesh it out into a full RPG with questing and a detailed, immersive world. I also want to make the magic far more advanced and capable, since that is really the core mechanic of the game. Co-op multiplayer is also on the (far away) list of things that I want this game to have.
The demo itself won’t be updated (very often). It is at a point right now where I feel like it is sufficiently playable, if not rough around the edges. But I am taking notes and keeping track of all the feedback I get from people playing it. This way I can implement them as I start to flesh out the core features.
When the next stage of the game (alpha) is more ready, I’ll start posting updates here and on itch.
Thank you for taking the time to read this!