Category: Game Design

Traps!

Yet another complete rework of the mechanics will be available in the next release (I’m on a roll!). In general, what I am trying to do with these changes are to diversify the gameplay of TGGW by incorporating the gameplay of classic RPG classes (warrior, thief, mage, monk, ranger etc.). In previous posts I have […]

Unarmed Combat

One of the main concepts in TGGW is that you improvise your character build through the equipment you find in the dungeon. I have tried to incorporate all the classical types of gameplay classes in the equipment (mage, thief, warrior/barbarian, archer, priest). However, there’s one (well, at least) class that haven’t been quite represented: the […]

Dual Wielding!

In the next release it will be possible to dual-wield weapons. In most roguelikes dual wielding has a lot of restrictions; the attack sequence may be slower than normal and/or the offhand attack may be less accurate. However, for dual wielding to fit into The Ground Gives Way’s design and simple mechanics I have decided […]

Full Inventory

For the later half of the game your inventory will typically be full. The interface gets a bit clunky when your inventory is full. Sometimes you need to temporarily drop items in order to pick new ones up and equip them. This is something that quickly gets annoying so I have changed this functionality. When […]

Buff-wands are changed

Some of the wands in the game increase your attributes at the expense of temporary draining your max-mana. The original intention of such wands was that you should not be able to buff your attributes to extreme values by restoring your mana and keep buffing (the mechanics was inspired by Incursions way of handling buff […]