- there is more reliance on standard assets
- most (or maybe all) of the music is Creative Commons stuff from other parties
- only one character (Toorum) is available; the Drinn sequel offers 2 other characters
Now, here are the features from "Drinn 2"* that Requiem for Kraken's Arm DOES have:
- Lots of new interface/convenience features:
- Full keyboard controls for all combat actions.
- While not in combat, you can teleport to any place on the map that you have previously visited.
- When you pick up an item, it's added to your "found items" list. Whenever you drop an item, you can instantly retrieve it later from said list, which is fully searchable.
- There are no underwater areas, all water is purely decorative and you cannot dive into it.
- Carry a lumenstone and it will provide light that never expires; you can even adjust the brightness and colour of the light, and turn it on/off whenever you wish. It doesn't need to be held in your hands to emit light, you just have to have it in your inventory - even inside a container.
- Lots of automap improvements. Buttons, levers, and pretty much anything else you could want on the automap, are recorded on the automap automatically. When you read a walltext, a map note is automatically created containing the full text.
- No food, no ammunition, no weight limits, and no falling damage.
- Like in Lost Halls of the Drinn, there are no secret buttons, no torches/torch holders that can be manipulated, and no "lost forever" items or puzzles.
- There will be a full hint system, with full solutions, in-game. Hints will never be automatic. There will be no penalties, time delays, etc. for using hints/solutions.
- Many other things I haven't mentioned.
- Heavily modified combat system:
- The game is rigidly divided into combat and non-combat states. While outside of combat, nothing can injure you or deplete your energy by any means.
- When you enter certain rooms, all the exits will close and you'll enter combat. When you defeat all the enemies or die, combat ends and the exits open up again.
- When you die, you don't get a game over. Instead, you are sent back in time to right before you entered combat. You do not lose any other progress whatsoever for dying, so it's no longer useful to save the game really often. Indeed, getting an actual game over is completely impossible.
- Combat itself is designed to eliminate kiting, square-dancing, etc. with fast monsters, new AI, and many other changes.
- Closely related is the heavily modified skill system:
- Each character has 3 skill trees with 7 skills each. Skills only have one level each but have prerequisites.
- In Requiem for Kraken's Arm, of course, only one character is available, Toorum. His skill trees are Path of the Berserker, Path of the Druid, and Path of the Thunderstruck.
- You don't get experience for killing monsters. Instead, you gain levels by finding orbs of power strewn across the game, generally behind lots of puzzles and fighting.
- Special attacks and spells are combined into generic "abilities". These are like the activated abilities you're familiar with in other games; you press the hotkey or click on the button to use the ability. They are constrained by the cooldown like normal attacks, and they cost energy.
- Energy and health do not regenerate naturally in combat, but your health and energy are always fully restored after combat, and will always stay full when outside of combat.
- I have decided that there will be no consumables (potions, etc.) to increase the emphasis on tactics, avoid meta-gaming, and so on. You also won't be able to do any item-swapping cheese.
- Multiple difficulty levels will be available. In place of the standard ones, there will be "Easy", "Hard", and "Insane". Also, there will be a "No Combat" option if you are only interested in puzzles, and a "Bosses Only" option too. The difficulty level and these options can be changed during a game.
This one is boring, I'm not sure why I took it:
I'm working on getting rid of the "+0 XP".
For now, I'm not saying anything about the thing in the bottom left corner except that it will eventually get a more detailed model and texture.
*the sequel does have an actual title, but I'm not revealing it yet