{"id":6093,"date":"2014-07-01T12:57:50","date_gmt":"2014-07-01T12:57:50","guid":{"rendered":"http:\/\/danielprimed.com\/?p=6093"},"modified":"2022-10-31T20:05:40","modified_gmt":"2022-10-31T09:35:40","slug":"introducing-the-cave-of-atman","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2014\/07\/introducing-the-cave-of-atman\/","title":{"rendered":"Introducing The Cave of \u0100tman"},"content":{"rendered":"

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Play Here<\/a>\u00a0(in browser)<\/p>\n

\u201cThe Cave of \u0100tman is a sequential strategy RPG puzzler inspired by games such as Fire Emblem (GBA) and Jeanne d’Arc (PSP). A band of brave warriors find themselves summoned to a mysterious cave following a short tremor. As they descend the cave’s many floors, they unearth a secret that rests deep inside their souls.\u201d<\/p><\/blockquote>\n

– Game Description<\/strong><\/p>\n

Background<\/h3>\n

<\/a>The Cave of \u0100tman<\/em> is a game I developed with Chris Johnson <\/a>and Hayden Davernport<\/a>. I did the game design and graphic work, Chris did the programming and project management, and Hayden did the music and sound effects. I came up with the idea early last year after I finished working on Game Design Companion: A Critical Analysis of Wario Land 4<\/em>. Chris put the framework together over Christmas after I pitched the idea to him, I’ve been working on it on and off since January, and Hayden joined in March after we completed work on Starseed Observatory<\/a>.<\/p>\n

Concept<\/h3>\n

The idea evolved out of a series of notes I’d written on Tactics Ogre: Let us Cling Together<\/em> (PSP), Fire Emblem: Sacred Stones<\/em> (GBA), and Jeanne d’Arc<\/em> (PSP) shortly after I finished the final edit of Game Design Companion<\/em>. Since I’d been playing these three SRPGs at roughly the same time, my observations kind of congealed together. Before I knew it the only way I could cover all three games without heavy repetition and overlap: a three-in-one game repair.<\/p>\n

Long story short: I discovered that many of the RPG systems in SRPG games (leveling, equipment, and custom unit selection) deconstruct strategic gameplay, and that the only way to maintain pure strategic gameplay is to remove these elements completely. No matter whether the RPG systems are heavy (Tactics Ogre<\/em>), medium (Jeanne d’Arc<\/em>), or light (Fire Emblem<\/em>), they still place a strain of the strategy. In this sense, there’s an inherent conflict between the two halves of this sub-genre.<\/p>\n