Chocolate Conquest - A World of Chocolate!
Chocolate Conquest - A World of Chocolate!
Explore an immersive world and discover its secrets in this JRPG.
Explore an immersive world and discover its secrets in this JRPG. Read more
Chocolate Conquest is a JRPG about discovering the workings of its world. Make choices in the overworld, in dialogue and in battle to determine how your story ends!
The game takes place in a strange world, where chocolate is the source of all power. It is delicious, and flows through all beings.
You will play as Yuuri, a young woman with the power to topple the world's rules, and stand against fate. Yuuri is able to relive her past experiences, and open doors that were previously closed to her.
When certain conditions are met, Yuuri will be given the option to interject (denoted by the '!' symbol) during dialogue. This is one method to alter the course of the story.
The aim of the game is to defeat the Chocolate Elite and obtain their Chocolate Media.
Yuuri will eventually be able to confront the enemy in a decisive battle.
Yuuri can reach decisive battles making choices in previous battles, and using powers obtained across playthroughs.
By finding allies and gathering strength across playthroughs, Yuuri hopes to shatter the rules placed on the world.
An Idol that can't sing at all.
Yuuri's best friend.
Follows the rules to a fault. Seraphy helps by locating the Chocolate Media.
Member of the Chocolate Elite.
A dragon priestess that incinerates trespassers.
And more in the future!
You will be allowed to bring 1 - 4 characters into a dungeon. Here are some things to note:
- While playing through the game, you may unlock different flavours (different stats/abilities/art) of each story character. You can only bring one flavour per character into a dungeon.
- With the help of a certain story character, you will also be able to add monsters to your team.
Group party members to explore similarly to a traditional JRPG. Move around the dungeon floor as one, finding treasures and encountering enemies along the way.
- Battle abilities
- Unique spells
- Dungeon abilities
- Dungeon triggers (Trigger story)
Chocolate Conquest is not a card game!
Cards are used to connect gameplay with story. They are meant to be a concentration of chocolate power. Think of the cards as items.
You can only carry a limited number of cards while exploring dungeons, but you will always have access to all of the cards you bring along (no card drawing) as well as cards you obtain in the dungeon.
It is up to the player to carefully use their supply of cards to get through the dungeon. There are currently 4 types of cards in the game:
Gear is equipped while exploring dungeons.
They can alter stats or give other useful effects, in battle or while exploring a dungeon.
Gear can also be used as fodder for equipped gear, making the equipped gear more powerful. Just make sure the fodder and receiver share tags to get the maximum effect.
Spells are learned while exploring dungeons.
Once a spell is learned, it can be used in battle.
Each spell has an element and can deal damage and/or afflict the enemy with status effects.
Spells cost mana to use, and are the main method of dealing damage, staying alive, and increasing the party's momentum.
Tools are used in battle.
They are basically spells that can only be used once per encounter.
The most powerful tools come at a high price.
Explorer cards are used while exploring.
They have a wide variety of effects, like recovering spent cards, generating chocolate, or revealing treasure.
Turn-Based battle system.
The player uses their party (1-4 members) from the dungeon exploration to battle.
Character strength is based on their base stats, level and gear equipped.
Each character has a momentum in battle, based on their speed.
Characters with higher momentum will be able to act quicker.
At 100% energy, characters can perform an action:
Attacks, Spells and Cards
- Attacks are free, and weak.
- Spells cost mana, but can otherwise be used without discretion.
- Tools are usually free to use, but can only be used once per battle.
- Exploit a weakness to increase your momentum until the battle ends.
Wait longer to charge to 200%, then take a 200%Turn.
The player may choose to act twice, or use enhanced commands:
- Spells have additional effects.
- Tools cost mana, but can be used regardless of whether they were used before.
- Exploit weaknesses to increase the entire party's momentum.
Momentum can be used to speed up battles and limit the enemies' options by allowing the player to act more frequently.
These mechanics are subject to change.
Basic reward tier, get a copy of the game and access to the developer forum where we will:
- Post development updates.
- Hold polls for what content people would like to see in the game.
The Chocolatier reward tier will allow you to design a character from existing spells, art and abilities. That character will appear somewhere in the game as a bonus for the player to defeat (and recruit.)
The Dark Chocolatier reward tier will allow you to design a character from existing art, with its own unique abilities and spells. That character will appear somewhere in the game as a bonus for the player to defeat (and recruit.)
We are primarily focused now on improving the art assets in the game, including characters' in-battle portraits, card art, spell effects and story portraits. Visit our website for a detailed list showing our progress so far.
We need to go to school during the fall, so we need money to hire other talent (at school) to lighten the workload during the school year.
The majority of the money will be spent on creating new art assets for the game, and replacing some lower quality art assets in the game. This includes new character portraits, backgrounds, card art, in-battle portraits/ effects, icons and other UI elements.
No Stretch Goals?
At this time, we are trying to keep the project manageable. We only want to promise what we can realistically deliver. The team is very small right now (only two people!) looking to bring on only a few new members.
If we surpass our goal, we will do a poll to find out what the extra funding can be put towards.
Some examples of what can be added:
We were planning to use existing music and sound effects for the game since we have very little money to spend. If we have more money we will be able to afford original music.
As it stands, the game will have a simple location selection system to progress the story. The overworld will be very limited, containing only a few areas. Only dungeons are truly explorable.
However, with enough funding we can create an overworld for each area in the game instead; making the world more immersive.
We're students! If you're interested in helping out, please either message us on Kickstarter, or email me at email@example.com
Software Engineering student that makes games for fun. Also draws art sometimes. Making this game because he loves playing RPGs like Persona, Disgaea, Final Fantasy, Pokemon, 'Tales of' Series, and more! In charge of designing gameplay, characters, and coding.
Tigeatoray (Deviantart) - Artist
Software Engineering student that draws in her spare time. In charge of creating portraits for characters.
We would like to thank the creators of the many free resources used in the video.
Visual Novel Backgrounds
Risks and challenges
We are university students and there are some inherent risks.
The plan is to be working on this project during the school year, and through Summer 2018. This means there is a risk that development will slow down during weeks of heavy school work loads.
The risk is unavoidable, but we love doing this kind of work so we are going to be working hard to make sure we can meet our deadline next year.
Most of the code for the mechanics of the game is finished. The game was coded from scratch using Python, and openGL (no engine.) Brandon has worked hard to make the game flexible enough for all the features we need! We are going to begin creating playable content.
As software engineering students, we know it is unrealistic to promise you that the game will be 100% ready in September 2018. There will be many setbacks on the way, but we will do our very best to deliver the game that we have envisioned.
This is why we are keeping the scope of this project fairly small, to ensure that it will be completed with minimal delays.
If there are any problems during production we will let our backers know as soon as possible and work to complete the game.
-BrandonLearn about accountability on Kickstarter
- (30 days)