Like many tactics games, Demonschool has a number of status effects. Some of them are old standards. There's Poison, which reduces a character's HP by 1 per turn, or Stun, which keeps a character frozen in place until they are healed. Others are tweaks on effects we've seen elsewhere. Doomed, for example, kills the inflicted character within three turns unless they're healed, regardless of how much HP they have. Tethered is a Stun-like status that's only inflicted as long as a character is grabbed by an enemy. We also have the Possessed status, in which a demon rides your characters like a jockey, trying to move them into places where they'll take damage.
But today I want to talk to you about Burn. This effect came to be when looking at the firey enemies we had already created. They should have something special to them, right? So our first stab was this: A character with burn status slowly loses HP, just like with Poison.
How should we differentiate this status from Poison, then? The idea came to me when I had one of our characters - which was currently on fire - punch a desk. With the desk being wood, it felt like it should go up in flames. So we got the idea that Burn status could be conferred to objects.
Then I thought of Far Cry 2 and how that game in its earlier days would allow fire to propagate across the entire map if left unchecked. Why shouldn't Burn status communicate across everything in the battle, I thought?
We tried it, and it was ridiculously fun. Now, if your character is on fire and they hit an enemy, the enemy will also be set on fire. If you hit an object, that goes on fire too. If your burning character stands next to an enemy or even a friend, they will go on fire next turn. You can set the whole playing field aflame. The problem is, of course, you're slowly losing health as you go around setting everything ablaze. You want your characters to lose health at a slower rate than everyone else. So the thing to do is heal your character. They'll lose their burn status in the process, but you can always retrieve it again from the flaming surroundings. So a brawler/healer combo, running around the world setting things on fire and healing each other, can act like a (twisted) firestarter team.
Demonschool has equippable techniques as well. These allow you to customize your characters, giving them resistance buffs, new movement methods, and lots more (we'll talk about this in a coming devlog!). We use techniques in lieu of a traditional leveling system. It's more like customizing your build than gaining stats through straight experience.
Several of these techniques are related to status effects, such as immunity to poison or stun. One of them allows your character to heal while standing in fire. So just imagine the combined effect of fire propagation with fire heal. It's a pretty powerful technique when you can line things up.
Thanks for reading, stay tuned for more behind the scenes looks at the development of Demonschool, and don't forget to wishlist the game!
We've just released a huge demo of Demonschool, representing (nearly) a full in-game week from about 10% of the way through game's main story.
It also has a number of sidequests, activities to do around town, relationship-building, and character building through studying and techniques. Be advised, this demo is pretty long! Since the game has a multi-day, multi-week structure, you can play it in bite-sized bursts or all at once.
There's much more development to be done but this should give you a strong impression of what the final game will be like. If you enjoy this you'll likely enjoy the final experience. You'll see more environments, more enemies, more story, more spookiness, and more goofiness.
Thanks for playing! Enjoy!!
We've been working away based on bug reports and our own feature adds, and as of the latest build, here's what we've done:
New stuff!
- The store is in now so you have somewhere to spend your opals (check the alley). not everything will be available at first.
- Added rare "dire" variants of all fish since folks seem to be enjoying the fishing minigame
- The fish music now resumes if you continue fishing within a few seconds.
Fixes!
- Fixed a few battle bugs. since the underlying systems are quite complex we do sometimes get odd edge cases, so keep reporting these if you find them (with video if possible!)
- Hopefully squashed all UI locks. menus were stacking on top of each other causing a few softlocks, but these should be sorted now.
- Fixed some mesh/boundary issues
~Necrosoft team
We've just released a huge demo of Demonschool, representing (nearly) a full in-game week from about 10% of the way through game's main story.
It also has a number of sidequests, activities to do around town, relationship-building, and character building through studying and techniques. Be advised, this demo is pretty long! Since the game has a multi-day, multi-week structure, you can play it in bite-sized bursts or all at once. There's much more development to be done but this should give you a strong impression of what the final game will be like. If you enjoy this you'll likely enjoy the final experience. You'll see more environments, more enemies, more story, more spookiness, and more goofiness. Thanks for playing! Enjoy!! p.s Friday the 13th, September, 2024! [previewyoutube=IapvUBGOB8Q;full][/previewyoutube]
Based on feedback from LudoNarraCon, we've done some small updates and bug fixes to the demo just in time for TactiCon. If you encounter issues as you play, feel free to use this form to tell us about it!
As for the changes, we have:
- added a tutorial tab to the title screen, and rewritten some of the text. We will have more robust tutorials in the final game, but this should make what we have a little more clear.
- rearranged the location of the Action Points bar to keep it closer to the player portraits.
- also added blue AP indicators for when you're mid-sidestep, as an indicator of what's happening with AP during that time, as a sidestep+full move costs the same as one full move by itself.
- updated the music slightly to the newest versions
- generally done a lot of little bugfixes here and there!
We are excited to share that LudoNarraCon will feature our first publicly released demo!
Get it while it's hot, as the demo will only be available until May 15th. Find out more about the narrative of Demonschool, meet some of the characters and explore the island that's very existence is threatened by demons.
Demonschool's full release is incoming, and we hope you enjoy this small taste!
We're happy to be a part of LudoNarraCon and sharing Demonschool demo footage!
Make sure to download our demo, which will only be available until May 15th! It's a sneak peek at some of the narrative of Demonschool, featuring some of the cast we're excited to share for you.
This is our first public demo, and we hope you enjoy it! Look forward to our release!
Demonschool
Necrosoft Games
Ysbryd Games
2023
Strategy Singleplayer
Game News Posts 7
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
No user reviews
(0 reviews)
https://demonschool.com
https://store.steampowered.com/app/1900250 
- Tactics: Rewind any action during the planning phase and create combos to dispatch your foes.
- Story: A light horror narrative told through huge avatars with side quests aplenty.
- Schedule: Plan your school schedule to level your characters and build their skills.
- Friendship: 15 characters with whom to build relationships.
Units interact contextually with their environment. Enemies will be struck, objects moved, or the character will simply dash.
Plan movements at your leisure, and execute them all at once. You can also rewind actions during the planning phase.
Buffing friendlies and debuffing enemies compounds damage output. Note the damage numbers!
Combos do big damage and produce unique elemental attacks, which you can use to exploit enemy weaknesses.
Explore a mysterious island that reveals its mysteries morning, noon, and night, day by day, week by week, across a university semester. Plan your team's schedule to enhance their skills and gain new abilities. Gain new teammates and enhance their relationships depending on who you choose to pursue.
- OS: Ubuntu 22.04 LTS (Jammy Jellyfish). SteamOS 3.0
- Processor: Dual Core 2.4 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+
- Storage: 2 GB available space
- OS: Ubuntu 22.04 LTS (Jammy Jellyfish). SteamOS 3.0
- Processor: Dual Core 3.0 GHz+Memory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: OpenGL 3.2+
- Storage: 2 GB available space
[ 5952 ]
[ 3223 ]