05-24-2024, 06:03 PM
(This post was last modified: 05-24-2024, 10:33 PM by Polyedit2000.)
Please note this is not intended as a review or guide but instead as an attempt to convert a game into a RP. This may take multiple posts.
Rabbit and Steel is advertised as a "raiding roguelike" where you play as a bunny girl checking out the dark aura of a nearby kingdom. The enemies and bosses will use attacks that are more similar to a MMO's raiding mechanics while you try to whittle down their health. The game can be played solo or with other people, which alters the playthrough experience due to how the mechanics work.
===
Choosing the Playthrough:
There are four difficulties. Each difficulty adds another mechanic to a fight as well as a increase in the enemy's health. In addition, the easier difficulty adds more HP and full heals after each battle while the harder difficulties places an enrage timer (where the enemy will shoot unblockable mechanics after some time). The higher difficulties are unlocked after you have defeated one boss of a lower difficulty.
In addition, the players can choose which part of the kingdom to start in, more unlocked when you complete that stage. When you have cleared the five stages, you can choose a "random" part that gives you more starting gold.
Player:
The player has 5 HP on the middle difficulties. The HP is lost if hit by a mechanic and can only be regained fully in a shop or by 2 HP after selecting a treasure (usually before each Boss). There are some items that can increase the amount of HP you have and even recover them after a battle.
The player can choose 5-10 classes (to be discussed later). Each class has a Primary attack, a Secondary attack (usually weaker with more range), a Special (stronger attack with cooldown) and a Defensive (brief invulnerability, usually erases bullets too among other benefits and on a countdown); the four skills can be altered through a Shop. Skills possess attack power and global cooldowns (the amount of time to use any other skills, as opposed to normal cooldowns that prevent the use of the same skill for a period).
Trinkets:
These are collectibles that are unlocked through objectives or luck, not really giving a boost yet visibly changing based on some condition.
---
Upgrading the Player:
Progress: Things like classes, Treasures and music are locked behind objectives, but you can also beat a certain number of bosses as an alternative.
Levels: Each level raises the player's power of attacks by a percent. Mainly gained through fighting the enemies but can also be bought from the Shop repeatedly.
Treasures: You gain two in the Prologue stage and one before each Boss in a stage. Each set of 8 treasures has a "theme" that ranges from extra buffs/debuffs and hits to trading extra attack for slower movement.
Shops: The gold required to buy from the shop mainly comes from battles. In addition to refilling health and buying levels, there are two other sections. You can buy up to 3 Potions that last for the stage and have straightforward benefits like damage increase.
You can also buy a Gem-encrusted Skill to increase your DPS. The five types of gems are Opal (alternate playstyle), Sapphire (faster), Ruby (stronger), Garnet (boosts other skills) and Emerald (simplify the skill rotation).
---
Stage Layout:
The first stage (Kingdom Outskirts) alternates between Enemy-Treasure-Enemy-Treasure-Enemy. Enemies are scouting from different parts of the kingdom and uses simple patterns.
From that point on, the stages will take place in different parts of the kingdom ruled by sects of animal girls. The flow of these stages will be Shop-Enemy-Enemy-Miniboss-Treasure-Boss. While the enemies have simple patterns, the miniboss will have more HP and 3-4 cycles of different patterns, including the region's special mechanics. The boss has two phase: the first phase is more of a review of the enemies you've fought, then the second phase after you removed enough of their HP will cycle between their attack phase and intermission phase (which can be a whole new mechanic as well).
Also, it seems that each region has a theme that unites the mechanics used there.
Dragons- Once the rulers of the kingdom before they were overthrown, their mechanics means dodging big attacks.
Mice- They may look weak but they attack in numbers, so their mechanics will try to limit your space.
Frogs- They are artists first and foremost, so their mechanics look like a dance.
Crows- They seek to spread their knowledge while aiming for the stars, with their mechanics likened to a puzzle.
Wolves- They like a good fight, and their mechanics are based on dodging their attacks.
---
Single/Multiplayer:
So if you're playing single player, there will be a lot of mechanics to avoid.
If you're playing multiplayer, things change drastically. For starters, players that lose all their HP will have a revive timer before they can choose to rejoin the fight (but it will be a game over if all players are dead). In addition, players that choose the same Treasure will have to roll to win it, prompting the other player to choose a different treasure. However, the biggest change is that some of the mechanics will not be fixed in place but rather be tagged onto the players, which is more akin to how raid mechanics work. For example, a circle mechanic requires a single player to get into the circle in the center of the screen, but the multiplayer version can require all players to gather over the one or two players holding the circles, and these mechanics can even tag dead players.
---
Classes: Each class gives players a different playstyle. These five are initially available while the later requires defeating certain bosses on Hard or defeating plenty of bosses.
Wizard- Set the magic circle down to cast quickly, making this a mostly stationary class.
Assassin- Their biggest damage comes from Vanishing and getting behind for their strongest skill.
Heavyblade- They get close to the action with strong attacks.
Dancer- Their skills charge each other and even resets a third.
Druid- They lay down attack zones on the battlefield.
???- This class can shoot a strong attack or fill up on a different attack.
???- This class can buff to deal double hits.
???- Buff to hit faster, useful for spamming their slower attack.
???- This class can erase bullets but needs to build that ability up through other skills.
???- This class attacks through their pet.
Rabbit and Steel is advertised as a "raiding roguelike" where you play as a bunny girl checking out the dark aura of a nearby kingdom. The enemies and bosses will use attacks that are more similar to a MMO's raiding mechanics while you try to whittle down their health. The game can be played solo or with other people, which alters the playthrough experience due to how the mechanics work.
===
Choosing the Playthrough:
There are four difficulties. Each difficulty adds another mechanic to a fight as well as a increase in the enemy's health. In addition, the easier difficulty adds more HP and full heals after each battle while the harder difficulties places an enrage timer (where the enemy will shoot unblockable mechanics after some time). The higher difficulties are unlocked after you have defeated one boss of a lower difficulty.
In addition, the players can choose which part of the kingdom to start in, more unlocked when you complete that stage. When you have cleared the five stages, you can choose a "random" part that gives you more starting gold.
Player:
The player has 5 HP on the middle difficulties. The HP is lost if hit by a mechanic and can only be regained fully in a shop or by 2 HP after selecting a treasure (usually before each Boss). There are some items that can increase the amount of HP you have and even recover them after a battle.
The player can choose 5-10 classes (to be discussed later). Each class has a Primary attack, a Secondary attack (usually weaker with more range), a Special (stronger attack with cooldown) and a Defensive (brief invulnerability, usually erases bullets too among other benefits and on a countdown); the four skills can be altered through a Shop. Skills possess attack power and global cooldowns (the amount of time to use any other skills, as opposed to normal cooldowns that prevent the use of the same skill for a period).
Trinkets:
These are collectibles that are unlocked through objectives or luck, not really giving a boost yet visibly changing based on some condition.
---
Upgrading the Player:
Progress: Things like classes, Treasures and music are locked behind objectives, but you can also beat a certain number of bosses as an alternative.
Levels: Each level raises the player's power of attacks by a percent. Mainly gained through fighting the enemies but can also be bought from the Shop repeatedly.
Treasures: You gain two in the Prologue stage and one before each Boss in a stage. Each set of 8 treasures has a "theme" that ranges from extra buffs/debuffs and hits to trading extra attack for slower movement.
Shops: The gold required to buy from the shop mainly comes from battles. In addition to refilling health and buying levels, there are two other sections. You can buy up to 3 Potions that last for the stage and have straightforward benefits like damage increase.
You can also buy a Gem-encrusted Skill to increase your DPS. The five types of gems are Opal (alternate playstyle), Sapphire (faster), Ruby (stronger), Garnet (boosts other skills) and Emerald (simplify the skill rotation).
---
Stage Layout:
The first stage (Kingdom Outskirts) alternates between Enemy-Treasure-Enemy-Treasure-Enemy. Enemies are scouting from different parts of the kingdom and uses simple patterns.
From that point on, the stages will take place in different parts of the kingdom ruled by sects of animal girls. The flow of these stages will be Shop-Enemy-Enemy-Miniboss-Treasure-Boss. While the enemies have simple patterns, the miniboss will have more HP and 3-4 cycles of different patterns, including the region's special mechanics. The boss has two phase: the first phase is more of a review of the enemies you've fought, then the second phase after you removed enough of their HP will cycle between their attack phase and intermission phase (which can be a whole new mechanic as well).
Also, it seems that each region has a theme that unites the mechanics used there.
Dragons- Once the rulers of the kingdom before they were overthrown, their mechanics means dodging big attacks.
Mice- They may look weak but they attack in numbers, so their mechanics will try to limit your space.
Frogs- They are artists first and foremost, so their mechanics look like a dance.
Crows- They seek to spread their knowledge while aiming for the stars, with their mechanics likened to a puzzle.
Wolves- They like a good fight, and their mechanics are based on dodging their attacks.
---
Single/Multiplayer:
So if you're playing single player, there will be a lot of mechanics to avoid.
If you're playing multiplayer, things change drastically. For starters, players that lose all their HP will have a revive timer before they can choose to rejoin the fight (but it will be a game over if all players are dead). In addition, players that choose the same Treasure will have to roll to win it, prompting the other player to choose a different treasure. However, the biggest change is that some of the mechanics will not be fixed in place but rather be tagged onto the players, which is more akin to how raid mechanics work. For example, a circle mechanic requires a single player to get into the circle in the center of the screen, but the multiplayer version can require all players to gather over the one or two players holding the circles, and these mechanics can even tag dead players.
---
Classes: Each class gives players a different playstyle. These five are initially available while the later requires defeating certain bosses on Hard or defeating plenty of bosses.
Wizard- Set the magic circle down to cast quickly, making this a mostly stationary class.
Assassin- Their biggest damage comes from Vanishing and getting behind for their strongest skill.
Heavyblade- They get close to the action with strong attacks.
Dancer- Their skills charge each other and even resets a third.
Druid- They lay down attack zones on the battlefield.
???- This class can shoot a strong attack or fill up on a different attack.
???- This class can buff to deal double hits.
???- Buff to hit faster, useful for spamming their slower attack.
???- This class can erase bullets but needs to build that ability up through other skills.
???- This class attacks through their pet.

