PROTOTYPE 02 / Dark fantasy action RPG
THE PRICE OF POWER
A necromancer, but for the almighty dollar.

The idea
I love Diablo. The twist I wanted here is that instead of mana, your abilities cost money. So now you’re deciding whether to buy better equipment, keep some money for survival items, or spend it right now to get through a fight. And if you can bribe an enemy to join you, that’s kind of like being a necromancer, but for the almighty dollar.
Explore / Fight / Loot / Develop a build / Return
What I want to try
The ARPG part
I still want the things I like about an action RPG: good combat, loot, dungeons, and bosses.
Spending money
Spending money in a fight should make me think about what I’ll need later.
Classes
The larger design has several classes using the same equipment and progression systems in different ways.
What I want to find out is whether spending your money on combat makes those decisions interesting, or just makes you afraid to spend anything.
How much of this fits in a jam?
The design document got pretty big: four acts and seven classes. That’s the longer-term idea. The jam brief cuts it down to the Magnate and the first act.
