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INTRODUCTION


Hegemone Pass is a turn-based RPG with switchable leaders, who in battle use their title’s influence (a collection of stat boosts, resistances, and a passive effect) over allies or foes, featuring platforming gameplay while exploring various missions. Both sides of battle have a leader, victory goes to the party who defeated their opponent’s leader. Both sides can switch the status of leader from one character to another during battle on to activate their title’s influence over the battlefield.

STORY


The goddess Demeter has taken over the Underworld! The former Queen of the Underworld Persephone had her title stolen! Now she's being hunted by Demeter, who orders the entire Underworld to capture Persephone, in order to harness Persephone’s hidden secret and become the supreme ruler of humanity and rule over the Pantheon, the home of the gods!

While in hiding, a distress summoning of Persephone occurs! Temporarily escaping from the Underworld, Persephone manages to save three humans from the Surface from an invasion of the Empire, Yvonne, Ethan and Emilie, members of the barbaric tribes of Icaune.

For having saved their lives, Persephone asks in exchange for their help to help her reclaim her title and retake control of the Underworld, bycollecting the five Order Flowers in order to weaken and defeat Demeter.

To do this, Persephone resides inside either Yvonne, Ethan or Emilie, allowing them to manifest the power of their title and lead their team fight against the controlled forces of the Underworld. Persephone can move in between Yvonne, Ethan or Emilie at any time to change which title she needs to activate to change their approach in battle.

CHARACTERS




Persephone
Former Queen of the Underworld.


Yvonne
Next in-line for the leadership of the Hardiesse tribe.


Ethan
A student of the Savoir tribe, brother to Emilie.


Emilie
A soldier of the Savoir Tribe and sister to Ethan.


Demeter
Goddess of Harvest and Life, and currently the Queen of the Underworld.

GAMEPLAY

BATTLE SYSTEM



The battle system uses a classic turn-based RPG system. And so, you choose your party’s actions before they act, with speed being a determining factor in who goes first.


Unlike most RPGs though, your party uses a shared pool of SP (Spirit Points). SP is used for performing certain techniques and magic spells of all sorts. SP regenerates every turn, with each conscious ally contributing a certain amount of SP per turn.

You gain EXP from defeated foes, whilst undefeated foes give less EXP if the enemy leader is defeated before his allies.
Your party shares the same exp bar and, as a result, levels up at the same time.

In addition, you can scan your foes with the “Memory Scan” command, which enables you to register the enemy’s entry in your encyclopedia. This allows you to see the enemy’s description, weaknesses and enables the display of the enemy’s current health in battle.

SWITCH LEADER SYSTEM





In battle, each side of battle has a single designated leader (On the player's side, the current leader will have a miasma eye, similar to Persephone's miasma eye, when they are leader). The goal in battle is to defeat the enemy team leader, while simultaneously trying to keep yours alive. When a unit is leader, they manifest their Title over others!

Every unit possesses a Title, a manifestation of their influence over others. Titles possess numerous advantages that differ from one another, including :

  • An assortment of stat boosts and/or decreases.
  • A passive effect imposed on the receiver(s) of the title’s influence.
  • And, depending on the title, a set of resistances (or weaknesses).


The effects of a title only manifest when one is the designated leader.
Any leader can pass their leader status to another unit using the “Hegemone Pass” command. Once that unit becomes the leader, their title’s influence overwrites their predecessor’s and it’s own effects come into play.



Titles are classified according to whom the title will influence once the unit becomes the leader. These four categories are:


TEAM TITLE
Provides average stat boosts and elemental resistances for your entire party.


LEADER TITLE
Provides major stat boosts and elemental resistances for your party leader only.


FEAR TITLE
Imposes moderate stat decreases to the enemy team. Does not change their elemental resistances.


TARGET TITLE
Provides major stat decreases to the enemy leader. Does not change their elemental resistances.

There are also techniques that force your team to change their leader, that can be used by ally or foe alike. Also, certain techniques and status effects have different properties if the target is a leader.


If your leader is defeated, it’s game over. But, there are some safeguards in play:

  • You can switch your leader to another ally if you feel the current one is low on health or might be weak to the attacks of the enemy.
  • Your leader will always endure the first fatal hit in any battle.
  • And lastly, if you have any 1UPs, your leader will be revived and the battle will continue.


As long as your current leader isn’t KO’ed, the battle goes on.

OUTSIDE OF BATTLE


The game is divided into chapters, and each chapter has missions to complete. Missions send you to a level with an objective to complete.



In a mission, you take control of the current leader and will be exploring the level which house various obstacles, while being able to switch leaders on the fly to use their different abilities. And throughout the level, you will find treasure chests containing various kinds of items, and small collectibles used for extra 1UPs available during battle.



Enemy encounters are represented on the field. And if you enter their field of vision, they will chase you until you run far enough, or enter battle with them. When in contact with the enemy, you will be sent into battle, but you can get a “first strike” if you hit the enemy with your weapon on the field.





In between missions, you will go to the Intermission.
In the Intermission, you can buy items and equipment in the form of flowers from the Flower Shop, talk with your teammates about various topics, as well as choosing your next mission.

DEVELOPMENT



The game is being made with Haxe & HaxeFlixel.

Most of the battle and platforming systems, as well as core mechanics, are done. What’s left to be done is the actual content of the game, with some extra features.

It’s mostly a solo project, I’m handling the programming and doing the pixel art. My brother is helping out by creating a database editor for the content of the game.

All pictures shown above are not necessarily representative of the final product. If you want to see more regular but unfinished progress, you can have a look at my Twitter profile, where I post gifs.

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Hello IndieDB!

I've been stuck in the Underworld once more, but this time, I've learned something important regarding the direction of the game.

While I was stuck in the Underworld of real life (IRL Work), I’ve had time to reflect on small but cumulative issues I’ve collected from the 1st version of the private demo, alongside some concerns regarding the core of the gameplay itself (and the demo’s showcase).

I realized that this whole time, I was trying to advertize essentially the maths of the game rather than the heart and soul of the gameplay, the sensation one would get playing the game.

In addition, one of the problems that I’ve discovered was the lack of engagement I’ve had when platforming on the field: the only time you’d care would be when enemies would spawn, and you’d try to avoid them when possible. Otherwise, the levels would feel barren, not helped by the almost maze-like level design with an “all paths lead to Rome” mentally I had (and huge un-segmented levels causing performance loss).

So… I took a look at the story of the game, and something struck me… Persephone isn’t the hero who would be slaying foes left right and center without breaking a sweat, she’d be one who needs to pick their fight wisely or face brutal defeat, and even then, she’d have a hard time. Meanwhile, Demeter is fierce and has control of the land that once was yours, and seeks to eliminate you wherever you hide, meaning you are 24/7 in enemy territory.

Only one genre fit the bill. A genre I am terrible at. But, ideas came swarming, and within less than a month, the majority of it is implemented and (mostly) functional, and in a state I’m genuinely happy about for once. A bit of a feeling of having found the missing ingredient to the cake for it to be great.

And with this, let me introduce you to the…

STEALTH JRPG

Hegemone Pass is first and foremost a JRPG, and it’s core gameplay still revolves around titles and leader switching. However, there are stealth elements that impact the enemies you’ll be facing. For a lot of these, I’ve taken heavy inspiration from the MGS series of games (and a bit from Deux Ex: Human Revoluton), since their design aligned the most with a JRPG, adding some of my additions and alterations exist. So, let me introduce you to the new elements.

Alert States: Safe, Tension, Hunted

When platforming, you’ll start in the Safe state. If an enemy spots you, the enemy will run away and attempt to reach Demeter. When he successfully runs away, Demeter will call the hunt, where enemies will come out of their homes and start actively hunting you.

Like most stealth games, a timer shows up. But unlike those games, this also serves another purpose: empowering enemy titles. When entering battle, the value of the timer will result in a +% boost to the enemy titles.

After the Hunted timer runs out, Tension begins: some enemies have returned home, but the others are still on their guard, and still benefit from a small +% boost to their titles. They will spot you faster in this state. After it’s over, it will be Safe again and enemies will not have a power boost anymore.

You’ll get more EXP in battle and undefeated foes give a small amount of EXP when the state is SAFE, but you’ll get more Title Mastery in Hunted.

Considering running away from battle? When it’s SAFE, you’ll always escape without problem. However, during a Hunt or Tension, the timer value is the chance of running away failing: if it’s at 100% or more, you won’t be able to run away at all (well… it’s capped to 90% failure… but why waste precious turns for such a high failure rate?), so make sure you pick your fights wisely… or suffer the consequences.

Demeter’s Mood

In other stealth games, the person who handles the alerts and such is rarely, if ever, seen. Over some radio system of sorts. Or just the locals in the streets hearing the commotion and knowing your location.

In Hegemone Pass, Demeter will show up in the corner of the screen for a small amount of time, reflecting her mood when you’ve got caught, alongside the enemy who spotted you warning her of your presence in the area, asking for more power from her.

For a majority of the time, she’ll issue the Hunt. But based on her mood at the moment (or if she’s busy doing something else), the properties of the hunt will be slightly different. Some of them are random while others occur when specific actions are done. Here’s a few examples:

  • Exhaustion: Being caught multiples times will have a higher chance of her being exhausted of using her power, leading to a smaller Hunted timer.
  • Excited: If you’ve been caught in traps, she’ll be very excited and grant more time (and more power) to the Hunted timer.
  • Failure to notify: Sometimes, the enemy just doesn’t pray hard enough for Demeter to listen. In that case, the Hunt doesn’t even start.
  • Fury: Angered, Demeter goes in a frenzy and starts building up the Hunted timer without stopping… 100%… 150%… 200%… 250%… and then… -100%!
  • Confusion: Occurs on occasion, the hunted timer fluctuates widly for a bit between 80-40% three times before draining normally.
  • And many more…

However, that’s only one aspect. The second aspect is enemy competence. Should you be competent enough to defeat enemies stealthily, negating damage, hitting weaknesses… or just brute-forcing your way through enemies during the Hunt, and that enemies are hitting resistances, being unable to act, falling in pitfalls or your traps, etc… Demeter will start to doubt the competence of the inhabitants in the surrounding area, being a waste of her energy. Push her a bit more, and…

Hubris State

…Demeter will throw the towel for a bit of time, leaving the enemies without a Hegemone to power their titles (and therefore no leader)! Therefore, the enemy team will not be able to utilize their titles!

They’ll also be weaker than usual… and will grant much more EXP and items! (Title Mastery, however, is harder to obtain, and you cannot find Stolen Titles during this time.)

The timer is in the negatives, climbing back up to 0%, back to being Safe. During this time, enemies on the field that spot you will flee and dissapear if not attacked. In battle, you’ll also be forced to eliminate all foes, since they have no leader… Other than that, the timer’s value is purely a timer in this state.

Once it’s over, the area will be deserted for a small bit of time before enemies reappear.

However, be aware that Demeter will underestimate you less if you enter the Hubris state: for every time you enter this state, the Hunted timer’s starting value permanently increases by 10% (value not final, it gets capped depending on difficulty)!

Reinforcements

When entering in battle, it’s best that you approach isolated enemies on the field. Otherwise, nearby enemies will join in the fight! And it doesn’t end there!

A second wave can occur if enough enemies are present!

For both waves, defeating the enemy leader does make their allies flee.

This happens much more often with the Hunted state, as many enemies will attempt to eliminate you. In the battle transition, a ring (graphics not final) will show the range where additional enemies can jump in that battle.

Enemy Housing

Enemies in Hunted and Tension will pop out of bushes, housing, etc… Keep an eye for glowing eyes, as they’ll pop out there. Sometimes, they’ll wait for you to approach, and will wait, making you think it’s safe… Then they’ll come out to strike! When the state is Safe, the only enemies you’ll need to worry about are those already on the field.

Camera Move

You can now move the camera manually with the arrow keys at any point or state to push to a certain extent the camera to anywhere you want. Letting go will reset the position back to your location. You can use this to check on your surroundings for foes or treasure. The keybinds can be changed on the keyboard/controller rebind screen.

Altered Level Design

The level design is being revamped in a lot of areas: first of all, we’re cutting down on the absurd amount of alternate paths, to a more reasonable amount: this should help with keeping people from being lost too easily. Second, levels are being cut up into 2-3 rooms from their original version, handy for both helping you stay on the path and for optimization sakes. Lastly, the levels themselves are being reworked in their layout to make sure it works with enemy positions, since, unlike the previous version of the game, where all enemies where on the level at the same time after a set amount of time, only a select few enemies are going to be present at first, unless you’ve been spotted.

---


There are a few more changes to the game, but we’ll detail them in another post soon. Most notably, there is an updated timeline system that should be more clearer and easier to understand, which hopefully would make better battle sequences... and following allies? How's that going to work in a stealth JRPG? You'll see soon!

I know the game feels like it was in a bit of a state of limbo, but (hopefully) things are moving at their fastest now (I think)… There are a few major bugs I’d like to fix first before releasing a test demo. This time, the demo will not require an email and be publicly available as a testing demo, so that I can gather more feedback, especially with the new stealth systems.

Thanks for reading!

Hegemone Pass - Side-Scrolling JRPG - Announcement Trailer

Hegemone Pass - Side-Scrolling JRPG - Announcement Trailer

News

Take back the title of “Queen of the Underworld” in this side-scrolling JRPG!

Hegemone Pass - Cutscenes of Missions

Hegemone Pass - Cutscenes of Missions

News 1 comment

The Greek Underworld's JRPG brings you screenshots of several cutscenes from the game's first two missions, on top of a new and fancy title screen, and...

Hegemone Pass - Equip Flowers!

Hegemone Pass - Equip Flowers!

News

Introducing the flower system, an equipment item that each character can equip. Equipping flowers might synergize with other equipped flowers, which improves...

Mastery and Turn-Based Combat

Mastery and Turn-Based Combat

News

Indroducing a new mastery system for titles, a rank system for party members, and the turn system in Hegemone Pass is more akin to Persona now!

Comments
rogerall
rogerall

good !

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Retro_Javi
Retro_Javi

Looks nice :) Tracking!

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Hegemone Pass
Platforms
Windows, Linux
Creator
ingenoire
Engine
HaxeFlixel
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Hegemonepass.com
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Latest tweets from @ingenoire

RT @IndieDB: Find out how Hegemone Pass is attempting to create one of the world's first #pixelart stealth JRPGs with this gamep… T.co

Mar 22 2019

RT @ingenoire: How does Stealth in my Turn-Based JRPG work? New post on the Hegemone Pass devlog: Hegemonepass.com #gamedevT.co

Mar 21 2019

For future posts, I'll probably make these YouTube-style thumbnails. Or at the very least for IndieDB due to the si… T.co

Mar 20 2019

How does Stealth in my Turn-Based JRPG work? New post on the Hegemone Pass devlog: Hegemonepass.com #gamedevT.co

Mar 20 2019

The blog post for stealth is mostly done, just taking some screenshots and then it'll go online...

Mar 20 2019

With the amount of changes in the game, I think I'll write several blog posts detailling the changes.

Mar 10 2019

Sneak peak of things to come… Stealth in my JRPG? (more info soon...) #gamedev #JRPG #Stealth #indiegame T.co

Mar 2 2019

For the v2 of the demo, since I need a bit more feedback, it will be released sometime soon on the main website for… T.co

Oct 30 2018

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