Five nights of the Emblem of fire: “What you have to do easy, watch the cameras, check that everything is in order and most importantly, don’t let anyone in.
And also, no matter what you do, no touches Freddy” An security guard of the night shift
It’s basically about surviving five nights (lie, are six nights and possibly seven counting the customized night)
but in fire emblem… with cameras, Doors and various endings…
ASCII emblem: FE game in the style of the game Rogue made in some primitive programming languages like java, c++. Theoretically it works and I feel like someone would do this but none actually did.
You thought all the other ideas posted in this thread were terrible? Well, I think I’ve got them beat! The Adventures and Misadventures of the Hikikomori Fujoshi Aoi Yamada, who Lived an Ordinary Life and whose Only Friends were Other Strategy Role-Playing Game Forum Users until the age of Sixteen, when she was Transported to a Fantastical Realm With Ice Icon Mechanics Full of Scantily-Clad Adonises who Aid her in her Journey to Attack and Dethrone God
Celica’s route but from Leon and Kamui’s perspective. Perhaps the historical records don’t show that Saber sent his sister as a decoy to be sacrificed to Duma in Celica’s place, who knows?
Units have different weapons (you may notice that the nice young morality chain priest or the caring older sister trobairitz has a staff that may be useful for the specific strategy in a variant or two)
Different units are on the map with different purposes
Units start at a different area on the map
Classes have different stats
Different objectives (rout enemy, defeat boss, escape, survive 10 turns)
Different terrain
Different battle calculations
CON’t, STR offsets weapon weight
CON’t, SPD offsets weapon weight
No weapon weight at all
Each unit has an FCM
Different follow-up threshold
No Weapon Triangle/Trinity of Magic
Different weapon triangle on the same level as the OG (tomes beat daggers beat bows beat tomes)
Anima has its own sub-Trinity of Magic
Weapon level instead of ranks
Weapons aren’t locked by class
Valentia/Fodlan-style magic
Priority countersmash
Turnwheel
Unbreakable weapons
Different rescue system
Capturing
Skillsys
And that’s not even getting into the potential story variants like a perspective flip where you control the antagonists and fight against the strategy you employed!
The one consistency throughout all variations is the characters, who are representations of different common archetypes: Mario Bros (and their Nabbit squire), seasoned archer, noble armor knight, humble pegasus knight, you get the idea. (Names are after numbers/days/months in Old High German: Ein, Zwene, Dri, Fior, Fimf, Sehs, Sibun, Ahto, Niun, Zehan, Einlif, Zwelif; Sunnun, Mane, Ziu, Wuotan, Donar, Frija, Inguin; Wintar, Hornung, Lenzin, Ostar, Winni, Brah, Hewi, Aran, Witu, Windume, Herbist, Hailag)
Backstab Emblem: Every unit “faces” the cardinal direction they chose for the last action they took (e.g. the last direction they attacked or walked). You can only counterattack attacks from that direction, and any attacks from the opposite side automatically crit.
Protagonist Emblem: You play as Death, a single, ultrapowerful unit, and your goal is to kill the parents of every fire emblem protagonist ever in a single grueling battle. If you kill the protagonists themselves, you lose.
Orphan Emblem: FE8 but characters who even mention their parents, alive or dead, are not included in the game. Erika and Ephraim are replaced with civilians with no lines and 1 in every stat
Fire Nation Emblem: All your units know Fire and eventually Elfire in addition to their normal weapon proficiencies. Your goal is to defeat the other three nations and then face off against the Avatar.
Amnesia Emblem: After battle preps, all your units are represented by a black square, and you cannot view their names, portraits, abilities, stats, or inventory. You may attempt any action with any unit, but if the unit is unable to perform that action (attack at 2-range, for example) its turn is wasted.
Emblem Emblem: Letters, words, and numerals are replaced with pictographs. Good luck.
In Chapter 2 you get Mayfly and anthropomorphic Mayfly.
They leave your party at the end of the chapter, If you get an A/S rank support with another unit by the end of the map you will get Mayfly’s child on the next map.
Mayfly’s child will also leave at the end of the map unless you pair them up with an A/S rank support with another unit, The next map you will get Mayfly’s child’s child on the next map, the unit can not be the unit that A/S ranked Mayfly.
Mayfly’s child’s child will also leave at the end of the map unless you pair them up with an A/S rank support with another unit, The next map you will get Mayfly’s child’s child’s child on the next map, the unit can not be the unit that A/S ranked Mayfly, Mayfly’s child, or Mayfly’s child’s child.
Mayfly’s child’s child’s child will also leave at the end of the map unless…
…
…
…
If skills exist the child units have Mayfly’s personal plus one random skill from the other parent.
The children will be auto leveled based on an average or some other math taking from Mayfly’s growth/bases and the other parent’s growth/bases.
All children have unique names and portraits.
Mayfly each child you make will appear in the credits with the ending “Died at [map unit was present on]”
My suggestion would be to use old RPGs to make a remake, like Ultima 4, Emerald Dragon, Lodoss War and other traditional RPGs.
Another idea I can give is an adaptation of Jason and the Argonauts, I think the fantasy elements and monsters would fit the engine like a glove.