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[h3][b]Hi Villains! Everyone! It's been a while![/b][/h3]
Many games follow a lot of established tropes of the genre that are rarely questioned. In Lords of Ravage, we try to change some of the foundations of the Dungeon Crawler genre. For example, one of the main tropes is the squad of heroes that the player needs to take care of. But does it really have to be that way?
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By thematically dedicating the game to villains, we opened the option to divide all fighters into followers, whose lives are expendable, and leaders. The latter are the titular Lords, extremely powerful characters whose deaths end the game. To emphasize the difference between Lords and followers, we gave the latter passive abilities that give bonuses when they die, encouraging the tactical sacrifice of units and highlighting their replaceable nature.
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Since unit upgrades are a very important element of a Dungeon Crawler, we've made the upgrades affect unit classes. This means that the improvements apply to all units of a certain class in the army, including those that you will hire in the future. This way, we hope to provide an interesting, fresh take on the genre by changing some of its fundamentals.
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