Features
Guardian Angel is a roguelike game, in which the player personifies a character
that lives inside a fantasy world.
The goal of the game is unknown, and determined
by the almighty RNG everytime a new game is started. However there are several
paths the player may decide to follow, including the exploration of the world
looking for rare artifacts which will make his reputation (and budget) grow,
the subscription to a political or military faction which locates him into
a hierachy of power into the world, or the lonely life of a fisherman that
lives only for the day until he knows there is something bigger in the world;
it is all up to the player.
Some other features, from the roguelike genre to which it belongs, are:
- ASCII Character display: The visualization of the world in Guardian Angel
is made via an ASCII character grid.
Altough this may appear to be a barrier for playability, it allows you to
recreate the world in you head the way you want, without being bound by somebody
else's
perception.
- Random World Generation: The worlds in Guardian Angel are generated
using a random algorithm; this allows you to replay the game for a
long time, as
every game session will be different
in one or another way. The generation on Guardian Angel does not only
includes the physical outlook, but also the social aspect and the history
and goals
of each individual in the world.
- Permadeath: Once the character created by
your angel dies, he is gone for good. While this may seem harsh at first
for
people coming from other genres,
you will quickly discover that it is a crucial factor in your enjoyment
of the game, as it encourages
careful choosen tactics,
cold
sweat
when
fighting
big baddies
and
curses when
your character dies.
- Freedom: Your characters may choose their way in life.
There is not a linear plot as in most console RPGs, so you can roam
the world freely, looking for
your character development in different ways, and try to challenge the
game goal when you think you are ready
- Tactical turn based play: The
unit of action is based on the individual adventurer, you can command individuals
if you
have some kind of authority
uppon them, but they may decide not to obey your orders.