Indlys
An experiment in changing the way treasure is handled in a game. The idea for Indlys came about through a few ways - the main influence was an idea I had about how to handle giving the player items but allowing them to have a choice.
Instead of just giving a potion that they might not need, instead every 'chest' would give them money that they could spend on a set amount of items. You are forced to use all your money each time, too, so saving up is impossible in the normal way (though you could keep items and sell them later to generate more cash if you need it for costlier items.)
Selling items would also allow for your follower to unlock new, better items as certain items are met. For example: Esper Essense + Fairy Soul + Life Gem = Aester Vial. Only when you've sold at least one of each to him will that item unlock to be bought. (I had wanted a limitation system but decided against it.)
In Indlys you choose your character class and battle through an underground dungeon searching for signs of an underground civilisation - your last hope at having a normal, civilian life.













