Nonex: Designing a Strategic AFK-ARPG Experience
2025
My side Project
Project goal
To create a unique AFK-ARPG that focuses purely on the strategic depth of build-crafting and loot optimization, removing the reliance on real-time combat skill. This project aims to deliver a satisfying progression loop for players who enjoy theorycrafting and finding rare items without the pressure of action-intensive gameplay. My personal motivation stemmed from a desire to enjoy deep RPG mechanics without the high "skill-dependency" of traditional ARPG combat, allowing for a focus on strategic decision-making and character optimization.
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Core Concept & Player Experience
Distill the strategic joy of deep RPG systems into an accessible, non-action format, emphasizing build-crafting and loot.
Key Systems & UX Considerations
  • Automated Combat & Strategic Feedback
    Designed a unique combat system where battles resolve through complex background calculations. The UX challenge was to make "non-interactive" combat engaging by providing clear, detailed post-combat statistics (damage dealt, hits, enemies defeated), shifting player focus to analytical review and strategic pre-planning (build optimization).
  • Generative Progression & Loot Systems
    • Dynamic Enemy Encounters: Implemented a generative system for enemy compositions and scaling (levels, quantity) based on map tiers, ensuring varied and progressively challenging experiences.
    • Procedural Item Generation: Developed a system for loot generation where item properties scale randomly with enemy levels and map tiers, providing a constant sense of discovery and value.
    • UX Challenge: Presenting this procedurally generated content (enemies, items, stats) in a clear, digestible, and exciting manner for players.
  • Deep Build-Crafting Mechanics
    • Passive Skill Tree: (In development) Designing a vast, navigable passive skill tree that allows for intricate build diversification. The UX focuses on clear node relationships and intuitive path planning.
    • Skill & Resource Management: Skills utilize a unique mana reservation system, requiring careful "build projection" and strategic allocation of resources. The UI must clearly communicate these reservations and available mana.
  • Core Game Interfaces (Conceptualized/Prototyped)
    • Loot & Inventory System: Interfaces for item acquisition, comparison, equipping, and categorization. Future plans include a dedicated post-combat loot selection interface to enhance player agency.
    • Character & Gear Stats: Visualizing complex numerical data for effective decision-making.
    • Shop Interface: Designing intuitive user flows for in-game purchases.
    • Map Progression & Selection: Clear interfaces for players to select maps, understand difficulty, and track their advancement through tiers.
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My Design & Development Workflow
Demonstrate an adaptable and organized approach to solo game development, leveraging modern tools.
Workflow & Tools
  • Godot Engine for Prototyping & Implementation
    Gained hands-on experience by directly prototyping and implementing core UI concepts and game mechanics within the Godot Engine environment.
  • Advanced AI-Assisted Development
    Implemented a multi-layered workflow for AI-driven coding (using Cursor), enabling me as a non-programmer to rapidly develop complex features. This included:
    • Structured Task Documentation: Maintaining dedicated folders for each task with readme (status), draft (initial description), plan_XX (detailed, immutable plan after code research), and phase_XX (real-time change log) files.
    • Controlled Iteration: Ensuring code integrity and preventing regressions through meticulous planning and phased implementation.
  • Git-Based Project Management
    Utilized Git (GitHub Issues & Projects) not only for robust version control but also for comprehensive task prioritization, planning, and tracking, demonstrating strong organizational and project management skills applicable to team environments.
  • Component-Based UI Design
    Actively applied component-based design principles (inspired by Figma) within the game engine, aiming for maximum reusability and efficiency in UI development.
    Designed and integrated essential UI components and icons, leveraging Figma for custom assets and sourcing external resources to achieve functional clarity at this development stage
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Conclusion & Future Outlook
Summarize key achievements and express continued passion for game development
Summary
  • This personal project highlights my proactive initiative in exploring game development and my ability to apply extensive UX/UI and product design principles to a new, dynamic domain.
  • It demonstrates practical experience with a game engine (Godot), innovative workflow management (AI-assisted coding, Git-based project planning), and a deep commitment to user-centric design within complex systems.
  • The project reflects my passion for creating engaging interactive experiences through strategic design and iterative development.
Future Vision
  • Continued development includes expanding boss mechanics, implementing a dedicated post-combat loot selection interface, refining the passive skill tree, and integrating a comprehensive crafting system. The focus remains on enhancing player agency, strategic depth, and overall player experience.
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Some screenshots
Presenting key features
Ability system is called "Sigils". They works automatically with some chance
Tier loot is generated due to depth and player level. Items can have mods of different tiers with a certain chance for each tier.
In addition to the standard RPG stuff, there's a special type - amplifiers. Its mods are turned on depending on which channel it is turned on in
Extensive passives system alternate ability tree. You can dial any of them depending on the active slots. Big nodes are just reinforcements of small nodes. And keystones are gamechangers.
Progression system, the deeper into space you send, the harder the enemies. To progress further, you have to kill all the enemies at depth
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