Skill-based equipment
Other (objects, etc.) concept
Items, even trivial ones, can't be used unless you meet certain basic and occasionally somewhat arbitrary skill limitations (e.g. need 15 points in electronics skill to use voltage meter).
22
games
4platforms
WIN 2011-10-02
WWW 2012? *
WIN 1999-08-11
WIN 2006-10-25
WIN 2013-07-25
WIN 2003-05-01
WWW 2011
WIN 2012-04-11
WIN 2011-03-21
WIN 2005-09
WIN 2012-02-09
WIN 2015-12-18
This covers things requiring a specific skill (e.g. tuba or wind instruments) or a specific skill level (e.g. 72% or 2/5) to use the items.
Best cases are when the items can still be used without the skill, but having the skills provides noticeable improvement in performance (effectively discouraging their use prior but not denying it).
Best cases are when the items can still be used without the skill, but having the skills provides noticeable improvement in performance (effectively discouraging their use prior but not denying it).
Popular tags
airlocks alarmers alcohol amnesia biotechnology bodyarmor counselor dark desura detectors diaries doors dungeoncrawler energyitems energystations eviloverlord explosiveobjects gog implants inbuilttraps injuries ladders metroidvania potions pressureplates privatemilitarycompanies rp-levelless smokes splatter steampowered tactical teleport voiceoversParent group
Games by year
The first Skill-based equipment video game was released on August 11, 1999.
Almost Human Games, Night Dive Studios, Ubisoft and gamigo published most of these games.