Long Post Below:
I once had a mind to make a fan-game of Breath of Death VII The Beginning because I so happened to like it a lot and it was my first “indie” game and got me started into the whole “scene” as it were.
Naturally the game was going to be a prequel to VII, I was going to go as far as making it a spin-off game of a earlier fake BoD title, because.. why not?
The four main characters were:
A Flaming Skull Headed Knight (female if anyone asked and she found a way to answer)
A Ex-army grunt zombie man
A “tortured Soul” Ghost woman (with a noisy chain)
A over the top dramatic (female?) Vampire
The main reason this was never, ever, going to get done (other then me having no idea how to do it) was because what I wanted for the Battle System was pretty complicated.
The main battle concept was each party member would put themselves into one of three positions, Attack, Defense or Support. Each member had certain abilities that worked for whatever position they were in. They could also use some other abilities from another position but they would only be half as effective.
So I had built each character around this idea.
The Flaming Knight had Strong Attacks - while in Defense attempted to deflect any type of attacks, which would cause her half damage but protect whoever was attacked- and I wasn’t sure of what support to give her.
The Zombie on the other hand, had really low attack strength - in Defense though he absorbed all physical attacks and guarded other team members (this is why he has tons of arrows and swords in him ) - he’s basically a sponge for any physical.
The Ghost couldn’t attack physically, but really damaged other spirit types - Her Defense for physical was none existent, they’d pass through her and damage whoever was attacked but she was the only one who could fully stop any magic attacks - and her Support was magic attacks that damaged enemies at the end of a round - much like an attack in the BoDVII game.
The Vampire in support could give buffs to the team, in defense stop aliments with there healing bats and in attack could cause aliments.
What happened was enemies could set themselves like this too and the point was to juggle people around, trying to get the best defense mixed with an attack that worked against the enemy but in the end all the swapping that would probably take place sounded like it be far more annoying then actually fun. So it died in the concept stage wwwaaaaayyyyy before I gave up on even attempting to make it.