This is not a full game!

This is a demo/prototype of the combat system being used in a turn-based game currently being worked on. I'm hoping to share a more polished demo sometime soon.

Click/tap actions in bottom left panel. Think of the game as rock-paper-scissors, but fantasy? Enemies remember your recent choices, and may sometimes be smart enough to pick the counter option... They're not very smart.

πŸ”₯ Fire > πŸ€ Earth > πŸ’§ Water

Assets

- Kenney's 1-Bit Pack. Find it here.

- datagoblin's monogram font. Found here.

Updated 9 days ago
Published 13 days ago
StatusPrototype
PlatformsWindows, HTML5
AuthorReykr
GenreAction
Made withGodot
TagsGodot, Magic, Pixel Art, Prototype, Turn-based, Turn-Based Combat

Download

Download
windows-prototypeV2.zip 23 MB
Download
windows-prototype.zip 23 MB

Development log

Comments

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How long does it normally take to load?

Nice - at first I tested it blindly thinking it would just be pure chance, but even before reading the description, it was possible to pick up on there being patterns in what attacks the enemies choose in comparison to you.

Definitely curious about seeing how this will play out in a completed game (:

(1 edit) (+1)

Thanks for testing! I was hoping the enemies would have at least some recognizable pattern, without making things too easy. Hopefully I will actually finish this project, depending on how life and stuff goes haha.

Awesome! Font was a little hard to read tho πŸ˜…

Thanks! I'll probably be switching out the font later for something more readable. πŸ‘

Looks cool but crashes my browser ;-;

And this is just the prototype... πŸ˜…

The executable probably works better, but it's only available in Windows. I'll look into seeing if I can optimize the code later on, since it's probably running too much stuff at the same time.

Thanks for letting me know though!

(1 edit)

I’ll try booting it in a windows VM

Cool!

Ah i had the same problem (before, using a different browser fixed it) I believe it’s because of the sharedArrayBuffer setting.

Oh yeah, possibly. πŸ€”

Godot projects exported to HTML require it to be enabled, so I guess it's not that surprising it breaks a couple things since it's still an experimental feature.