Use the mouse during turn based battle, it can be toggled mouse with the M key.

Full Controls at the bottom of this description.

Controller/keyboard/mouse support :

For accessibility issues, for example, one could play with the mouse and the controller, or the controller and the keyboard. the three input should works interchangeably in a seamless way

"Elevator pitch" 
"Once in battle, two immovable ducks will appear before you, each pumping themselves until they're ready to quact. Once any duck surpasses 100 in how much they're pumped, they're ready to quact, allowing a quacktion to be chosen. They could quack, flap, or even duck, If the flapping is too hard, these are all examples of eligible quactions."

I'm not sure why I commited with the duck pun...the game will waddle for sure.

I took it upon myself to challenge myself by creating something using only my keyboard and the assets I already had. It's not finished, thank you for your understanding, I'm sharing in hope someone find this idea kinda neat.

This was mostly completed in seven days—sort of...

The 3D floor marks my third attempt at translating a tilemap feel into 3D. For artists, this means only needing to create a new texture to change the landscape. While working on this, I realized I had forgotten angled paths, which are now included!

I'm sharing my texture sheet and would love for you to help test my idea. If you respect the positioning and tile size (32*32 pixels), it shouldn't deform. Share back any remixes you make and I just might include it as a swappable texture.

It could be kinda neat that I add some community stuff into the game.

that would be my first step toward creating a modable game, Which I find quite cool.

In three days, my objective wasn't creating a game—it was making an effort to push each small part further, either by integrating them or facilitating their integration for future attempts.

The other part is more about mundane refactoring, but still cool... and there was something new!

The RPG part is... me, when my mind wanders. It's new! I thought about it and it seemed easy after a year with Godot. This is my attempt at a no-tutorial project. I had to look up array learning, but otherwise, it's my own RPG implementation in Godot.

Inspired by Final Fantasy Tactics and Final Fantasy VII, the RPG system works as follows:

When the character moves, the danger level increases. When danger reaches its maximum, a battle is triggered. If the character dashes, the danger level rises faster.

The character's position is saved. Then, the battle starts.

During battle, each entity has a charge time that increases with a timer (could be instant, but as a prototype, I need slow speed to organize everything).

Otherwise, controls are the same as in Wrecking's Bags:

  • Play with a controller and mouse/keyboard.
  • Left thumbstick/WASD: Move
  • Square/Y: Dash
  • Right thumbstick or mouse move: Rotate camera
  • L1 or 2: Grappling hook
  • R2 or left click: Place magic sphere
  • B or space: Jump/double jump
  • M key or Start: Toggle RTS mode
  • Left thumbstick: Move in RTS mode
  • Right thumbstick: Rotate in RTS mode
  • Scroll wheel/D-pad up/down: Zoom in/out
  • L3 and R3 or , and . : Reset zoom/camera position

Bug note: Mouse capture doesn't recenter the cursor in HTML builds. This affects where the magic sphere appears.

Updated 2 hours ago
Published 2 days ago
StatusPrototype
PlatformsHTML5
AuthorBarnabe Wild
GenreRole Playing
Made withGodot
Tags3D, No AI, pixel, Pixel Art, Prototype, Turn-based, Turn-Based Combat, Turn-based Strategy

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Volcano_texture.png 10 kB

Development log

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