Catalyst of Chaos
Meet Dave the little critter who's on his ordinary adventure through vividly purple forests and verdantly green lakes. He's as many others on search for the elusive artifact called Catalyst of Chaos - object which supposedly shrinks lands that he and many others call home.
Controls:
Use LMB (spacebar on the keyboard is optional to skip the turn, functionally there is a button on top right on the screen). Left click on a tile to declare movement to that tile ("shadow" of the character should arrive in the target destination); select a card by left clicking it, deselect them the same way. When card is selected movement is overwritten by action on a selected card.
Features:
This is turn(?) based game, but what if whenever the "end turn" button is pressed everybody executes their turn actions at the same time. What happens when the order collapses and everybody gets to decide their turn all at the same time.
Combat cycle occurs in two phases: 1. Frozen time where "tactical" declarations of movement and card actions are made, all according to your resource availability; 2. Unfrozen time where the chaos of uncoordinated actions unveils itself
Resource management: Each card has it's resource requirement following the alchemical principle of tria prima - soul, body and mind.
Body - Time cures all things: As the turn elapses recover fixed amount of Body
Mind - Out of sight out of mind: Each played card recovers fixed amount of Mind
Soul - Dreams are whispers from the soul: Holding onto cards recovers Soul
Cards:
So far there is only one type implemented - trigger on proximity (during unfrozen time entity enters trigger zone); remaining archetypes are: instantaneous which trigger their effects during the frozen time and wind-up which trigger their effects after the time is unfrozen and if stacked they do so one after another
Artwork and concepts:
Closing words:
This competition is really something, it's my first time making larger project and I've learned a lot during such short time . I wish there was more time to implement some more features (because this game seems so barren, lacking any enemy AI, proper UI or any feature really), treat it more like an attempt at proof of concept. With that said Patchnotes gave me necessary push to actually start making games. Even after the event will be over I still plan to work on polishing this little project - so keep an eye on how this project evolves!
ACKNOWLEDGMENTS:
Big shout-out to my friend Abisofil for finding the time and making the artwork and character sprites for the game, Dave and all of the characters are her original designs and creations
Font used in the game is Medodica distributed under open font license
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