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WotchiRPG

Cart #pck404_wotchirpg_wip-0 | 2025-10-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A minimalistic RPG with exploration and time-based battle system.

Inspiration: Tamagotchi & Final Fantasy 8 Chocobo World

This is a work in progress. What would you add?

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Won the 1st level, was a bit confused that I lost my map, then found the L2 map, saw that the gameplay of L2 was essentially the same, fought the 2nd boss a few times, and concluded that with 150 attack and minuscule dodge bar, grinding wouldn't help much and it's likely the end of the demo, so time to post comments :

I liked it overall. Remided me a bit of a old game named sapiens that I used to love.

Missed at first the tamagotchi aspect that the game could play by itself to grind levels.

About the battles :

core mechanic is nice, but lacks variety

suggestions :

friendly traveler : 0XP if killed, if you don't attack him, he gives you directions (say South east for example) towards the map chest of the level or another goodie.

Fetch quests : give each town a name, and give XP rewards for going to XXX town. This would make the map more meaningful, beside walking back and forth around the town near the boss.

Escort quest : bring a PNJ to another town. Half XP during quest, but PNJ has a chance to doge and to attack, maybe have a Computer handled bar.
Some map zones could have tougher monsters, so the quest might require to map and understand the zones, and go from town to town without entering too dangerous zones, until you reach the destination zone. Having a PNJ as extra meat shield might also help against bosses.

Bounty quests : found in towns, adds a red "mini boss" dot to the map, with a single chance to beat it and extra XP reward.

Enchant sword (location that changes each time you find it): gives a temporary random boost to your sword :

  • crit blade : next perfect hit does 10x damage, you can purposefully avoid the hit during normal battles to keep the bonus for the boss.
  • fast blade : the bar has two hit zones. hitting the two make you hit twice, hitting one then miss makes you hit once, hitting outside the zone or going over the bar without pressing the button makes you lose the bonus.
  • wide blade : adds extra padding to the attack zone. each miss or hit of the padding reduces the padding size.
  • light blade : adds extra padding to the dodge zone. each miss or hit of the padding reduces the padding size.
  • vampire blade : gain health with perfect hits, lose health with misses and partial hits. Lost when you die or level up.

HP bars for monsters for better readability.

multiple ennemies at once :
attack phase shows one hit zone per ennemy, you can only attack one enemy per phase, letting the slider go over the bar make you do a normal attack on the last enemy.

Enemy spells :
electric armor : takes one turn to cast and last one turn, perfect hits on it deal damage to the player instead of to the ennemy.
stone armor : damage halved until a perfect hit is delt that destroys the armor.
Illusion : summons two fake copies of the caster. Each turn, the position of the real caster is random, but some slight graphical difference give you a chance to see witch is the real one. Hitting an illusion does no damage, attacking the real caster dispells the illusions.
minion summon : self explenatory.
confusion : temporarily makes the bar go from right to left.

perfect hit on a caster has a chance to fizzle the spell in preparation.

Ennemy special effect :
poison cloud : hitting the ennemy makes you lose health over time. (should be killed last)
health related speed : high health, low attack, starts with a tiny dodge bar that gets bigger as the health diminues.
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