Inspired by Into the Breach 2d turn-based game with an open world, interactive environment and obtainable skills.

Only mouse required. Use "use" skill to travel between rooms and add augmentations.

ABOUT

  • Explore an open world consisting of 48 unique rooms.
  • Use your skills and items to interact with the environment.
  • Push, pull, throw, melt and manipulate various object to gain access to other rooms and resources.
  • Fight enemies in a turned based combat with telegraphed attacks.
  • Lure enemies into traps and take advantage of their attacks to access hard to reach goods.
  • Watch out for environmental hazards.
  • Open blocked passages with skills or items.
  • Exchange gemstones for other items in vending machines (or break them to gain items without paying).
  • Bring to life other allies to help with room puzzles.
  • Add new augmentations to your body to unlock new skills and skill synergies.
  • Decide between mutually exclusive augmentations and choose your way of approaching the world (jumping or floating on water, pushing or throwing objects, pulling or putting items into far away objects, manipulating mechanical objects or teleporting freely in room).

CREDITS

INSPIRED BY

  • Into the Breach : telegraphed attack to take advantage of enemy actions and 8x8 grid rooms
  • metroidvanias : approach to level exploration (certain level chunks inaccessible without appropriate skill, new skills gained from objects spread throughout the level)
  • immersive sims : interacting with the environment in systemic ways (meltable objects can be melted with cell item by the player or with lasers by enemy turrets, water and lava tiles accessible to floating enemies or hero with floating ability, pits can be crossed by jumping, being thrown by enemy, pulling yourself to another object with chain or by flying with flying ability)

IDEAS

This is  a prototype based on ideas that have been floating around in my head. Enemies have no health points, which means that you can't make them tougher simply by giving them more hp. Instead, it is how you can interact with them that determines their difficulty. Some can be drowned in water while others can fly, some can be displaced while others are stuck to the ground. It's similar with player abilities. Player has no 'attacks' that damage enemies for certain number of hp. Player gets more powerful not by cranking up the stats of the attacks, but by gaining new ways to move through the level and interact with objects. You start with just simple ground move, but later can acquire abilities to push, pull, throw, jump, teleport etc. and gain mastery of the environment.

Updated 6 days ago
Published 9 days ago
StatusPrototype
PlatformsHTML5
AuthorMarcin Marlewski
GenreStrategy
Made withGIMP, SDL
Tags2D, c, Isometric, Pixel Art, sdl, Tactical, Turn-based
Code licenseMIT License
Average sessionA few minutes
LanguagesEnglish
InputsMouse
LinksSource code

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