
MONSTER BATTLER
This project is a work in progress and therefore is unfinished and may feature bugs/issues. It is designed to explore the idea of "what if Pokémon battles also used movement," and is somewhere in on the spectrum of Pokémon meets Chess. This project also takes inspiration from Trion's Atlas Reactor, which was a turn-based strategy game in which all characters act in unison.
All assets are created by me.
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CLICK THE "?" BUTTON IN THE TOP LEFT CORNER FOR MORE INFO ON HOW TO PLAY
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QUICK AND DIRTY DIRECTIONS:
Turns are conducted in phases:
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Choice
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This is the phase in which player(s) choose what action each unit should take, and where to move.​
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Preparatory​
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This phase typically involves support abilities which shield, heal, or buff/debuff units.​
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Dash​
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This phase is reserved for abilities which move the character.​
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Attack​
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Most abilities occur in this phase. This phase represents any ability which has the primary purpose of dealing damage, altering the battlefield, or substantial amounts of support.​
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Reactionary​
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This phase includes abilities which either require some sort of trigger to succeed, or are better off being used after the rest of the abilities, such as life-saving heals, etc.​
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Move​
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The movement phase happens LAST. This means that only dash abilities can be used to dodge other incoming attacks.​
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Controls:
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WASD - Move Camera
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Mouse to edge of screen - Move Camera
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Click a Unit to select them as the active targeting unit.
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Click an ability to select for use.
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When targeting an ability, click on the battlefield at the desired target position.
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When not targeting an ability, and an active unit is selected, click the ground set that tile as the move target.
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Press ENTER to instantly end the choice phase. (DEBUG/Dev Option)
NOTE: This project was built and designed to be played on PC.