First Release!


Hi all! Napitak is a rogue-like deck building card battler that I am developing in my spare time. It started as a way to kick the tires of the DragonRuby game engine and is quickly growing into an actual design doc spreadsheet. I am hoping to expand on the ideas here with some more depth first and then some artwork, sfx, music, and polish later. 

The current core game play loop is as follows:

  • Craft some potions and sock some ingredients into your inventory pouch from your alchemy lab.
  • Battle a monster(only one right now)!
  • Setup an alchemy workbench and craft some new potions with ingredients you have looted from the monsters you fight OR refill your current potions as they run low.

Going forward I am looking to add:

  • Multi-tiered crafting system with more depth and layering so exploring the crafting options is intriguing.
  • A journal to track your unlocked recipes.
  • An encounter map that allows the player to choose where they are going next out of multiple proc. gen'd options.
  • A penalty for your deck reshuffling (perhaps a 1-2 turn stun or something while you "rifle through your potion bag").
  • An option to try to flee fights for a potential cost upon failure.
  • A more clear loss-con where you can see a summary of your run with an option to quit or try again.
  • Meta-progression between runs allowing upgrades for:
    • Ingredient tiers that allow for enhanced effects to be added to your potions.
    • Starting ingredient pouch size.
    • Starting HP and FP.
    • Possibly more as I iterate.
  • More potions, ingredients, encounters and enemy types.
  • Art, SFX, animations, and music.

    Files

    HTML5 v0.1 Play in browser
    56 days ago
    MacOS v0.1 5.2 MB
    56 days ago
    Windows x64 v0.1 3.9 MB
    56 days ago
    Linux x64 v0.1 4 MB
    56 days ago

    Get Napitak

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