Elevator pitchLoot Pursuit is a lighthearted, humorous simultaneous turn-based RPG with a battle system sort of similar to Grandia where you can mess with your opponent's actions and has an environment inspired by Zelda and Mario that has a strong influence in the battles.
It's a little difficult to explain, so I've got some gifs! The game is still very early in development so I haven't nailed down all the mechanics yet, but this is some of what I've got so far:
One click to attack

Dash attack to hit the enemy harder and further

Hit enemies against walls for extra damage

Instead of only having stats determine the outcome of an incoming attack...

...players have multiple options, such as hitting the enemy first...

...dodging to put the enemy in a position where it can be hit against a wall...

...or one character can protect the other.

Spin attack to hit multiple enemies

Not so good against singular opponents...

...unless...

Traps can hit enemies too! Use them to your advantage!

DesignI love turn-based battle systems, but think there's a lot of untapped potential. Strategy RPGs add stuff like unit location and attack range to the mix, but I don't think they go far enough. It seems like all the innovations developers make aren't what I want in such a system... so I'm making it myself.
I'm trying to add a lot to turn-based battles, like making the abilities have multiple uses and strategic benefits in different situations. Using a spin attack next to a wall is just the beginning, and I'll be writing posts here detailing my design decisions. Also, if anyone's curious it's being made with construct 2.
PlatformsThe primary target platform is PC and it's intended to be played with a mouse (or head tracker), but I hope to be able to put it on mobile and maybe Xbox one if I can figure out how to get it to play well with a controller instead of a mouse or touchscreen (the interface in the screenshot is an early version of the mobile design, I haven't decided the best way for the PC UI to work yet). I'd like to put it on mac and linux, but they depend on the state of nw.js which will hopefully have its kinks ironed out by then.
Project scopeIt's designed to be a small game so I don't get in over my head with more than I can manage, so it won't be one of those 50-100 hour RPGs. It's got plenty of potential for sequels or using the battle engine in another game with a different setting if I want to do more with it.
Something I've also learned is that even if something seems like it would be fun to play in your head, it can be different than imagined when made real. Because of that, I am currently committing only to a prototype to find out how it plays. If it's fun, then I'll keep working on it.
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