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20230109-archon.aseprite | 1 year ago | |
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README.md | 3 months ago | |
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I used to play Archon: The Light and the Dark on my Commodore 64 for hours against the computer when I was a kid. As an adult, I keep having ambitions to re- (or de-)make this game despite the numerous official remakes out there.
For some reason, I chose to use 12x12 sprites for this implementation.
Light/dark cycle - Levels oscillate between 0-5 (0=extreme light, 5=extreme dark):
4-5: dark +1
Light->Neutral
#C1E4F7 - #A6B1B3
Neutral->Dark
#A6B1B3 - #252250
Shift Time - If used at peak, reverses cycle completely; otherwise, reverses current light/dark cycle
Proj (fireball), Spell - Wizard
Aura (whirlwidn) - Djinn
Aura (immolation) - Phoenix
Proj (unibolt) - Unicorn
Proj (boulder) - Golem
Proj (spear) - Valkyrie
Proj (arrow) - Archer
Melee (sword) - Knight
One problem is the old Phoenix vs. Shapeshifter fight. Not only is the Shapeshifter a high-HP character, but this fight devolves to "who used Immolation slightly first" slugfest.
Possible solutions:
Another is aura-based attacks in general; they're all centered around the piece that triggered them. The banshee has a cooldown-based AoE, and phoenix has triggered (+cooldown) AoE.
Of the projectile-based creatures, the differentiating factors are: velocity and damage. Velocity can be problematic because of the ease of dodging. Movement speed of pieces should be a consideration for balance, because troll vs. unicorn is another huge issue.
Tiers: high-powered pieces like dragon and unicorn move quickly and fire quickly; medium-tier pieces like basilisk and valkyrie move and fire medium-ly; low-tier have large tradoffs like manticore moving slowly with medium-speed quills, and archer doing the same.