README.md 1.9 KB

Archon

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.

Features

  • 9x9 game board, 5 power points

Pieces - Light

  • 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

Pieces - Dark

  • Proj (lightning), Spell - Sorceress
  • Proj (fire), Flying - Dragon
  • ??? - Shapeshifter
  • Proj (petrify) - Basilisk
  • Proj (boulder) - Troll
  • Aura (scream) - Banshee
  • Proj (quills) - Manticore
  • Melee (club) - Goblin

Balance Issues

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:

  • One-frame delay on shapeshifter actions?
  • Shapeshifter has really low HP, forcing projectile engagements?

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.

Media

wip-01