Welcome to Paco's Quest's project page!

  Title's still TBD, just a placeholder honoring the current main character, Paco, the bald warrior.

  What is this? A roguelike game! And like in most of those games, here you can expect to find:

  Tile-based movementTurn-based combatRPG mechanicsRandomly generated levelsResource managementPermadeath However, the game won't just be a dungeon crawler, but more like an open world RPG in which you'll be able to explore a big world full of different races, quests and stuff for you to tackle and have fun with.

  My main goal with this game is to give the player a sense of adventure, with no hand-holding, focusing on the exploration of the unknown and with many surprises to find.

  Main features! I'm trying to make a roguelike that plays like no other, since there are already a ton of roguelikes in the market and I'd prefer something that plays a little bit different.

  Here's a list of the main features that are already implented or close to being fully implemented:

  Action Points based combat. Manage your action points, which are consumed by every action you take, and restored by skipping one turn. Your enemies will take two turns instead of one when attacking you, which the player can use to plan his next moves and avoid being hurt. There's also no RNG at all, and the player will be given all the information he needs so the combat feels fair.Item based progression. No exp points, no levels, (almost) no stats. All your progression is tied to your items, since those give you not only stat bonuses but also skills to use in and out of combat. This has been done in order to avoid any kind of grind: want to become stronger or get new skills? Then go and do some quests or explore new areas. Adventure awaits!Random level generation. I want the game to be as replayable as possible, so every cave, dungeon, village or castle will be randomly generated. And here's a list of planned features that are still far from being implemented:

  Random world generation. A random world with different races, places to visit and quests to do.NPCs to interact with outside of combat.Party members. They'll fight at your side but also provide information about the area if they might have any. Also, random banter.Quests.Other activities, like camping, cooking, fishing, reading, chatting with party members, alchemy, and more. Some of those will be presented as minigames for the player to engage with.A saving system based on having children and continuing your adventure as them once your main character dies. What state is the development in? Quite early! It'll be still quite some time until release, but stay tuned for demos, betas and other updates!

  About the current demo Features:

  * Some weapons, armor and other gear. Some of those have skills.

  * Other kinds of items, like potions, magic scrolls or rocks.

  * A bunch of enemies that'll get on your way.

  Your goal in this demo is to explore the caves, find the key to the sewers, and get to the end of those.

  Controls:

  Alt + Enter to toggle fullscreen

  ESC to open the main menu

  S to toggle the Stats Panel

  Number keys when hovering a skill name in the Stats Panel to assign a skill to the bottom bar.

  Number keys when not hovering the stats panel to use the assigned skill.

  Left click anywhere to do stuff like moving, attacking or interacting with objects.

  Left click on the player sprite to wait for one turn, skipping it and recovering 3 AP.

  Right click to open the context menu when hovering an element. "Inspect" hasn't been implemented.

  Right click also clears a skills slot. (bottom bar)

  Right click cancels actions such as casting a skill when you are aiming it.

  Shift key + click on an item to equip or use it.

  Shift key anywhere else to display extra information, such as a grid or the planned route.

  Caps Lock to keep the grid visible at all times.

  To throw an item, grab it by clicking on it and then click where you want to throw it to.

  How to play:

  Combat can be a bit tricky! It's based on Action Points (AP) and every action during combat uses AP:

  * Attack: 1 AP

  * Move: 1 AP

  * Evade (move when you are red colored): 2 AP

  * Throwing an item: 1 AP

  * Using an item: 2 AP

  * Equiping an item: 4 AP

  Aside from AP, you also generate Combat Heat during combat both when dealing and taking hits. Combat Heat is represented by a blue bar avobe the health bar, and it's separated in 3 segments. Some skills might require a segment to be full. Each time you enter into combat, you get a free segment.

  You perform all your actions immediately, but your enemies take an extra turn to attack.

  When an enemy is about to perform an attack or skill, it'd be red colored.

  When an enemy is going to perform an attack or skill, but it's a few turns away from doing so, it'd be yellow colored.

  Also, tiles that are in danger of being attacked, will display an icon which will be red or yellow depending on how long the danger will be from taking place.

  All this info and a bit more are included in a README file inside the demo zip file.

  Check it out, and have fun!

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