Nothing to see here. Yet.
This project exists as a vision, a folder, and an overambitious design doc.
Commits will appear here once development gets going.
Nothing is bound to anyone. Every class in the game is a physical thing, recovered and carried back to a shrine, and any of your four can wear any of it. The fighter becomes a healer between one fight and the next. The thief takes the helm and holds the front line instead. Rebuilding the party costs nothing and you will do it constantly, so what walks into a battle is a decision made at the door rather than one you committed to hours ago and cannot undo.
Combat happens on its own screen, side on, with a timer per fighter that fills at their own speed. Nobody waits politely for a turn. The elements follow a fixed logic the whole world obeys: fire against ice, lightning against water, each pair weak to the other and stronger beside its partner. Reading what is in front of you is the same skill as knowing what to swap to.
It starts small, with four friends from a village the crown cannot be bothered to defend, and opens out into four elemental sites you can approach in whatever order suits you. Names and genders for the four are yours to set. Who they are is not: the leader, the planner, the one who is kind until pushed, and the youngest, who cannot be left near anything valuable. Hand drawn sprites, environments with real depth and lighting behind them.
Brought to you by Classic Niall
Nothing to see here. Yet.
This project exists as a vision, a folder, and an overambitious design doc.
Commits will appear here once development gets going.