Genre: Darts, RPG

Features: Turn-Based Darts-Based RPG

  • Project started on: November 1st 2015
  • Project completed on: November 7th 2015
  • Approximate time spent on project: 37 hours

Magic Darts is a 'GameJam' project where the goal of this particular jam was to find a box for a NES game that we don't know about, and make a game based only on that single picture! I've chosen the Darts game 'Magic Darts' and decided to create a turn-based RPG where you fought enemies by throwing darts on a board filled with runes, using them to cast various spells. I think the idea works well and with my one-week deadline, I'm pretty happy with what I've done. 

Screenshots

About the game

The goal of Magic Darts is to defeat as many enemies as possible before you inevitably die. Enemies grow in strengths and get more and more special attacks and passive abilities while you also get stronger, but a bit slower. It only controls with the Return key, used to move dialog forward and to throw darts - although you can use the Escape key in the tutorial to quit it. Nothing is really explained in the game so you have to go through some trial and error in order to figure the effect of certain spells and what the abilities of enemies do.

Spell List

  • Magic Missile (Requires 1-3 neutral runes): Deals 2 damage
  • Mana Wave (Requires 4-5 neutral runes): Deals 4 damage
  • Energy Bomb (Requires 6+ neutral runes): Deals 6 damage
  • Firestarter (Requires 1-3 fire runes): Burns the enemy for 2 turns
  • Fireball (Requires 4-5 fire runes): Deals 5 damage
  • Inferno (Requires 6+ fire runes): Deals 3 damage and burns the enemy for 3 turns
  • Icebolt (Requires 1-3 ice runes): Deals 3 damage
  • Glacier (Requires 4-5 ice runes): Freezes the enemy for 2 turns
  • Blizzard (Requires 6+ ice runes): Deals 5 damage and freezes the enemy for 5 turns
  • Charged Bolt (Requires 1-3 lightning runes): Deals 1-5 damage
  • Shock (Requires 4-5 lightning runes): Deals 5 damage
  • Thunder (Requires 6+ ice runes): Deals 3-9 damage
  • Gust (Requires 1-3 wind runes): Deals 3 damage
  • Dust Cloud (Requires 4-5 wind runes): Blinds the enemy for 4 turns
  • Hurricane (Requires 6+ wind runes): Deals 4 damage and blinds the enemy for 4 turns
  • Timeshock (Requires 1-3 time runes): Deals 4 damage
  • Feedback (Requires 4-5 time runes): Causes the enemy to take feedback for 3 turns
  • Time Paradox (Requires 6+ time runes): Deals 4 damage and causes the enemy to take feedback for 4 turns
  • Cauterize (Requires equal neutral and fire runes): Heals 3 health
  • Ice Barrier (Requires equal neutral and ice runes): Reduces damage taken for 5 turns
  • Static Field (Requires equal neutral and lightning runes): Increases damage for 4 turns
  • Carrier Winds (Requires equal neutral and wind runes): Improves aim for 4 turns
  • Haste (Requires equal neutral and time runes): Increases dart toss bar speed and adds chance for free throws for 4 turns
  • Antipode (Requires equal fire and ice runes): Deals 5 damage and has a chance to give 3 ice and fire runes on the next turn
  • Power Surge (Requires equal fire and lightning runes): Increases damage for 2 turns and has a chance to give 3 lightning and fire runes on the next turn
  • Flashfire (Requires equal fire and wind runes): Blinds and burns the enemy for 2 turn, has a chance to give 3 wind and fire runes on the next turn
  • Blazing Speed (Requires equal fire and time runes): Deals 2 damage, hastes you for 2 turns and has a chance to give 3 time and fire runes on the next turn
  • Cleansing (Requires equal ice and lightning runes): Removes all negative status effects
  • Hail Ward (Requires equal ice and wind runes): Reduces damage taken and protects against passive enemy effects for 3 turns
  • Regeneration (Requires equal ice and time runes): Recovers health every turn for 5 turns
  • Concentrate Blast (Requires equal lightning and wind runes): Deals 2 damage, damage increased by 2 for each turn it's used consecutively
  • Overwhelm (Requires equal lightning and time runes): Deals 10 damage, deals 5 damage to the player if used again in the battle
  • Elemental Conversion (Requires equal wind and time runes): Converts neutral runes to elemental runes for the next 2 turns
  • Magic Surge (Occurs when you have 3 equal type of runes): Deals damage to the enemy and the player
Posted
AuthorJérémie Tessier