Spell
Duel
A 2D platformer PvP prototype where symmetric mages fight with mouse-aimed spells, cooldown windows, and persistent elemental terrain. Think LoL-style skillshot reads in a retro arcade arena.
862b7dc — pivoted to mage-vs-mage, added reticle and poke ability.
Godot 4.6, Forward+, 1280×720, headless Web export verified.
One mage, A/D movement, jump, mouse aim, ability 1 fireball.
Reusable NeonShape primitives: flat fill, bright outlines, soft glow, chunky retro silhouettes.
The Hook
- Pure mechanical duel: no items, no leveling, no meta layer — the outplay loop is movement, aim, prediction, and cooldown timing.
- Terrain remembers spells: the design target is fire patches, ice surfaces, wind zones, steam clouds, and shock zones that reshape the arena after each cast.
- Symmetric first: mage-vs-mage validates the spell kit before adding asymmetric classes like a fighter.
Controls
- Move: A/D or arrow keys
- Jump: W, Space, or Up
- Aim: mouse with custom neon reticle
- Cast: 1 for current poke/fireball; slots 2–4 are planned.
Four-Slot Mage Kit
Poke
Low-cooldown fireball for chip damage and aim practice. Implemented.
Skillshot
High-impact ranged spell that rewards reads and cursor discipline. Next major slot.
Defensive
Shield, dash, cleanse, or mobility answer so terrain pressure has counterplay.
Ultimate
Big-play AoE, zone control, burst, or arena-shaping finisher.
Elemental Interaction Target
Roadmap Snapshot
- Ability 2: choose the first high-impact skillshot and tune cast/cooldown feel.
- First persistent terrain effect: likely fire patch or ice surface.
- First spell × terrain interaction: fire ↔ ice.
- Add ability slots 3 and 4 once the basic movement + poke loop feels crisp.
- Later: mirrored second mage for local PvP once solo kit testing is fun.