betty's oldies
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Want an RPG-style turn-based strategy (TBS) game? Then this is for you!
Background information
Played games like Sonny 1, 2, or the 2017 reboot? Ever played the Paper Mario, Pokemon, or Mario and Luigi series? These mechanics are similar. For this suggestion, it'll be based more on the Sonny RPGs.
-There's 2 sides: your side and the opponent's side. You each get 1 turn to either use abilities to attack or defend.
-Every game in Sonny 1 and the reboot starts you off with 2 default abilities (usually 1 basic attack and 1 defensive one).
-Most abilities cost "focus" or mana in other RPGs. Here, we'll use the XP bar and the levels as an indicator for that.
-There's stats such as HP, strength, defense, speed, etc. that are used to determine how much damage you'll deal or your chances of dealing critical hits. Other words, they're coefficients.
-You have a limit as to how many abilities you can have at your disposal (in Sonny, this is up to 8).
-In Sonny, you can upgrade your abilities except for the default ones.
Features (All values listed here are EXAMPLES and can be changed)
-There's 3 classes: the toxicant, the warrior, and the buffer.
-Players have the following stats by default: 100 HP, 5 strength, 4 speed, 0 defense.
-HP is self-explanatory. Each point gives +5 HP (so 1 point in this makes your total HP become 105).
-Strength is a coefficient that determines how much damage you'll deal.
-Speed is a coefficient that determines your chances of evading attacks, dealing critical hits, and sometimes factors in for damage calculation. It also determines who gets to move first -- higher speed than your opponent = you move first.
-Defense determines how much damage is reduced. Each point reduces the damage taken by 2%.
-Players start with 100 focus.
-How turns work in terms of buffs: let's say you're buffed for 2 turns. After you move, you will have that buff left for 1 turn, not at the end of the entire turn. You move again on the next turn and after your move, you lose the buff.
Abilities
-Players can choose what abilities to buy. These are either combat abilities or passive ones such as passive regen, debuffs, and more. Unlocking an ability costs 1 ability point. Upgrading also costs 1 ability point.
-Some abilities can be put on the ability bar several times.
-Abilities may have a cooldown. For example cooldown is 0, that means you can use it on the next turn; if it's 1, then the user must wait 1 turn after using it in order to use it again.
List of Abilities (more can be added)
Active abilities
-Quick strike: Costs 0 focus, no cooldown. Deals damage equal to 100% of your strength and speed (from the default example stats above, that's 9 damage). Has a 30% chance to deal another attack for the same damage as the first. This attack is 2x as accurate than the other attacks. No upgrade (starting ability). You can equip this 1 time.
-Regeneration: Costs 20 focus, 3 cooldown. Heals you for 150% of your of your strength. No upgrade (starting ability). You can equip this up to 2 times.
Abilities below can be unlocked and upgraded.
-Blood focus: Costs 5% of your HP, 8 cooldown. Restores 40 focus.
-Slash: Costs 40 focus, 2 cooldown. Deals damage equal to 150% of your strength and speed and has a higher critical chance. You can equip this up to 2 times.
-Shoot: Costs 20 focus, 2 cooldown. Deals damage equal to 200% of your strength and has a 15% chance to inflict "bleed" on your opponent. You can equip this up to 2 times.
-Switcheroo: Costs 0 focus, 4 cooldown. Switches damage with healing and healing with damage for 2 turns. Can be cast on anyone. You can equip this 1 time.
-Disruption: Costs 0 focus, 3 cooldown. Destroys 20 focus from the target. You can equip this up to 4 times.
-Poison: Costs 30 focus, 3 cooldown. Deals direct damage equal to 10% of your strength and the target receives poison DoT equal to 50% of your strength. You can equip this up to 5 times.
-Cripple: Costs 10 focus, 3 cooldown. Deals damage equal to 50% of your strength and reduces the target's speed by 30% for 3 turns. You can equip this 1 time.
-Speed: Costs 0 focus, 5 cooldown. Increases your speed by 100% for the next 3 turns. You can equip this 1 time.
-Adrenaline: Costs 0 focus, 3 cooldown. Increases your strength by 20%, restores 7 focus per turn, and dispels 1 debuff for 3 turns. You can equip this up to 2 times.
Passive abilities (provides bonuses and do not use up an ability slot)
-Regeneration: Restores 10 focus and 1% of your HP per turn.
-Endurance: Increases your HP by 5%.
-Workout: Strength and speed increased by 2%.
Gear. You start with 10 gear points
-Leather armor: 1 point for helm, 2 points for chestpiece, 2 points for legs, and 1 point for boots, total of 6.
-Iron helm: 2 points (click on leather helm to upgrade it to iron).
-Iron boots: 2 points (click on leather boots to upgrade it to iron).
-Wood pickaxe: 2 points. Gives +2 strength.
-Stone sword: 6 points. Gives +5 strength.
-Diamond sword: 10 points. Gives +7 strength.
Credits/Inspiration
Thanks to ArmorGames for the Sonny series and Nintendo for Pokemon and other RPGs.
If you're interested, ask me on my wall for the original Sonny games (won't post here due to advertising).
Background information
Played games like Sonny 1, 2, or the 2017 reboot? Ever played the Paper Mario, Pokemon, or Mario and Luigi series? These mechanics are similar. For this suggestion, it'll be based more on the Sonny RPGs.
-There's 2 sides: your side and the opponent's side. You each get 1 turn to either use abilities to attack or defend.
-Every game in Sonny 1 and the reboot starts you off with 2 default abilities (usually 1 basic attack and 1 defensive one).
-Most abilities cost "focus" or mana in other RPGs. Here, we'll use the XP bar and the levels as an indicator for that.
-There's stats such as HP, strength, defense, speed, etc. that are used to determine how much damage you'll deal or your chances of dealing critical hits. Other words, they're coefficients.
-You have a limit as to how many abilities you can have at your disposal (in Sonny, this is up to 8).
-In Sonny, you can upgrade your abilities except for the default ones.
Features (All values listed here are EXAMPLES and can be changed)
-There's 3 classes: the toxicant, the warrior, and the buffer.
-The toxicant class specializes in DoT damage. That is, he deals more damage than the other classes when it comes to DoT.
-The warrior specializes in direct damage (i,e. damage caused by an ability, not by DoT).
-The buffer specializes in buffs, debuffs, and healing. His buffs, healing, and debuffs are more potent than those used by the other classes.
-Players go to a GUI to allocate ability and stat points. They start with 10 ability points and 10 stat points.-The warrior specializes in direct damage (i,e. damage caused by an ability, not by DoT).
-The buffer specializes in buffs, debuffs, and healing. His buffs, healing, and debuffs are more potent than those used by the other classes.
-Players have the following stats by default: 100 HP, 5 strength, 4 speed, 0 defense.
-HP is self-explanatory. Each point gives +5 HP (so 1 point in this makes your total HP become 105).
-Strength is a coefficient that determines how much damage you'll deal.
-Speed is a coefficient that determines your chances of evading attacks, dealing critical hits, and sometimes factors in for damage calculation. It also determines who gets to move first -- higher speed than your opponent = you move first.
-Defense determines how much damage is reduced. Each point reduces the damage taken by 2%.
-Armor points remain the same as they do in vanilla.
-You can have multiple builds.-Players start with 100 focus.
-How turns work in terms of buffs: let's say you're buffed for 2 turns. After you move, you will have that buff left for 1 turn, not at the end of the entire turn. You move again on the next turn and after your move, you lose the buff.
Abilities
-Players can choose what abilities to buy. These are either combat abilities or passive ones such as passive regen, debuffs, and more. Unlocking an ability costs 1 ability point. Upgrading also costs 1 ability point.
-Some abilities can be put on the ability bar several times.
-Abilities may have a cooldown. For example cooldown is 0, that means you can use it on the next turn; if it's 1, then the user must wait 1 turn after using it in order to use it again.
List of Abilities (more can be added)
Active abilities
-Quick strike: Costs 0 focus, no cooldown. Deals damage equal to 100% of your strength and speed (from the default example stats above, that's 9 damage). Has a 30% chance to deal another attack for the same damage as the first. This attack is 2x as accurate than the other attacks. No upgrade (starting ability). You can equip this 1 time.
-Regeneration: Costs 20 focus, 3 cooldown. Heals you for 150% of your of your strength. No upgrade (starting ability). You can equip this up to 2 times.
Abilities below can be unlocked and upgraded.
-Blood focus: Costs 5% of your HP, 8 cooldown. Restores 40 focus.
-Slash: Costs 40 focus, 2 cooldown. Deals damage equal to 150% of your strength and speed and has a higher critical chance. You can equip this up to 2 times.
-Shoot: Costs 20 focus, 2 cooldown. Deals damage equal to 200% of your strength and has a 15% chance to inflict "bleed" on your opponent. You can equip this up to 2 times.
-Bleed debuff: Lasts for 2 turns. This unit is taking damage over time equal to 50% of your strength and is taking 30% more damage.
-Break: Costs 15 focus, 3 cooldown. Deals damage equal to 100% of your strength and stuns your target for 1 turn. You can equip this 1 time.-Switcheroo: Costs 0 focus, 4 cooldown. Switches damage with healing and healing with damage for 2 turns. Can be cast on anyone. You can equip this 1 time.
-Disruption: Costs 0 focus, 3 cooldown. Destroys 20 focus from the target. You can equip this up to 4 times.
-Poison: Costs 30 focus, 3 cooldown. Deals direct damage equal to 10% of your strength and the target receives poison DoT equal to 50% of your strength. You can equip this up to 5 times.
-Cripple: Costs 10 focus, 3 cooldown. Deals damage equal to 50% of your strength and reduces the target's speed by 30% for 3 turns. You can equip this 1 time.
-Speed: Costs 0 focus, 5 cooldown. Increases your speed by 100% for the next 3 turns. You can equip this 1 time.
-Adrenaline: Costs 0 focus, 3 cooldown. Increases your strength by 20%, restores 7 focus per turn, and dispels 1 debuff for 3 turns. You can equip this up to 2 times.
Passive abilities (provides bonuses and do not use up an ability slot)
-Regeneration: Restores 10 focus and 1% of your HP per turn.
-Endurance: Increases your HP by 5%.
-Workout: Strength and speed increased by 2%.
Gear. You start with 10 gear points
-Leather armor: 1 point for helm, 2 points for chestpiece, 2 points for legs, and 1 point for boots, total of 6.
-Iron helm: 2 points (click on leather helm to upgrade it to iron).
-Iron boots: 2 points (click on leather boots to upgrade it to iron).
-Wood pickaxe: 2 points. Gives +2 strength.
-Stone sword: 6 points. Gives +5 strength.
-Diamond sword: 10 points. Gives +7 strength.
Credits/Inspiration
Thanks to ArmorGames for the Sonny series and Nintendo for Pokemon and other RPGs.
If you're interested, ask me on my wall for the original Sonny games (won't post here due to advertising).
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