
Codename: MaxitRPG – Original turn based combat system prototype for RPG game
A medieval horror RPG combat prototype inspired by the Maxit puzzle idea: you don’t just pick an action — you also shape what actions become available next.
This is not a finished game. It’s an early build focused on validating one core mechanic: tactical combat driven by a row/column board.
What is this?
- Turn-based combat on a grid.
- On your turn, you pick a tile from the currently available row.
- Tiles represent actions (attack, double attack, block, heal, curse).
- Your pick influences what options will be available on the next turn for the enemy, creating a puzzle-like layer on top of RPG combat.
What’s new in the latest build
Complete visual overhaul: combat is now framed like an illuminated manuscript / bestiary spread.
Improved combat logic based on early player feedback (less confusing outcomes, more consistent behavior).
Current state
- Prototype content: combat-focused (limited progression/story).
- Balance and numbers are work-in-progress.
- Some UI elements may still lack labels/tooltips (clarity improvements are ongoing).
- Audio/FX may be limited or temporary (depending on your current build).
What I am looking for
This is an early combat-only prototype. I am not testing story, progression, or content volume yet.
I am specifically looking for feedback on:
- Clarity – Do you understand what is happening just from the board, icons, and numbers?
- Depth – After a few fights, do you still see interesting decisions, or does it become mechanical?
- Feel – Does it feel more like a puzzle, more like an RPG fight, or an awkward mix?
- Frustration points – Moments where you feel the game is unfair, random, or hiding information you needed to plan.
How to play this build
Platform: Web browser (no download required). Just hit Play above.
Session length: About 10–15 minutes for a first look at the system.
The prototype currently includes:
- Tutorial introducing the rules
- Several regular encounters with increasing difficulty
- XP based character upgrades
How to send feedback
If you try the prototype, I would greatly appreciate 5–10 minutes of feedback.
You can use any of these:
- Short survey: https://docs.google.com/forms/d/e/1FAIpQLScYaLjv5v97rlffaFl3doRJFTEu9fgS5_FbWdmH...
- Comment directly on this page
Current state and limitations
This is not a finished game:
- Art, animation, and sound are placeholder or work-in-progress.
- Balance is rough; some fights may be too easy or spike in difficulty.
| Updated | 19 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 4.0 out of 5 stars (1 total ratings) |
| Author | Hellish |
| Genre | Strategy, Puzzle, Role Playing |
| Made with | Unity |
| Tags | Dark Fantasy, Horror, Medieval, Tactical, Tactical RPG, Turn-based, Turn-based Strategy |
Development log
- Major Update: New UI + combat refinements24 days ago

Comments
Log in with itch.io to leave a comment.
I like it; played all evening. The main problem I had was not being able to tell how much damage the enemy would inflict or how much damage skulls would do to the enemy.
Giving XP only for damage directly inflicted seems mistaken; forcing the enemy to take a skull is clever and should get points -- probably even bonus. Similarly there should maybe be points for nabbing the potion, and maybe bonus (or minus?) based on number of turns taken? As it stands there's no reward for playing well, only for killing the enemy.
Balance seems fine for this (since you're always going to die and that's all there is); additional content and play modes would probably change that.
More kinds of actions would be interesting; that might call for a bigger grid, which would also be interesting. Both ideas might mess up the action-balance though -- hard to guess.
Nicely made! I really like this mechanic.
Thank you for the feedback
The idea about showing the impact from the enemy perspective is great, I will add that to the next version.
XP mechanism is already updated as you proposed - you get XP for forcing enemy to pick skulls or even more if you force him to the empty column. It will be in the next release.
In the future game, there will be more variability. This release was just to validate the core combat mechanics.
Thank you againg for the great feedback.
Really fun to play :-)
Thank you! What part did you enjoy the most?
The strategy part that i should also consider opponent attacks when i choose mine.