carry on test level
Gameseed 2026
Woodland animals versus the living contents of an office supply closet.
<!-- ===== BRIEF INTRODUCTION ===== --> <!-- Replace src below with your artist's "Brief Introduction" header asset -->Clair Obscur, presented like Octopath Traveler, but it's about fighting stationery with magic elemental animals. ATeKa is a turn-based RPG with real-time mechanics where you battle sentient stationery in a post-apocalyptic world.
A stapler, a notebook, and a vending machine got up and started a fight. A fox and an owl are the ones who showed up to finish it.
It's a 2.5D turn-based RPG built on one idea: turns are classic, but hitting isn't automatic. Every attack has a timing prompt and every enemy swing can be parried. Land the timing and you hit harder, block cleaner, break the enemy open. Fumble it and you eat the hit. Think Clair Obscur: Expedition 33, dressed as a supply closet against a petting zoo.
Timing, not luck. Attacks trigger a shrinking-ring prompt — nail it Perfect, Good, or Miss for a damage swing. When the enemy hits back, tap the parry to cut the damage.
Speed decides the order. Turns run on speed, not ping-pong. Fast fighters act more often, and a forecast bar up top shows who's coming — so buffing speed genuinely reshapes the fight.
Break their guard. Enemies carry a shield. Chip it down and they break — stunned, skip a turn. Punish the opening.
2.5D presentation. Real 3D stages with lighting and depth, 2D sprite characters standing inside them, camera over your party's shoulder looking across the field.
<!-- ===== THEME ===== -->Absurd elements. The whole premise is an absurd plot: animals fighting sentient stationery. We leaned into it instead of away from it.
Cool factor. We mixed aesthetics and mechanics that don't usually sit together — pixel-art elemental animals, an office-supply apocalypse, and timing-based combat. (And, well, Clair Obscur is pretty cool.)
<!-- ===== STORY ===== -->In a world without humans, only animals and objects are left. Objects started building their own civilization, and animals mutated into elementals. Conflict happened when the two kinds clashed. How will you handle this battle?
Evolution Points
<!-- Squares as table cells: td is already block-level, so width/height apply without needing display:inline-block -->
Stances. Swap element mid-fight — each one opens different specials. Evolve. Spend points for a damage spike. Meditate. Bank points for the payoff. |
<!-- OWL -->
Swift
<!-- Progress bar as a single-row table split into filled/empty cells, no overflow:hidden or gradient needed -->
Swift. Clean hits speed you up — you act more often. Miss and it's gone. Portal Stacks. Mark what you hit, then spend stacks on stronger portal strikes. Heavy Claw. A one-turn damage amp when you need the burst. |
Fully keyboard-driven. No mouse needed.
<!-- Key/description rows as a two-column table instead of flex rows -->
|
Pick a command | ||||
|
Flip menu pages / choose a target | ||||
|
Time your hit & your parry | ||||
|
Confirm | ||||
|
Back / cancel | ||||
|
Field guide (character help) | ||||
|
Pause |
Menus navigate with the arrow keys and Enter.
<!-- ===== MADE BY ===== -->Built in Unity for Gameseed 2026.
This is an early combat slice — a working core with two playable fighters and timing-driven battles. More party members, enemies, and levels are next.
Credits: [ your team here ]
Leave a comment
Log in with itch.io to leave a comment.