Creapawn 1.0.10 (78.6 KB, EEPROM Usage: 600 - 709)
Before anything, I just want to thank @Pharap for helping me improve my coding abilities while working on this game. If it weren’t for him, then this game wouldn’t be possible.
Long ago, four wicked lords took over the land with an iron fist, and with their negative influence, had corrupted the entire land and most of the pawns that inhabited it, leaving them as nothing more than mindless drones that’d attack and slay those who did not abide by the rules established by the lords. They had allowed no one but the evilest of individuals to command these corrupted pawns. All hope seemed to be lost for a long time…
One day, while looking through the local trash bins for food scraps, you find a Micrunt at the bottom of one of bins. Being sick of your predicament and having nothing to lose, you take the Micrunt with you on a journey to overthrow the four wicked lords that have corrupted the land once and for all.
Pawns are the creatures that you, as well as the enemies that you’ll confront, will battle with. They come in many species, types, and zodiacs, as well as come with one of seven special attacks, which will be explained in the section named “Battles”.
You can obtain more pawns by battling and defeating any wild ones you encounter in the overworld.
The different species of pawns
There are a total of 32 known species of pawns. A pawn’s species determines half of its overall stats, as well as its type.
Summary: It’s constantly miserable, loathing to do even the most insignificant of actions; it would much rather stay in place and do nothing. When given the opportunity to, it will gladly destroy itself as well as any pawn that disturbs it while in its perpetual state of misery.
Summary: A scientifically modified pet mouse that doubles as a portable speaker! They’re generally found in either a pet shop or in an electronic store in the city, though a stray one can be found running loose every once in a while in the wild.
Summary: It can build anything from a nightstand to something as big as a skyscraper, if given enough time and numbers.
Summary: It’s believed by most that Dribbys have the DNA of only a few different bird species. In actuality, it’s composed of several, including the DNA of past instinct bird species.
Summary: Luminats make for great nightlights for children, as well as a handy tool to have when the power goes out. Unfortunately, due to their short lifespan, you generally won’t get any more than 24 hours’ worth of use before having to get a new one. They are at the very least very cheap and easy to find.
Summary: These creatures can shrink themselves down to as small as five micrometers. It’s capable of repairing worn flash chips and damaged pcb traces.
Summary: If you smell a foul stench, but can’t seem to find the source of it, then it’s likely that an Odrion isn’t too far away. An Odrion’s smell can be sensed from as far as a quarter mile away. Being near it for too long could result in a even grown adult losing consciousness from the sheer odor alone.
Summary: It seemingly has endless energy! It can power up anything you plug into it, and it’s able to charge any portable device in seconds. It’s believed that a couple hundred Outlectrics plugged into one another are enough to power a city.
Summary: A specialized slug made to clean up any nuclear disaster. It can absorb even the most lethal of radiation without any negative affects to its body.
Summary: It can spot any moving figure from several miles away. Spymeras are often used as mobile security cameras for this reason.
Summary: People aren’t sure where they came from or what they even want, but they’re clearly here to stay. They were very much feared when they first arrived several decades ago, but now people are mostly indifferent to their presents. They occasionally enjoy doing pranks on unsuspecting people or cattle by picking them up and placing them back down in odd, faraway places.
Summary: One of the most tyrannical creatures that’s ever been present in nature: It will gladly send its army of bees towards any creature that goes near any flowers it claims ownership to. It regularly wages war with other Beethrones in order to further expand its perceived kingdom.
Summary: A Bubblue is always sad, not even slightly changing its mood even in the jolliest of times. What must go on in a Bubblues mind to make it so miserable has yet to be known.
Summary: It dances at any opportune moment and does so from sunrise to sundown. Even when exhausted, it dances with such grace, that you may think otherwise.
Summary: It can take an uppercut to the jaw, a hook to the temple, and it can dish it back tenfold! This champ trains religiously, not taking any day off from its goal to become the strongest.
Summary: You can commonly find one frolicking in nature, minding its own business. Be careful, though. It doesn’t take kindly to unexpected company.
Summary: It has a ravenous appetite for anything that can fit into its mouth. Its most sought-after prey are Audiouses, Ravuacks, Luminats, and Necrawlers.
Summary: A Dashound on a lazy day can run a mile in about two minutes. On a normal day, however, they easily run a mile in under a minute’s time.
Summary: This swine has serious anger issues! It will continuously tackle anything that so much as gets within its line of site in a vicious fashion. They often pass away young due to the stress placed on their bodies from their constant anger.
Summary: If you see a Necrawler scurrying towards a seemingly random direction, then it likely senses something dying nearby. If a person or creature is close to death in an area where Necrawlers inhabit, they’ll likely be nothing but a pile of bones in a matter of a few hours.
Summary: Terruptions are believed to be the cause of all nature disasters, especially volcanic eruptions, despite there being no evidence to support such claims. None the less, Terruptions are often brutally killed by people that believe doing so will prevent any future natural disasters from occurring.
Summary: It feast off the life essence of any vulnerable creature that it finds in its path. It will first inject their prey with a paralyzing venom powerful enough to paralyze even the mightiest of creatures within minutes through their bite. After the prey is unable to move, the Chivampera gleefully feast on their life essence until there’s nothing left but a dried-up husk.
Summary: As long as it has one of its two heads, the other one will grow back within a weeks’ time. The regrown head will even have the memories of the previous one.
Summary: These creatures often times will guide lost travelers to the right path towards their destination. They’re also capable of seeing one’s fate.
Summary: It only may appear during a clear, sunny day, and when it does, you’ll likely see it flying gracefully in the skying, with its wings spread wide and proudly.
Summary: This feline has the ability to command any creature that comes into contact with it, doing nothing more than some meowing to do so. It’s hard to resist the meowing of a Mauroah and even harder to break someone out of a hypnotic state induced by it.
Summary: It’s believed that if someone without a pure heart tries to ride a Pegshire, they will be disseated midflight, left to plummet down onto the earth.
Summary: It derives sadistic pleasure from terrorizing unsuspecting people. If they encounter someone that they find humorous enough to pick on, they’ll haunt and continue to terrorize them until the day they die.
Summary: They may look like airborne doctors, but don’t be fooled! Ravuacks like to target injured or sick individuals that seem defenseless. It’ll lure you into a false sense of security, barring herbs in its mouth to do so, but then when you least expect it, it will quickly snatch any easy to grab valuables from you and fly away.
Summary: A vicious winged reptilian that spends its time looking for and fighting adversary it deems worthy of its time. It has several scars on its bodies from all of its previous fights.
Summary: They spend their time at night looking for a potential vessel to possess. When they find a suitable host, they latch on to their face, possessing them. Only someone of a strong will can remove a Squeamask that has attach itself to them.
Summary: Has the ability to adapt to almost any foe on the fly and exploit their weakness, with the only caveat being that it also makes itself vulnerable to the opponent as well.
There are five types: Null, Synth, Nature, Mystic, and Omni. Certain types are strong against other types, such as Synth being strong against Nature, and certain type matchings are weak against other types, such as Synth being weak against Mystic. In the case of Omni and Null. Null is weak against everything other than itself and Omni, but most other types are weak against it as well. Omni, on the other hand, is super effective against most other types and other types are super effective against it, with the exception of itself and Null.
Learning type advantages can make the difference between either winning or losing a battle.
A pawn’s type also plays a part determining which special attack a pawn will possess.
Determines half of the pawn’s overall stats. The right combination of zodiac and species can result in an ideal pawn for battle.
A pawn’s zodiac also plays a part in which special attack a pawn will possess.
Number that represents the overall ability of a pawn. The higher a pawn’s level, the higher their energy and power tends to be.
XP (experience points)
Points that are used to increase pawn’s level. These are points gained by winning battles.
Represents how much damage a pawn can take before it’s defeated.
The estimated amount that an action can take from another pawn’s energy when used against them (before taking type differences into consideration). An action’s power can be seen on the pawn’s stats page shown in the storage box on the top right of the action it’s correlated with.
The cost of any action taken during battle, which is on the bottom right of whatever action it’s tied to. When an action is taken during battle, the correlating action points are then subtracted from your AP (action points) once used during battle.
Pawns that are influenced by the corruption that infects the land. They can move and attack more efficiently than a regular pawn, but they lack the ability to use special attacks, which, again, will be explained more in the section named “Battles”.
The world is composed of four different areas that differ visually from each other, filled with herbs to collect, wild pawns to catch, and enemies to battle.
There are also inns that can heal all your pawns and castles that the player must overthrow in order to proceed to the next area.
AOpens storage box.
The total amount of distance traveled.
Displays the name of the next landmark you’re heading towards, which will be either a lair or an inn, as well as the distance that you must travel to get there.
Collected in the overworld and used to restore one of your pawns current energy by 50% of their maximum energy.
Untamed, corrupted pawns that will randomly appear in the overworld. They can be defeated in order to be tamed and captured.
There are four different variations of enemies depending on which area you are in: crooks in the city, zookeepers in the forest, cultist in the mountains, and knights in the kingdom. Each enemy, with the exception of the knights, will stick to only one type. If ever defeated by an enemy, the game will save automatically after said defeat.
These places both act as a checkpoint when the player is defeated as well as a place for all of your pawns to heal, even if they’re not being used. There’s one inn in each area. The game will save automatically after encountering one.
This is where the lords reside. They must be defeated in order to proceed to the next area. When defeated, they also act as a check point for when the player is defeated. The game will save automatically after battling one, regardless of whether you win or lose.
Battles take place on a four-by-four grid and can include up to three pawns on each side. Battles always start with each side getting six AP (action points) and it increases by three after the first turn of the player and opponent, with the max possible AP being nine. The first turn is always given to the player.
During the player’s turn, they can select from any of their active pawns, as well as at least one of four options during their turn: move, hit, special attack, and end. Each of those options, with the exception of end, have an action cost that needs to be less or equal to the amount of action points in order to be used.
In order to win a battle, the player must either get one of their pawns to the other side of the board, or defeat all of the opponent’s pawns. These win conditions apply to the opponent as well.
AConfirms select pawn and action/ Confirm target.
BBack/ Move selection action to end.
UPDOWNSelect player pawn/ Select target pawn.
LEFTRIGHTSelect action/ Select target pawn.
Move is used to move your pawn across the board by one tile at a time in any direction, other than diagonally. It’s represented by a boot icon.
Hit can be used to attack any adjacent pawns for normal attacking power, other than pawns that are diagonally next to the attacking pawn. It’s represented by an upward fist icon.
There are seven different special attacks: Blast, Defend All, Heal All, Shockwave, Sacrifice, Strike, and Swap, each represented with their own unique icon:
• Blast: Can hit any pawn from any part of the board for normal attacking power.
• Defend All: Makes all of the player’s active pawns invulnerable to enemy attack.
• Heal All: Restores all active pawn’s current energy by 50% of their maximum energy.
• Shockwave: Can hit all of the active enemy pawns on board for a third of the player pawn’s power.
• Sacrifice: Knocks out both the player’s pawn and the attacked enemy pawn. In a case where the two pawns are the only two pawns left, the one with higher amount of health wins. In the case where both pawns have equal energy as well being the only two pawns left, the one closes to the bottom right of the board wins.
• Strike: An attack similar to hit but double the attacking power.
• Swap: Allows the player pawn to swap positions with any pawn that are adjacent to it, other than pawns that are diagonally next to the pawn using swap.
Ends the turns of the player and passes it to the opponent.
A storage box is used to store both your active and nonactive pawns. It can store up to 32 pawns at a time. In the storage box, you can reconfigure your team, heal damaged pawns with herbs, and release pawns you no longer desire. When you enter the storage box, the game will save the player’s current position. Whatever is done within the storage box will be immediately saved after said action has been done.
AConfirm selected pawn/ Confirm selected option.
BBack/ Exit storage box.
UPDOWNSelect pawn/ Select options.