Stat Math + What's Next




Alright! Here’s some progress on where I’m at with Auron’s Arena Adventure.
Before, stats were static—just a flat number like 20 HP. Now, I’ve got a real upgrade system running:
- 5 EXP = 1 stat point
- 5 stat points = +1 to damage, speed, or HP
That means you’ll need to defeat about 5 enemies to gain 1 damage—so now your build *actually grows* as you play!
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**What’s Functional Now:**
- A full UI loop: **Main Menu → Upgrade Screen → Arena**
- Real-time stat effects: upgrades directly change your speed, HP, and attack strength
- Enemies drop XP; you feel the difference after each round
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**What’s Next:**
- **More enemy variety** – Right now it’s one stat-clone dude. Lame. That’s changing. #Goblins (probably)
- **Inventory system** – You die pretty fast at first. Potions (and other goodies) are on the way.
- **New attacks** – Bow (ranged), Bolas (stun), Hammer Smash (AOE) are in early storyboards.
- **Boss Mode** – Endless Mode is for grinding. Boss Mode will prep you for the game’s end goal: an Arena Tournament
Think: dodging flashy attacks and punishing openings while trying to dish out your own damage for the Boss Mode/Arena Mode.
- **Scaling enemies** – Right now stats are kinda random. Soon, enemy strength will match wave count and player stats so early deaths don’t feel like a grind loop.
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**The Awkward:**
Movement’s... weird. And sometimes collisions make enemies and players stick together like they’re magnetized.
Feels a bit like a *flappy bird arena revival*, but that’s on my radar. Smooth motion and reliable hitboxes are up next for polish.
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Everything’s still barebones—but it’s working. And I’m having a blast building it.
– Benji
Auron's Arena Adventure
Status | In development |
Author | BenFromAkirn |
Genre | Strategy, Fighting |
Tags | 2D, Indie |
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