A grid-based tactical RPG inspired by Yu-Gi-Oh! Capsule Monster Coliseum, reimagined through the lens of the GX era with modern tactical gameplay, readable combat systems, and AP-driven summoning mechanics.
The project focuses on recreating the identity of Capsule Monsters:
- tactical positioning
- AP (Action Points) economy growth
- capsule deployment
- fusion power spikes
- strategic battlefield control
while modernizing the pacing, feedback, and combat readability.
The current objective is to build a polished vertical slice battle:
featuring:
- tactical summoning
- AP economy management
- fusion mechanics
- terrain-aware enemy AI
- GX-inspired combat pacing
before expanding into:
- progression systems
- menus
- overworld structure
- additional characters and battles
- Tilemap-based battlefield
- Tactical movement and positioning
- Terrain blocking and chokepoints
- Multiple movement and attack patterns
- Summoning consumes AP
- Summoning increases future AP generation
- AP accumulation between turns
- Strategic resource management
- Units are deployed as capsules
- Capsules can later be summoned into monsters
- Summons feature dedicated timing and feedback sequences
- Adjacent monsters can fuse into stronger units
- Fusion costs AP
- Fusion acts as a tactical power spike rather than a free upgrade
- Terrain-aware pathfinding
- Goal-based BFS routing
- Attack positioning logic
- AP-aware enemy behavior
- Summoning and combat decision-making
- Hit pause
- Damage numbers
- Attack lunges
- Summon feedback sequences
- Fusion sequencing and impact timing
- Dynamic AP display
- Unit info panels
- Action menus
- Turn indicators
- Tactical highlights and previews
- Engine: Unity (2D)
- Language: C#
- Architecture: Component-based modular gameplay systems
The project is currently in:
The focus is on:
- encounter balancing
- combat feel
- tactical pacing
- summoning and fusion feedback
- GX battle atmosphere
rather than content quantity.
- Additional GX-era monsters and characters
- Advanced fusion variety
- Improved combat presentation
- 3D battlefield experimentation
- Capsule/deck management systems
- Story/progression structure
- Open the project in Unity Hub
- Load the main scene
- Press Play
- Left Click: Select / interact
- Right Click: Cancel current action
- Action Menu: Move / Attack / Fuse / Finish
This project is being developed as both:
- a technical gameplay prototype
- and a tactical combat design exploration
with a strong emphasis on:
- readability
- tactical clarity
- pacing
- player feedback
- scalable combat systems