Project Reverie
Hey! This is a project I'm working on!
This started as a text-only RPG game when I realized I could actually do a lot more than just text, so i did more than just text. I'm quite proud of my work so far and I will keep working on this project every day to make it good.
AI
Yes. I have some AI images in this project. However, I want to replace these with actual art from actual artists.
If you're a pixel artist and you'd like to help this project, reach out to me so we can work on a plan! Same if you would like to help add music or sound effects to the game!
I'm posting this here now because I want feedback on the project so I can make it even better mechanically. One day scrubbing that AI tag off for good.
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CHANGE LOG:
Version 0.0.2
Combat Balance and Threat
- Added shared level-gap damage scaling so enemy encounters feel dangerous at parity, but far weaker when heavily outleveled.
- Split the damage curves so enemy attacks stay threatening while player attacks use a gentler level-gap curve.
- Scaled enemy stats at spawn based on player level so the same template can feel stronger or weaker depending on where the player is in progression.
- Increased the maximum enemy level above the player from 1 to 10 so the intended threat window actually appears in play.
- Updated flee chance to account for enemy level, making stronger encounters harder to escape.
Enemy Identity and AI
- Added explicit combat roles to enemy templates, including skirmisher, brute, controller, guardian, and support behavior.
- Expanded enemy turn logic so actions now depend on combat role and battlefield context.
- Improved targeting behavior so skirmishers favor weaker targets and controllers behave more predictably.
- Added poison-pressure and guard/heal decision paths so enemies can express distinct combat patterns instead of acting like generic attackers.
- Made multi-enemy encounters prefer role and enemy-type variety instead of filling groups with near-duplicate templates.
Enemy Catalog Updates
- Tagged the main forest and bandit enemies with roles to support the new role-based combat logic.
- Kept higher-level bandit encounters, bosses, and special enemies available as stronger threats within the updated level window.
Quest and Rumor Progression
- Added new hidden rumor-gated quests for Ellenwood and Millbend.
- Wired rumor outcomes to unlock the hidden quest flags they reveal.
- Added new hunt quests for bandits, the White Fang, and wetland goblins.
- Updated quest visibility so hidden quests remain concealed until their rumor flag is unlocked.
- Added save/load support for the new rumor flags.
Travel and Camping
- Added camping state to travel so the player can pause on the road instead of only moving or leaving the route entirely.
- Added a camp hunt action that starts a roadside encounter from camp.
- Prevented forest travel from advancing while camped.
- Updated travel scene choices and summary text to reflect camp state.
Scene and UI Polish
- Restyled scene-backed story panels with stronger background overlays and readability improvements.
- Added automatic scroll-to-bottom behavior for story text updates and character-creation narration.
- Changed combat target selection so enemies are clickable during target mode.
- Removed the extra target-menu header entry so the target picker is cleaner.
- Improved party portrait fallback handling so broken images degrade more reliably.
- Tightened the location banner preload flow so banner and weather assets are cached before the first scene render.
Content and Navigation
- Changed the general store banner art to `itemshop.png` in both Ellenwood and Millbend.
- Moved the Guard Captain interaction to the Ellenwood scene and adjusted related scene choices accordingly.
- Added the Speak with the Guard Captain choice to the town scene flow.
Persistence and Defaults
- Initialized the new rumor story flags in game state and save data normalization.
- Set the default developer-tools flag to off for player-facing builds.
| Updated | 3 hours ago |
| Published | 7 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | Vanir Software |
| Genre | Adventure, Role Playing |
| Tags | 2D, Indie, Singleplayer, Story Rich |
| AI Disclosure | AI Assisted, Graphics |




