
LocksĮnemies that mount spells or special skills will display a bar with locks, each with an icon of a certain damage type.

No random encounters means every fight is designed manually to offer a unique pattern of enemies that can be analyzed and optimized by the savvy Solstice Warrior, and other combat features come together into a dance between utility and damage. MP has a very low cap but regenerates when using normal attacks, creating a flow where using magic in a regular fight is expected, while the big heavy hitter spells have to be paced with some normal attacks when fighting a boss. Each of the six playable characters come with a small kit of four spells/skills with differing damage types and patterns, which can be combined with other characters’ moves. In Sea of Stars combat is purely turn-based without any time bars, avoiding pressure in order to let the player make decisions at their own pace instead. Combat is obviously a big one, so let’s dive a bit deeper.

For our very own turn-based RPG, we started with a few simple guidelines there would be seamless transitions from navigation to combat, no random encounters, and no grinding.
