My JRPG Finally Has Real Combat (Devlog #9)
This week I made major progress on my JRPG battle system in Godot. I implemented the core combat loop, including turn order, attacking, flat damage, victory handling, and the state machine that drives the entire battle flow. For the first time, the battle system feels like an actual game instead of a collection of menus and screens. There is still a lot to do, but having a complete battle loop in place gives me a strong foundation for future features like skills, items, stats, status effects, and more advanced combat mechanics. The goal of this project remains the same: build a complete JRPG vertical slice and actually finish a game instead of endlessly restarting projects. This is part of my weekly Godot JRPG devlog series where I share my progress, lessons learned, mistakes, and the reality of building a game from scratch. If you've built a turn-based combat system before, I'd love to hear what features you added next.

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