My RPG Battles Finally Give EXP, Gold, and Level Ups
This week, the battle system took a big step toward feeling like a real RPG. I added new enemy types, random encounters, EXP and gold rewards, and a basic leveling system that grows character stats after enough victories. The game can now choose between a slime, wolf, or goblin encounter, award rewards after battle, and level up living party members with HP, MP, attack, defense, and speed increases. I also updated the battle UI so party members show their level, and added event signals for reward and level-up messages. It is still early, but this is one of those updates where separate systems finally start connecting into a playable loop. Follow along as I keep building this indie turn-based RPG one devlog at a time.

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Stop Using Nodes for Everything in Godot

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How Much Money my Indie Game Made (After 1 month)

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How I Upgraded My Static Battle System (Devlog Week 10)

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"Boss Battle" Mega Scratch Game Jam!

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Modular Ability/Spell System in Godot — Composition, Data-Driven | Dev Log #1

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I Made RuneScape in PICO-8

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Can you run every line of code in Super Mario Bros.?

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Impossible Game Vs The Spiffing Brit - Max Difficulty Might And Magic IS A PERFECTLY BALANCED GAME

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I Gave ChatGPT a Body
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I Spent 2 Years Developing My Indie Game – Was It Worth It? [Devlog]

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I Spent 5 Years Building a Voxel Survival Game Where the World Is a Planet

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Adobe Is Completely F*cked.

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The Worst Way to Kill a Demolisher Worm

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I Hacked This Temu Router. What I Found Should Be Illegal.

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I Played 20 Idle Games For 2 Hours Each To Find The Most Addictive Ones Again

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My JRPG Finally Has Real Combat (Devlog #9)

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I Made The Same Game in Unity and Godot, Which Engine is Better?

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Rock Paper Scissors 2

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The Celeste Speedrun Only One Person has Completed

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