Building a tactical RPG in Godot gets complicated fast once turn flow, unit actions, combat rules, and battle state start interacting.
This repo is a small, playable sample focused on keeping that core loop clean, readable, and easy to extend.
It is the public lite edition of the project: a polished single-battle slice that lets you evaluate the implementation, study the structure, and decide whether the full version is the right next step.
- 1 playable battle map
- 2 player units:
KnightandArcher - fixed basic attacks: melee sword and ranged bow
- player turn, enemy turn, victory, and defeat flow
- simple enemy attack-only behavior
The lite version is intentionally focused on one playable battle.
The full version goes further if you want to learn how to build beyond that sample.
It covers:
- more advanced action examples, including magic actions like Fireball
- stronger enemy AI
- a more complete game flow, including level selection and team selection
- clearer patterns for adding your own actions, rules, and content
- more explanation around how to grow the project without making a mess
A few easy things to try:
- change attack range or damage values
- move unit spawn positions on the map
- duplicate a unit and tweak its behavior
- adjust the battle flow and see what breaks
This sample is meant to be small enough to explore without getting lost.
If this sample matches the kind of system you want to build:
See the full version, dev logs, and course details here: godotlabs.com
- Open the project in Godot
4.6. - Load project.godot.
- Run the project.
The game launches directly into the sample battle.