
IMORTAL (fight game)
A downloadable game

Zapowiedź gry w języku polskim:
http://forum.hcore.pl/viewtopic.php?f=27&p=4605#p4605

The controls are designed to resemble those of classic, simple fighting games.
LEFT/RIGHT ARROW — move your character around the arena
UP ARROW — jump
DOWN ARROW — dodge / dash
Z — basic attack and combo moves
X — stronger attack and combo moves
SHIFT — block
2 — super ability, available after stamina is charged

Who among us has never heard of classics such as Mortal Kombat or Tekken? Fighting games have been one of the most recognizable video game genres for decades — easy to understand, yet capable of delivering fast-paced and highly satisfying gameplay.
At some point, however, I started wondering about something else:
Has anyone ever attempted something similar within the Polish RPG Maker community?
As far as I know, a full fighting game made in RPG Maker 2003 is something extremely rare, especially within the Polish RPG Maker scene. That became one of my biggest motivations to try something different and see whether an engine primarily associated with RPGs could be pushed in a completely different direction.And that is how IMORTAL was born — an experimental fighting game created in RPG Maker 2003.

IMORTAL has been an experimental project from the very beginning.
Not that long ago, I honestly did not expect that I would manage to turn this idea into a playable game. The original concept appeared around a year ago, when I was revisiting old NES games and came across several classic fighting titles.
That made me think:
“Why not try creating something like this in RPG Maker?”
At first, the idea seemed rather unusual. RPG Maker 2003 was obviously never designed with fighting games in mind, so creating such a system required approaching the engine in a completely different way.
Nevertheless, I decided to give it a try.
And somehow... it worked. =]
IMORTAL does not use RPG Maker's standard battle system. The fighting mechanics were created specifically for this project and include character movement, attacks, combos, jumping, dodging, defense, stamina, special abilities and CPU-controlled opponents.
The main goal of the project is not only to create a playable fighting game, but also to show that RPG Maker 2003 can still be used for ideas far beyond traditional RPGs.

The basic rules should feel familiar to anyone who has played a classic fighting game.
The player selects a fighter, an opponent and an arena before entering a one-on-one battle.
Each fighter has their own health bar. The primary objective is to attack your opponent and reduce their HP to zero.
If the time limit is enabled, the match can also end when the timer reaches zero. In that case, the game compares the remaining health of both fighters.
The fighter with more HP remaining wins the match.
Victory therefore depends not only on attacking your opponent, but also on movement, defense, dodging and choosing the right moment to strike.
During combat, players can also build up their stamina meter. Once enough stamina has been accumulated, a special ability can be activated using the 2 key.
Depending on the selected fighter, this may include abilities such as a powerful fireball falling from above, a projectile launched toward the opponent, or another unique technique.
Each fighter has their own fighting style and special ability, encouraging players to approach battles differently depending on the selected character.

The upcoming version of IMORTAL should be treated as an early demo designed primarily to showcase the fighting system and the main mechanics of the project.
The current version includes:
- 3 playable fighters, which can also be selected as CPU opponents,
- 8 different arenas,
- 7 arenas designed for standard battles,
- 1 additional arena used for the tutorial,
- CPU-controlled opponents,
- basic and heavy attacks,
- attack combinations,
- jumping, dodging and defense,
- a stamina system,
- unique special abilities,
- battles with an optional time limit,
- a training mode,
- a tutorial,
- unlockable characters and arenas,
- Polish and English language support.
Not all content is available from the beginning.
Out of the available arenas, 5 are unlocked at the start, while the remaining 3 must be unlocked through gameplay.
The same applies to the fighters. At the beginning, only one playable character is available, while the remaining two fighters must be unlocked as the player progresses.
The game also includes its own options menu, allowing players to enable or disable music and sound effects, change the language and decide whether battles should use a time limit.
Both Polish and English are included in the same version of the game, meaning there is no need to download separate language editions.

The current version of IMORTAL is still an early demo.
At this stage, the game does not yet offer dozens of fighters, arenas or extensive game modes. The main objective was to create and demonstrate a working fighting system inside RPG Maker 2003 and to experiment with something that, as far as I know, has rarely — if ever — been explored within the Polish RPG Maker community.
For me, this project is primarily an experiment and proof that even an old engine such as RPG Maker 2003 can still be pushed in unexpected directions.
This is only the beginning.
I plan to continue developing IMORTAL, and future versions may introduce new fighters, additional arenas, new gameplay mechanics, extra game modes and further improvements to the combat system.
And there is one more important thing:
I hope you will give the game a try and enjoy discovering what a fighting game created in RPG Maker 2003 can offer.
See you in the arena!
PLAY IMORTAL - NOW! 
Download
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