Loot Goblin Hours


Turns out when you stop overthinking and just ship, things happen fast.

Equipment System

New NPC in the hub: The Armorer. Talk to them to manage your gear.

You now have 4 equipment slots:

  • Weapon (1 slot) — Attaches to your character's hand. Affects damage, speed, range.
  • Trinkets (3 slots) — Passive stat bonuses. Stack what you find.

5 weapons to start:

  • Magitech Battleaxe (balanced)
  • Iron Hammer (slow, hits hard)
  • Swift Blade (fast, less damage)
  • Hunter's Bow (ranged)
  • Aether Staff (magic)

Weapons have types (melee/ranged/magic) that affect which abilities you can use. No equipping a bow and slashing. Build around your gear.

Loot Drops

Enemies now drop equipment. Kill things, get loot. The loop tightens.

Rarity-based drop tables mean some gear is harder to find. The grind is real but not punishing.

Inventory & Trading

Gear you pick up goes to your inventory. Don't want it? Sell it to the Trader NPC for essence.

The economy exists now. It's simple, but it's there.

Under The Hood

  • JSDoc annotations added across core APIs (your IDE will thank you)
  • AI_CONTRIBUTOR.mdCONTRIBUTING.md (standard convention)
  • Equipment persists via MetaProgression
  • Weapon models attach to character bones (when models exist — placeholder for now)

Known Issues

  • Most weapons use the battleaxe model (TODO: actual models)
  • Balance is still vibes
  • The Armorer's dialogue could use personality

What's Next

More weapons. More trinkets. Actual models for the gear. Maybe crafting, if I'm feeling dangerous.

The loot loop is in. Go kill things and take their stuff.

— Konogan, Wize Wizard Games

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