Spell Volt
Spell Volt
One neon arena. One modular spellkit. Two ways to play. ยท Now at v1.0 ๐
Spell Duel is a side-view, mouse-aimed wizard game where every projectile is a skillshot and every spell leaves the floor more dangerous than it found it. The same kit drives two opposite experiences:
- โ๏ธ The Duel — symmetric 1-on-1 PvP with no power creep in the ring: no items, no XP, no stat unlocks. Pick a class, build a kit, and the only edge is execution.
- ๐ผ The Tower — a roguelite climb where you finally do stack power: start with one spell, climb 100 floors of swarms and bosses, stacking upgrades and augments — defeat the tower's architect, then climb forever in Endless.
Same skillshots, same terrain-shaping, same full elemental matrix. The system that makes the duel deep is the system that makes the climb endless — and the kit you build carries between them.
The shared core
- Build your own kit. Five roles — poke / control / attack / defense / heavy — each backed by a pool of interchangeable spells. Mix your own loadout or start from a one-tap spellbook (Pyromancer, Cryomancer, Stormcaller, Trickster, Balanced). Plus a hardcoded i-frame Dash that isn't a slot — it's just always there.
- Two classes. Mage — ranged, terrain-shaping, kite and zone. Fighter — a melee brawler on the same five slots (Slash, Bash, Lunge Strike, Guard, Ground Slam): tankier, faster, swinging a customizable neon blade instead of casting from an orb. Pick MAGE or FIGHTER per player.
- Cooldowns and mana. Damage spells gate on cooldown; everything draws from a regenerating mana pool. Cast smart or get caught empty.
- Environmental persistence is the differentiator. Spells don't just hit — they linger. Ice patches strip your jump and skate you across the floor. Fire patches DOT. Lightning patches zap on contact. And terrain is symmetric — your own patch will hurt you too.
- Elemental interactions are the identity. Fire onto ice melts it to water. Ice onto fire snuffs it. Lightning onto ice makes a shock zone. Lightning onto fire makes an explosion. Fire onto water makes steam. Soaked targets take bonus lightning. Every cast is a question: do I shoot the player, or do I shoot the floor?
โ๏ธ The Duel — PvP, execution only
Three ways to fight, behind one menu — no upgrades, no unlocks, just your kit and your reads:
- VS Bot — a smart-ish dummy (mobile, dodges, hazard-aware) at Easy / Medium / Hard.
- Local 2P — P1 on keyboard + mouse, P2 on a gamepad; assign a device per player.
- LAN — host / join over the network, host-authoritative, up to 4 players: free-for-all last-mage-standing scoring with a waiting-room lobby.
๐ผ Defeat the Tower — the roguelite climb
Start at the bottom with a single spell (Fireball) and base stats, and climb. Every floor is its own arena packed with smaller, faster foes; clear them and you literally climb into the next band stacked above, the floor you beat glowing below you.
- Spend skill points between floors — unlock a spell for each locked role, buff your stats (damage / speed / toughness / health / mana regen), or upgrade individual spells. The shop shows exactly what the next point buys (+12% โ +24% spell damage).
- Augments every 10 floors — pick 1 of 3 run-defining boons (Glass Cannon, Pyroclasm, Manaflow, Chain Reaction, Lifedrain…), never repeating one you own.
- The Shopkeeper turns up on some floors — earn glow from clears and kills, then spend it on up to two consumables (Health Flask, Meteor, Mana Surge) and fire them mid-fight on their own keys.
- Boss floors — named set-piece bosses, each wielding its own slice of the matrix and lighting the whole stage in its element. First up: THE GREAT HEMTER, a chonky, static-charged blue-and-yellow rodent who buzzes the whole arena as he drops in — then Pyrelord, Glacina, Volthrax, Axel (a literal neon rock star), Nimbus…
- BOSS RUSH — one of a set of Halo-style skulls (double HP, faster, attack-more-often, confetti deaths…): flip it and every floor is a boss fight.
- The Summit — floor 100. Face XENOS, THE ARCHITECT — the tower's colossal, rainbow-shimmering final boss, wielding the entire element matrix. Defeat him to Defeat the Tower: a victory celebration, your run banked to the leaderboard — then the choice to keep climbing forever in Endless.
- Power-ups & score — NUKE, INSTA-KILL, DOUBLE POINTS, and +1 HEART drop into the arena; chase a high score across the whole run. Hold Tab any time for your run summary + full build.
- Permadeath, with a soft landing — a fall wipes the run back to floor 1 (and your wizard plummets the whole shaft); Save & Quit suspends a run to resume later.
- Co-op — climb together (local 2P or LAN). Each player keeps their own build, glow, items, and their own upgrade menu (side-by-side on one screen in local 2P). Go down and you drop a revive orb — your partner grabs it to blink you back with a beat of invulnerability. Both down at once ends the run.
- Speedrun-ready — the run clock starts the instant floor 1's countdown hits GO, and floors are seeded by index (identical every run), so the race to floor 100 is fair.
Also in the box
- The Training Room — a short, playable first-run mission that teaches the loop by doing it: dash through a bolt, land a Fireball, freeze the floor and melt your own ice, detonate fire + lightning, block a shot, win a duel — then a bridge straight into the Tower.
- Solo Lab — a practice sandbox to feel out the kit and the interaction matrix.
- Arcade "joystick mode" — one-stick 8-way aim for an arcade stick / cabinet, with optional spell-cycle and smooth analog aim.
- Wizard customizer — recolor, crosshair style, spinnable neon parts.
- An animated boot-up intro, an in-game interactions reference, achievements, a pause menu, and full keybind customization (KB+M / gamepad / arcade).
- 1.0 polish — every fighter now materializes into the arena with a springy spawn (no more blinking in), and the menus got a neon glow-up: buttons that light up, a color-coded interaction matrix, and two-column Tower & LAN screens. Launches fullscreen.
What's in v1.0
- โ Arena, mouse reticle, build-your-own 5-slot kit, dash with i-frames
- โ Two classes — ranged Mage and melee Fighter, selectable per player
- โ Environmental patches with reactions (fire / ice / lightning / water / shock / steam / earth)
- โ Hybrid resource model — per-spell cooldowns + a mana pool
- โ Bottom ability-bar HUD with live clockwise cooldown wipes
- โ Hit juice — screen shake, hit-stop, knockback, squash & dash lean, crosshair death-burst
- โ Smart-ish bot (Easy / Medium / Hard) for solo play
- โ Local 2P via gamepad — P1 on KB+M, P2 on controller
- โ Arcade "joystick mode" — one-stick 8-way aim for an arcade stick / cabinet
- โ LAN multiplayer — host / join, host-authoritative, up to 4 players (free-for-all scoring + waiting-room lobby)
- โ Every fighter materializes in with a spawn animation; menu glow-up + neon buttons; launches fullscreen
- โ Defeat the Tower — roguelite climb: skill-point upgrades, 10-floor augment picks, a glow shopkeeper + consumables, power-ups, score, permadeath, save & quit
- โ Named Tower bosses — element-themed, with stages that light up and tint to their color
- โ The Great Hemter opener + BOSS RUSH & other run-modifier skulls
- โ Floor 100 summit (XENOS) โ Endless mode
- โ Tower co-op (local 2P & LAN) — per-player builds, items, and upgrade menus; downed-and-revive
- โ Training Room tutorial, in-game interactions reference, achievements, wizard customizer
- โ Animated boot-up intro
- โ Pause menu, full keybind customization (KB+M, gamepad, arcade)
- โ Builds for Linux, Windows, macOS, and Web
Download
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Development log
- v1.2.153 days ago
- v1.2.054 days ago
- v1.0.0 Launch Day!60 days ago
- v0.9.0 - Bosses, Platform FX & More!61 days ago
- v0.8.262 days ago
- v0.8.162 days ago
- v0.8.062 days ago
- v0.7.063 days ago
