Logo of The Spirit Engine 2 featuring a symbolic dragon-like figure
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Developer(s) | Natomic Studios |
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Designer(s) | Mark Pay |
Composer(s) | Josh Whelchel |
Engine | Multimedia Fusion |
Platform(s) | Microsoft Windows |
Release | July 30, 2008 |
Genre(s) | Role-playing video game |
Mode(s) | Single-player |
The Spirit Engine 2 is a two-dimensional, side-scrolling indie RPG drawn, programmed and written by Mark Pay with music by Josh Whelchel. The title is an improved spiritual sequel to The Spirit Engine, a freeware 2D RPG released in 2003.
Outside of combat, the player can move the party along sidescrolling levels, speaking to NPCs and obtaining missions, purchasing or selling items to equip on characters, and moving between areas. Enemy encounters are not random, although enemy type is sometimes randomized. Special statues function as save points.
The Spirit Engine 2's battle system takes place in real time, and characters attack automatically. Battle speed may be sped up, slowed down, or paused. The game removes the mana mechanic of The Spirit Engine that allowed for a limited number of attacks before needing to recharge, and players' actions can be paused to build up extra attack power or wait for an opening. The two teams form lines on either side of the screen. On one side is the player’s three characters, on the other side are the enemies currently being fought. The player can rotate the three party members: changing who is in front, in the middle, and in the back. Melee attacks cause characters to change positions, potentially becoming vulnerable, while ranged attacks can strike back row, or multiple characters. Party members have "damage multipliers" which rise as the number of continuous hits sustained increases and vice versa. Characters, both player and enemy, are automatically revived after a certain amount of time with decreased health. All health is restored between battles.
Each combatant has a unique set of skills that they can draw from. Unlike the "regular actions" of The Spirit Engine, skills must be used at all times, and consist of four damage types. "Skill chains" can be formed for each player, or for the entire party, before battle takes place, and allow a number of skills to be used in sequence depending on the situation. The player characters’ actions begin relatively weak, but can be improved by investing skill points. When the player’s party gains enough experience through defeating enemies, it will gain a level. Higher level parties have more powerful actions in general, however each individual character gains one skill point when the party increases in level. These skill points allow the player to specialize their party members. Skills can only be increased up to a quarter of the party level, and higher level skills are boosted less per skill point. Characters also gain "refund points" which can be used to free previously assigned skill points.