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The Theme of CHARGE is used once literally and once as a pun. You ride your steed and CHARGE around as your primary action which accrues ENERGY CHARGE.

Pick numbers 1-6 (later the hidden spells too) to commit a charge which sends your steed hurtling at the target (sometimes a wall) to select which spell to discharge.

The game starts as a roguelike then more of a full RPG and lastly as a strategy game but the last part isnt fully built yet.  It's intended later on that if you wait in the title screen and the splash screens that some RTS time will happen in realtime so if you gain in power and have lands or entire planes of existence under your control later, then you can crash your fortunes on purpose by sitting in the attract mode too long.  But it may also randomly benefit you. Still working that out :P

You can save your (J)ourney and continue it at the title screen.  Interface is a little frustrating i am hashing out alternate paths with mouse clicks that are not fully worked out.

This is in keeping with my game making philosophy that ideally the best ones I make have elaborate -ramifications- but you can IGNORE Them and play the base game as simply as like an 80's arcade game.  So you can smash around like you're playing UMoria as a roguelike and ignore stuff and still have a good time.