Corgi Quest: The Way Home — Full tutorial and Coordinate combinations. Data is loaded from the game and stays in sync.
Move with the arrow keys. Talk to NPCs by facing them and pressing Z. Warps (e.g. map exits) trigger when you step on them. Random encounters occur on certain tiles (grass, paths, etc.).
Turn-based battles: you choose an action, then the enemy acts. Options:
Elements have advantages and resistances. Use the right element (and Coordinate combos) for maximum damage.
Attack and Defense directly affect damage dealt and taken. The battle HUD shows current ATK/DEF for the enemy and each party member (including buffs).
baseAtk and baseDef.growthRate adds to base stats (e.g. +3 ATK, +2 DEF per level for Whisky). Then atk = baseAtk and def = baseDef.baseAtk/baseDef and atk/def).atk + sum(buffAtkStacks), effective DEF = def + sum(buffDefStacks) (up to 10 stacks each). Buffs and debuffs push onto these stacks; the last 10 entries are summed. Buffs come from skills (e.g. Rallying Oink, Dragon Dance) and Coordinates (e.g. party_def_up).baseAtk and baseDef are set from the template, scaled by a random factor (0.8–1.2 for normal fights), plus a level bonus: (party level − 1) × (boss ? 0.8 : 0.5) for ATK and (party level − 1) × (boss ? 0.5 : 0.3) for DEF._recalcEnemyStats() runs when debuffs or buffs change. Debuffs (e.g. ATK↓ 25%) reduce the stat: atk = baseAtk × (1 − debuffSum) + enemyBuffAtk. Buffs (e.g. boss skills that raise ATK) add a flat amount to enemyBuffAtk/enemyBuffDef. Final ATK/DEF are floored and clamped to at least 1.baseAtk is multiplied by 1.25 and baseSpd by 1.15, then stats are recalculated.| Source | Formula (simplified) |
|---|---|
| Basic Attack (player) | dmg = (atk + buffAtk) × 2 − enemy.def plus small random variance (−3 to +3). Minimum 1. |
| Player Skill | baseDmg = skill.power + (atk + buffAtk) × 1.2 − enemy.def × 0.6. Then × element multiplier × combo bonus (1.3 if combo) × random (0.9–1.1). Minimum 1. |
| Coordinate | totalAtk = sum of (atk + buffAtk) for each slot member. baseDmg = recipe.power + totalAtk × 0.8 − enemy.def × 0.4. Then × element × slot bonus (1.5 for 3-slot) × tactical score × random (0.9–1.1). Minimum 1. |
| Enemy attack (single) | dmg = enemy.atk × 1.5 + skill.power × 0.5 − (target.def + target.buffDef) plus random (−3 to +3). Minimum 1. Some skills use 1.2× ATK or AOE multipliers (e.g. 0.7× per target). |
So: raising your ATK increases damage you deal (and some heals that scale off ATK); raising your DEF reduces damage you take. Debuffing the enemy’s DEF makes Coordinates and skills hit harder; buffing your DEF makes enemy hits softer.
In battle, choose Coordinate, then assign slots: each slot is one party member + one of their elemental skills. The game looks up the combination of skill IDs (not elements). If the combo exists in the recipe list, it fires; otherwise it fizzles.
ember_spark + water_jet → Steaming Spark.Damage uses recipe power, party ATK, enemy DEF, element multiplier, and a small random factor. Many combos also have a special effect (buffs, heals, debuffs); the exact values are listed in the table and in the Coordinate combinations data (see “Coordinate special effects”).
Below are all Coordinate recipes that can be performed by distinct party members (each slot is a different character). Who can use shows which character(s) can provide each required skill.