How to Play Coda

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Coda is developing rapidly, things here will be incomplete/go out of date quickly and without notice

WASD = Move Space = Jump C = Duck LeftMouseButton = Attack NumberKeys = Item slots Q = Ride MULE


Items can be equipped and assigned to different channels. Channels represent storage spots on your character. For physical items, such as swords, this is limited to 3 - your back, left hip and right hip. While holding a sword, pressing "1" will assign the sword to "Channel 1" and the item will move from your hands to your back. Pressing "2" assigns it to your left hip and "3" assigns to your right hip. To pull the sword back from one of these channels, hold the Shift key while pressing the corresponding number. Pressing "0" will throw the item.

Jiva Wheel

Jiva is the small 5 colored star in the lower right of the screen. It represents your character's health. When it is reduced beyond zero, your character is no longer able to move and will go unconscious. He will rest until the Jiva energy has been restored to positive levels, but remains extremely vulnerable during this time. Jiva is composed of 5 distinct energy types. Each energy has a set of abilities which feed or consume it. Energy flows clockwise around the circle at all times. As one energy gets too small or too large, the energy immediately counter clockwise begins to feed it in order to bring it back to normal levels. As one energy feeds another, its own strength is reduced. Coda is about harmonizing the energy available to you. Having too much energy is just as detrimental as have too little.

A description of each energy type


Not currently implemented.


Taiji is used in jumping, dodging and dashing. Tap twice quickly in a direction to TaijiDash. This will consume some amount of Taiji energy. Pressing jump while holding duck will TaijiJump. This will consume some amount of Taiji energy.


Qi is the energy of sword combat. It can be consumed to allow huge strikes, but is most commonly used as a buffer which gets eaten away as you parry attacks. The sword system is extremely strict and complex at high levels, but (after some tweaking will soon be) delightfully accessible and intuitive for beginners. Sweeping the camera to the left or right increases the strength (and warmup time) of your attack for a broader stroke than if the player were to click directly on the target. More details can be found in the Sword Combat Theory section.


Xing is comprised of 5 sub energy types. Metal/Sky, Water, Nature, Fire, and Earth. Each element relates to the others by controlling, consuming, feeding or insulting. For now, Xing is implemented as simple projectiles which collide and combine with one another. To use Xing, put your sword away. Once your hands are free, click and hold the right mouse button. A star of colors appears on screen. Drag your mouse towards the color of your choosing. As you do this a Xing seed is created. Xing seeds can either be fired like weapons (left mouse button) or placed in a channel like an item (number key). Having seeds which are too large, or too many smaller seeds will drain your Xing and kill you.


Psi allows powers such as grip, pull, push, burst and so forth. Psi is created from combining opposing Xing types. Not currently implemented.