diff --git a/item-durability-boardgame.md b/item-durability-boardgame.md index facf6f1..162f453 100644 --- a/item-durability-boardgame.md +++ b/item-durability-boardgame.md @@ -10,10 +10,15 @@ Solo boardgame which main idea relies on the item durability design concept from - The player's main goal is to constantly have 1 working weapon, maybe multiple ones to raise their strategic options, but they will consume item slots (3 max) - Items slots will raise over the course of the game to increase strategic options - Goal could be to reach an exit tile on each floor, every 3 floors there is a boss where you need to defeat an enemy in particular -- Some items will have effects on movement (move diagonally, move 2 tiles instead of 1, move backwards) while others will have supportive effects (Duct tape: enemies do not move this turn, Vigor potion: +1 attack for engaged weapon, some item: gold reward if engaged when killing an enemy) + - Between floors, the player will be able to interact with a Convoy: they see the next map, then they can put one of their items in storage & manage what they bring for this map depending on what they see. + - The goal is for this sequence to be short (1-2 minutes), but to not bring a sword good at dealing with multiple enemies for a 1-enemy encounter to save uses for a floor which will make a better use of it +- Some items will: + - have effects on movement (move diagonally, move 2 tiles instead of 1, move backwards); + - have supportive effects (Duct tape: enemies do not move this turn, Vigor potion: +1 attack for engaged weapon, some item: gold reward if engaged when killing an enemy) + - be instant-use and apply buffs (in a buff zone) which will be active for a certain number of turns and give a benefit to the player (Similar to Bonuses in Fire Emblem Heroes) - Enemies will be cards on the board with an HP value, and a predictable, transparent movement & attack pattern communicated to the player. They may move before OR after the player's action - Most basic enemy just goes towards the player, privileging horitonzal movement before vertical to break ties for example - - More complex enemies could follow varying patterns depending on turns, etc. To define + - More complex enemies could follow varying patterns depending on turns, etc (plays before the player on odd turns, after on even turns; does not move but attacks at range on even turns, ...). To define - Idea to perhaps explore: there could be various kinds of terrain on the 6x6 grid, which carry over from one fight to the other: - Example could be "grass terrain: fire weapons deal 1 more damage when the enemy is on them", or "ice: immediatly slip to the other end of this tile when entering it", or "brick wall: impassable" - I love deckbuiling so there could be a deckbuilding element allowing you to play 1 (or more effects if engaging certain items) from a hand of 3-4 cards (such as +1 attack, enhanced movement, placing terrain, ...)