Kouvb593kdnuewnd
Left Forever
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- Jul 3, 2012
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Here is one of the game concepts I have thought out over months and like most of my concepts it take heavy inspiration from board games and card games. It is also inspired by boxing.
It is a two player game with the goal of the game is to either win more rounds than your opponent or KO your opponent. A game is played out over a series of rounds with a round is equivalent of a turn in other games.
Each round have two phases, a planing phase and a playout phase, starting with the planing phase.
During the planing phase both players set up their cards. The game use a double card system as there are two major categories of cards, action cards and magic cards.
Each round have a length and the length determines how many action you get to do, the order in which they are placed is also important because the first action is played first and so on.
Action cards themself determines what you are going to do during that action. It can for example be to use a magic card (which is a very weak action) while a much more powerful action can be to use 5 magic cards. Other actions are such as dodge which allow you to dodge most enemy spells and can be played together with a magic card action another action is to charge up which increase your charge value (we come to that a bit later). There are two categories of actions, main action, one which must together be played every time and only one main action can be played each time. The other action category are support actions which can be played together with each other and with the main action. Play magic card and charge up are example for main action while dodge is example for support action.
Magic cards are all kinds of various spells. From simple magical missiles that do damage to stuff that change the rules of the game such as increasing or decreasing the length of the rounds or even remove rounds from the game. The power of your spells depend on how much charge you can put into them, a very well charged magic missile can instantaneously KO your opponent but because pretty much each spell will always consume all your charges and charges are generally not keept inbetween rounds it is very tricky to build up a large amount of charges and even then the spell can be stopped or dodged.
After the planing phase the playout phase is started. This phase is completely automated. First action for both players are played out simultaneously and so on. After all actions have been played out the next round planing phase start.
Stamina is a very important resource, it is the currency in which you pay to use your actions and spell with more powerful actions is less stamina efficient. Like a use 5 magic cards action cost more stamina than 5 use 1 magic card actions, this way you can play very aggressively but it will drop your stamina very quickly or you can play conservative with your stamina. How many rounds the game will last may determine your decision. Without any stamina you wont be able to do any actions at all, even dodging cost stamina so you will just be a target and likely lose.
Health is the other important resource because if that runs out that player is KOed which is an immediate win for the opponent. The other way to win is to win more rounds than your opponent which is generally done by scoring more hits on your opponent than they score on you but how well you did in one round don't mean anything in the next one so you need to outdo your opponent over the majority of the rounds.
To make the game more interesting, damage, health, stamina and round scoring numbers are hidden and randomised. You do get a somewhat accurate feedback how much stamina and health your have left but no exact numbers, you have to figure that out with experience. This is done to avoid turning the game into a math game which I feel go against the spirit of the game.
Now I did not mention all types of action and magical cards I have thought out but I don't think that is needed to explain the concept, adding cards is quite easy so I feel there is no need to talk about them. But what do you think? If there is something I missed please tell me so I can add it.
It is a two player game with the goal of the game is to either win more rounds than your opponent or KO your opponent. A game is played out over a series of rounds with a round is equivalent of a turn in other games.
Each round have two phases, a planing phase and a playout phase, starting with the planing phase.
During the planing phase both players set up their cards. The game use a double card system as there are two major categories of cards, action cards and magic cards.
Each round have a length and the length determines how many action you get to do, the order in which they are placed is also important because the first action is played first and so on.
Action cards themself determines what you are going to do during that action. It can for example be to use a magic card (which is a very weak action) while a much more powerful action can be to use 5 magic cards. Other actions are such as dodge which allow you to dodge most enemy spells and can be played together with a magic card action another action is to charge up which increase your charge value (we come to that a bit later). There are two categories of actions, main action, one which must together be played every time and only one main action can be played each time. The other action category are support actions which can be played together with each other and with the main action. Play magic card and charge up are example for main action while dodge is example for support action.
Magic cards are all kinds of various spells. From simple magical missiles that do damage to stuff that change the rules of the game such as increasing or decreasing the length of the rounds or even remove rounds from the game. The power of your spells depend on how much charge you can put into them, a very well charged magic missile can instantaneously KO your opponent but because pretty much each spell will always consume all your charges and charges are generally not keept inbetween rounds it is very tricky to build up a large amount of charges and even then the spell can be stopped or dodged.
After the planing phase the playout phase is started. This phase is completely automated. First action for both players are played out simultaneously and so on. After all actions have been played out the next round planing phase start.
Stamina is a very important resource, it is the currency in which you pay to use your actions and spell with more powerful actions is less stamina efficient. Like a use 5 magic cards action cost more stamina than 5 use 1 magic card actions, this way you can play very aggressively but it will drop your stamina very quickly or you can play conservative with your stamina. How many rounds the game will last may determine your decision. Without any stamina you wont be able to do any actions at all, even dodging cost stamina so you will just be a target and likely lose.
Health is the other important resource because if that runs out that player is KOed which is an immediate win for the opponent. The other way to win is to win more rounds than your opponent which is generally done by scoring more hits on your opponent than they score on you but how well you did in one round don't mean anything in the next one so you need to outdo your opponent over the majority of the rounds.
To make the game more interesting, damage, health, stamina and round scoring numbers are hidden and randomised. You do get a somewhat accurate feedback how much stamina and health your have left but no exact numbers, you have to figure that out with experience. This is done to avoid turning the game into a math game which I feel go against the spirit of the game.
Now I did not mention all types of action and magical cards I have thought out but I don't think that is needed to explain the concept, adding cards is quite easy so I feel there is no need to talk about them. But what do you think? If there is something I missed please tell me so I can add it.
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