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(1 edit)

(Log Part 2.)

Time for some Lore™! there's  7 "factions"  which will primarily be differentiated by colour and something of a classical "elemental type". 

  1. Fire dragons: Feisty, attack-oriented, and somewhat speedy. May have special abilities that involve group(AoE) damage. Weak areas: defenses & utility.
  2. Wind dragons: The speediest! Since they're the best fliers, they can out-manoeuver any other unit. Overall the most well-rounded stat wise.
  3. Earth dragons: Defensive powerhouses, and with a little bit of utility. Weaknesses: Middling to weak attack,  very slow.
  4. Nature dragons: Strong attack, some utility, and decent movement. Weaknesses: Very frail.
  5. Water dragons: Defensive but in a slightly different way; their total health will be lower than an Earthen dragon, but they have healing abilities to compensate. 
  6. Cosmic dragons: The nerd dragons. Very strong utility, decent movement, but weak in attack and defense.
  7. Metal dragons: Mostly defense-oriented, but quite rare, and utility wise something of a generalist card that any deck can use. This will make more sense when more card abilities exist.

You might think, "Melon, why does paying their utility bill help them in combat"! Well. I'm using it as a bit of a shorthand for any special card effects. They can be very particular and each individual effect will need to be balanced carefully. Current effects vary from freezing enemies in place to reduced card costs, and a few other things I mentioned in previous posts... (:

For the starting set of cards, I've created a dragons of each type which can then be "evolved" into a powered-up version at a 3-to-1 ratio. There are also mana cards, and the egg card(yes) which can be used as a substitute in card evolution. I'm not totally sure if the 3-to-1 ratio will be better than 2-to-1, so I'll see how it feels in testing.
If the egg card is too powerful I might make... 6 egg cards. (Type specific! Except Metal, because they are special.) 


While I just finished(took long enough) coming up with stats and abilities I'm happy with for the first 16 cards, I just realised I have to write an instructional pamphlet for my beta testers very soon, so they have some idea of what's going on! I'm going to work on that ASAP... (next devlog!)