Hello once more! We're back for another devlog. Today we'll talk a bit about our game's mechanics and design, delving into our card systems and shops (that we've also teased a bit on our first devlog...).
Alright then, to begin, let's start with our elementals. They've been shown on various images of the game that we've posted here already, but we've never explained exactly how they work (and also how the cards interact with them). It works as a basic elemental wheel-- meaning that Fire beats Grass and vice versa, and that also affects all types of cards and combinations:
The image above is a simple way to understand the basic relationship between the elements. One important distinction to make, though, is that the white arrows show that an element is effective to the other, and the grey arrow shows that it's not effective.
Now, while the relationship between the elements themselves is simple enough, the way that they react to cards may not be that simple, but in general, an effective combination doubles it's effects, while an unnefective one will halve it. Let's use our heal cards and immunity charges (shields) as an example (and please forgive the more 'abstract' graph, as it's not an in-game visual like the other one... the game designer sends his regards!):
For better clarity here, the color of the cards represent their elements. As can be seen, the player will actually heal less if the immunity charges are of an element that beats said heal card (and no extra bonuses will be given when no elemental reaction happens)-- even healing is not exempt from the elemental rules, so we'll really need to be focused at all times when battling.
Well then, we hope you've enjoyed this Devlog! We took a little break last week, but next one we'll come back again. See you then!
TarotByte Studio