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Lore intro video: 

The game

The game is an automated tug of war deck builder game. The forces of light and darkness rage a world ending war, where you - as the representative of nature - try to keep up the balance without becoming corrupted.

Inspired by:

Controls

Drag from a card to a unit to apply it’s effect. The effects are:

  • DMG: Deal 50 damage (current units have 100 HP)
  • SLOW: Slow down the unit
  • HASTE: Speed up the unit
  • DEF: Apply flat defense to a unit (all damage taken will be reduced)
  • HEAL: Heal a unit

The player can also directly summon a unit to either side, which adds to the corruption meter. If the corruption meter fills to 10, the game ends.

Gameplay

The player represents a neutral force (nature) that can support either side. The motivation is that the world needs to stay somewhat balanced to survive, if light prevails, everything fades away into lightness frozen in eternal peace, however if darkness wins, everything withers away and dies, falling into entropy.

A run begins with the balance meter set to neutral, the player drawing a hand from the currently available set of cards, and the forces starting to spawn random starter units to battle each other.

The balance changes after each dying troop or when troops pass through to the other side of the battlefield.

The cards interact with the troops of both sides, powering them up, hexing them, doing damage or healing.

The goal is to keep the balance as long as possible. The run ends where either side pushes through the balance meter or the player becomes corrupted.

Later, not in v1.0.0:

When the run ends the player gains XP and unlocks new cards to add to the deck in the next run.

The fun in the run comes from chaos introduced through various events, and generally from the surprise and anticipation of what new cards will be unlocked, and how long the player can progress.

Misc ideas

  • sides should have some kind of automatic troop progression (indicating what they want to start sending next so the player can plan and react)
  • There could be heroic troops spawned randomly to make it harder to balance
  • Weather effects for global bonuses and maluses to certain units
  • the music and the battlefield should react to changes is the balance meter ( eg: more fire and smoke, black charred trees with chaos having more dominance)
  • Random item drop from units that convert to ephemeral cards
  • An album of cards collected

Stuff used to create the game:

Music:

https://kyle-merckx.itch.io/boss-battle-music-free

- https://jottesen.itch.io/loopable-video-game-music

Sound FX:

https://punkzen.itch.io/medieval-adventure-sound-effect

https://dillonbecker.itch.io/sdap

https://pvgames.itch.io/infernus-tileset

https://ellr.itch.io/universal-ui-soundpack

Graphics:

- Leonardo.ai + Photopea for most assets

https://icons-for-free.com for some UI assets

Development log

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