New Game Mechanics:

I will be introducing some new game mechanics to make the gameplay as unique as possible for every playthrough, and make it more fun, and challenging at the same time. Not all elements will be available at the beginning of the game, this is to implement new features of the game. See below what new features will be introduced.

New Features:

Story Mode and Survival Mode

  • Story Mode
    • This mode features a roguelike character progression playthrough, where you will be a pilgrim visiting each region to study and learn the powers of the crystals.
  • Survival Mode
    • This mode will let you jump straight into the game, however, you will have to choose which elements you get to have, possibly from unlocked elements in Story Mode (TBD). The game will progress through multiple waves, and unlock new elements to be added to your arsenal.

Character Selection

  • You will be able to select a character that has a unique affinity to a selected element, which will be stronger compared to other characters. (i.e. Fire mage has stronger fire spells, etc.)
  • The characters will also have a weakened element in contrast to their element.
  • Each character starts off with 1 element, native to their starting region. (Starting Region will be locked, at the moment)

Regions, Areas, and Environmental Effects

  • Regions
    • Since there will be a character selection, the characters will start at their native regions.
    • In story mode, you will choose which regions you have to visit to unlock the element in that region.
  • Areas and Environmental Events
    • The battlegrounds change from time to time and certain elements are buffed or nerfed depending on the area.
    • For example, a Forest Area is susceptible to Fire attacks, and tall grasses could easily burn and spread. Monsters, then, walking through the grass will get burned and damage.
    • Another example, a Snow Area, where snow can be melted by fire, unless an Snowstorm or Blizzard Event is happening, Fire element will be weaker and would be easily doused.

    Essence Points

    • What’s in it to play a game and lose all of your hard earned progress?
    • Essence points will be dropped by monsters, depending on what type, which area, and region.
    • These points are used to upgrade and improve your elements power (i.e. Damage, Effects, Cooldown, Duration, etc.)
    • However, essences are unique to each element, where Water essences can only be used on Water Element upgrades.

    Bestiary

    • There will also be a bestiary to learn more information about monsters.
      • Element and Weakness
      • Essence Drops
      • Health and Damage

      So far, these are the features that I aim to implement on the game for the release version. I may implement new features as well or rework what is listed above.

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