Paper prototype of my bag building battle idea.
I hope to achieve something along the lines of building a strategic deck with the decision of what to put into your monster (outside the battle), fast combat that stays engaging through random draws and risk/reward decisions (your monster can overload if you're pushing it too far) and still being chill (no time component and different difficulty options).
Every round you channel an attack through drawing shards/essences from your monsters. When you decide to strike, the damage gets calculated and you can then "buy" temporary shards that are different in every environment (think forest, swamp, snowy mountain etc.). Then they go into your monsters bags and the enemy strikes.
The damage is not put onto the monsters, but a progression bar that starts in the middle. Enemy attacks push it left and you need to reach the right end to defeat them and get the loot.
Taming can happen after pushing it to like 80 % and you need to use some kind of item and of course skip your round.
I aim for 3-4 rounds on normal enemies.
What's in your monster bag you ask? There are different shards representing some type of item/power/attack type and constant shards that further the damage, but also give you overload points. The shards could be crafted or dropped as loot. Maybe you need to find a recipe first. There will be different shards with mechanics that give you more control over your bag, hinder or slow the enemy and "heal" your party.
Temporary environment shards can multiply your damage or do other funny things. This is going to be a balancing hell 😂 maybe I use fixed enemy patterns like in slay the spire.
I want to play it now, but that will take soooo long to prototype. And I'm so tired. I had the idea yesterday evening and was so excited that I barely slept.
Oh and you didn't know that the game is going to be a creature collection game? Well I think I haven't talked about it yet. But you saw that slime I posted a long time ago? He's my first baby.
The flame is such an angry boi 🔥