Hello all
This is the first time posting (more of a lurker) but I have enjoyed the ideas tossed here.
I am not really a designer, never managed to do anything other than build a couple of prototypes, hit a design wall, and have the games fade as real life events piled up.
I am hoping I can turn it around by posting here, as a sort of devlog. Hoping having fellows to brainstorm with will help avoid the end my other ideas had.
So, onto the idea.
Working name is Combocrawl. It is a coop dungeoncrawl, with a focus on giving to the the players the feeling that they are powerful through the use of combos.
Tossing various ideas around but the main mechanics and core concepts are below.
The game is a card game of sort. The player has a deck that contain the maneuvers he has learned through his career. He also has a hand of cards, with the hand size increasing with level (although I am considering a variant of this). To power and use his card he has a pool of "stamina" named prowess.
Pretty standard up to now.
Each character has a board with five places for cards. The first is the coodown, the second has the number 1, then 2, then 3, then 4, and lastly 5.
Each turn is composed from five rounds ie. people choose if the will put a card in space 1. Then they act as well as the monsters with initiative of one. Then the same for space 2.
The cards upper section have the action. The place where the card will be placed determines the initiative of the action (lower goes first), the cost in prowess (although there might be card with cost modifiers) and the effect as most cards have variables that are determined by the position of the card on the board.
If a card is placed immediately in the next spot as another they are considered a chain.
The cards lower section each has a modifier that enhances the next card in the chain (ie it might add a target to the following attach, or an AoE, or push etc)
The last benefit of the chain is that depending on you class you get a bonus according the the length of the chain.
Lastly, you must expend prowess to defend. And damage required you to discard prowess.
Other ideas I am tossing around:
1) Prowess is composed of three colors of tokens representing three stats.
Thanks for your time reading this!
Questions welcomed as the can help me put my thoughts in order.
Thank you!
Yes exactly. I would like to give the players a feeling of empowerment. Furthermore, if I do it correctly, playing the same three cards as a chain but in a different order will have a significantly different result :)