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An interesting concept? (Forums : Ideas & Concepts : An interesting concept?) Locked
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Aug 13 2015 Anchor

Hello I have been working on a game concept for quiet some time and thought that I may be able to possibly get some feedback, maybe assistance on a developing idea.

The basic game idea is a combination sped up Chess like elements, RTS elements and RPG elements. The result is a game which takes place on one of many segmented board game like maps in which players summon and move units or build structures to gain a strategic advantage with an ultimate goal of penetrating the opponents base (fortress) or killing one of the players two primary units.

The player is given 10 generic units; A front row of pawn like "Knights" and a back row made of Two stronger "warriors" , two mid strength, mid range "Mages" and the players selected primary units. Behind the starting block is the players fortress which is the opposing players objective to destroy.
Aside from these units, players will use units they've collected or purchased outside the match in a trading card game like format for an exchange in Action points(AP), Stronger units require more AP to summon in game. These Units are categorized into 2 separate families of units, Monsters (Cryptids) and Warriors (Mythics) Cryptids comprise a majority of the units in the game and can fit all different types of niches and roles in game while Mythics are more role specific being either offensive, defensive or a mixture of both. The players two primary's may be either Cryptids or Mythics which adds a lot of customizable options
for designing a proper team of units to achieve victory. Primary Units require Action points to summon in game taken from the default amount of Action point's each player receives at the beginning of the match, In return the primary units get an attack power and Energy buff to make them stronger then a default summon of a unit.

Each unit has a standard, attack and defence stance which can be selected during the players turn for up to 3 units. In the standard stance, a unit can be used with all of its options which include attacking or providing support with one of its abilities or a movement option within a set amount of spaces from the unit.
In the Attack stance, the unit is not able to move for one turn with a 33% increase in damage taken if attacked during this period however, on the next turn, the unit is provided an increase of 33% attack power and speed to do additional damage to an opposing unit faster.

In the defence stance, the unit is not able to move for one turn with a 33% decrease in damage taken if attacked during this period however, on the next turn, the unit has decreased speed of attack on an opposing unit.Instead of the defence stance, Certain units will have a a counter stance, in this stance the unit
is not able to move for one turn with a 33% increase in damage taken however, if the unit is attacked any time during this period it will instantly engage in battle with a 33% attack power buff, ending the opponents turn and engaging in a battle.

All Units have health points (HP) which determines the units health and magic points (EP) which determine a special abilities usage potential as having zero EP would mean the unit can only attack with its basic attack option. All units have a basic attack option and two special abilities to use in battle or for the preparation
of getting into a battle later in the game.

Aside from summon-able units (Summons), the player can also collect cards for the setting of traps on the map or adding additional effects to units in the outside match market. Traps effect a set amount of nearby units when the trigger space is stepped on, and can do anything from weakening the opponents units to making
them stationary for one turn allowing you to attack. Effect cards can add additional attack speed/power, movement speed, Defence, HP, MP or AP gain to a unit
essentially allowing you to upgrade your summoned units during a match for an offensive or defensive edge in the match being played.

The general Gameplay starts by allowing the players (Between 1 and 3 per team) to select their Deck of cards which can either be pre made decks, or player made decks of virtual cards collected or purchased in an online market. Unlike most card games, the player is not provided random cards but can select during the entire game the cards to play on the map from their hand to summon units or set traps for the opponent.

After The players have selected their decks and the Map the will play on, the game begins with the players starting units in their default position in front of the players fortress. The player must first move at least one knight out of the way for their stronger default units to progress forward on the map. On each turn, the player can complete 3 "Actions", which include adding cards to the hand from the deck (A max of 5), movement of a single unit, attacking with a single unit or summoning Units, Effects and Traps from their Deck for an exchange in AP. Each turn concludes with a collection of AP depending on the actions completed in a turn. Killing an opposing unit will reward max HP as AP to the Player, making stronger units a more viable target. Moving a unit rewards 50 AP, Attacking another unit rewards 100AP ETC. In this way the players are rewarded for not only engagement in battle but strategically avoiding heavy battles to build up their team of units and each individual units strength long term.

Players continue to move around the map, summon units/traps/effects and collect MP while setting up strategic plays to engage in battle. Once a unit has entered battle, the play switches to a timing based RPG like battle system in which both players take turns attempting to do damage to the other units with basic attacks and abilities while the other player attempts to block or deflect attacks by timing their own abilities in response. During a battle in this
Battle system each player is either able to attack with one unit or disengage on their turn, starting with the player who engaged in the battle with their attack outside the battle carrying over to the battle system, this attack is a guaranteed hit on the opponent but the Units stance can effect the outcome of this attack.
The opponent may respond with their own attack from an in range unit or disengage after this initial attack, if they do choose to attack the other player, the other player may attempt to defend or counter attack with one of their own abilities during the opponents attack by properly timing their ability. The battle system continues in this way until either player disengages or all of one players units within range of the battle are destroyed. If a unit is destroyed in battle or a trap
set prior has been used/dispelled, this card is no longer usable for a minimum of 5 turns which increases depending on the strength of the cryptid, Trap or mythic that is no longer in use. If one of your starter units is destroyed, this unit will not be able to be re-spawned or re summoned unless a duplicate of the Card exists in the deck of the player.

Players continue to switch between the Game board and Battle system with the ultimate goal of progressing towards and destroying the opponents fortress or primary unit (The equivalent of a Queen in chess), If a player at any point feels defeated before this occurs, the player may surrender to their opponent and discontinue the match.

Edited by: Slayajay

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