# Key Mechanics
* 10d chaos maths, not rock paper scissors
* phys is faster and chaotic
* spells are slow and reliable
* defensives are implicit
  * red_shield is restored, not gained
  * players can feel aggressive

- build archtypes
  fast blue
  slow blue
  red + aggro green
  blue + defensive green


# WORK WORK
## NOW

*CLIENT*
show cooldowns

*SERVER*
siphon might have a prob
put ticks on stack at start of phase

cryp vbox
  update defensives in skill.rs

consolidate buffs debuffs and disables
  no more red/blue

make strike *really* hit first / resolve at same time?

## SOON
* vbox drops chances
  * 50% spec, 25% colour etc

* confirm cryp without skill ready
  * draw big warning !

* iconography
* combo skills

* skills
    * private fields for opponents

* flavour text
  * chat wheel trash talk
  * KO animations and trash talk

## LATER
* redis for game events
* chat
* notifications
* elo + leaderboards
* constants
* change to ownership pattern


$$$
* Items
  * Colour scheme
  * number of cryps
  * Highlight (dota) colour
  * fx colours + styles

# Db maintenance

# Art Styles
* illusions
* Aztec
* youkai
* Pixel
* Industrial

# notables
* prince of peace
  * bonus healing / no damage
* fuck magic
* empower on ko

# Mechanic Ideas
teams
1v1 2v2 3v3

gem td style attr combinations
  stoney + spikey = jagged

  plants
  animals
  viruses
  fungus
  artificial
  elementals

  techno artists for the soundtrack

  slimey
  ghostly

# Principles
* Experience something
* Express something
* Prove something

* 1: Fighting against human nature is a losing game
* 2: Aesthetics matter
* 3: Resonance is important
* 4: Make use of piggybacking
* 5: Don't confuse "interesting" with "fun"
* 6: Understand what emotion your game is trying to evoke
* 7: Allow the players the skill to make the game personal
* 8: The details are where the players fall in love with your game
* 9: Allow your players to have a sense of ownership
* 10: Leave room for the player to explore
* 11: If everyone likes your game, but no one loves it, it will fail
* 12: Don't design to prove you can do something
* 13: Make the fun part also the correct strategy to win
* 14: Don't be afraid to be blunt
* 15: Design the component for its intended audience
* 16: Be more afraid of boring your players than challenging them
* 17: You don't have to change much to change everything
* 18: Restrictions breed creativity
* 19: Your audience is good at recognizing problems and bad at solving them
* 20: All the lessons connect﻿
