# 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 cryp vbox ensure all skills impl ez Skill::Slay -> red attack with bonus somethingorother for blue / maim no healing aoe Skill::Ruin -> aoe stun on attack Skill::Reflect -> reflect incoming attacks back to opponent Skill::Taunt -> redirect incomnig attacks to self Skill::Toxic -> apply debuff to attackers colour speeds update speed of rest of stack on cryp speed change include target name in effect resolution eg strangle applies buff to self make parry semi-aggressive constants change to ownership pattern ## SOON * vbox drops chances * 50% spec, 25% colour etc * rework damage and resolutions deal_damage(colour) resolutions.push(skill()).flatten() overkill in logs immunity resolution type * confirm cryp without skill ready * iconography * aoe skills * 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 $$$ * Items * Colour scheme * number of cryps * Highlight (dota) colour * fx colours + styles # Db maintenance # Art Styles * 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