# 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 # WORK WORK ## NOW cost system for items design / implement specs combo specs round system for games add cryps to player find opponent or do pve ## SOON * clean up categories * why is the text fucked? * iconography * full svg buttons to not have to fuck around with text * FAQ * aoe skills * combo skills * keep track of games joined * concede game on leave * ko all cryps on team, check status should correctly assign the winner and drop items * 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 * 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