# 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 be able to reclaim skills / specs from cryp combo specs randomise skill speed round system for games join instance is pve? add cryps to player level bots every round buy out vbox find any combos apply to random cryp ## 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 * 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