# Principles * Experience something * Express something * Prove something # WORK WORK * handle unserializable cryps * Global rolls * notifications * rejoin in progress games * skills * check cryp status when resolving skills * ko / stun / silence etc prevent effect * handle setting account better maybe? * calculate * hp increase/decrease * private fields for opponents * write players row for every team+cryp added * return results<> * defensive * Cryp Generation * * Items * Colour scheme * Missions * Bosses # Db maintenance * delete games when a cryp is deleted * does this need to happen? can have historical games # Art Styles * Aztec * youkai * Pixel * Industrial # Mechanic Ideas teams 1v1 2v2 3v3 skill order defined by cryp/skill speed counter -> dmg <-> heal gem td style attr combinations stoney + spikey = jagged plants animals viruses fungus artificial elementals first strike techno artists for the soundtrack slimey ghostly * 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