1.8 KiB
Executable File
1.8 KiB
Executable File
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Battling
- QOL
- auto login
- ws reconnect ✔️
- Levelling
- Global rolls
- Logins ✔️
- Cryp Ownership ✔
- Matchmaking
- Lobbies
- Create
- Join
- Resolve
- Lobbies
- Stats
- Scrabble grid
- skills
- offensive -> choose target
- defensive
- Items
- rez ✔
- unselect item with esc + button
- Grid reroll
- Colour scheme
- Missions
- Bosses
- QOL
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Cryp Generation *
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Blockchain Integration?
Principles
- Experience something
- Express something
- Prove something
Mechanic Ideas
teams 1v1 2v2 3v3
physical, magic, pure dmg? elemental?
items give skills
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 battle
- 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 ability 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