v4.0
- Added ‘Passive Abilities’
- Passive abilities are just like standard abilities, but do not have a cost - they are always active.
- Added Neurogenesis (Support)
- Neurogenesis focusses on boosting its allies through use of powerful passive abilities. It does not like to engage in combat, and is almost entirely passive.
- Added ‘Neuroplasticity’
- Passive ability that grants 5 HP of healing to any Conjure on Neurogenesis’ side every time they take damage, excluding the Conjure being attacked.
- Added ‘Recall’
- Ability that allows Neurogenesis to copy any attack on the field to replace Recall for the rest of the game.
- Added Imprisoned (Defence)
- Imprisoned focusses on reducing the potency of opponents by negating their damage, and drawing focus into itself to allow its teammates to shine.
- Added ‘Dread Field’
- Passive ability that triggers when an incoming attack uses its additional effect, granting the target a 15 damage increase on their next attack.
- Added ‘Shadow Strike’
- 10 damage attack that deals 10 additional damage for every turn Imprisoned is not attacked.
- Added Impervious (Defence)
- Added ‘Bulk Modulus’
- Ability that charges Retribution by 10 damage whenever Impervious is hit.
- Added ‘Retribution’
- 15 damage attack that deals additional damage depending on the charge accumulated by Bulk Modulus. Charge resets to 0 after use.
- Split Conjures into 4 ‘classes’:
- Abstract, Human, Monster and Digital
v4.1
- Conjure card designs have been overhauled for the sake of cleanliness, organisation, readability, and thematic consistency.
Reflection & Next Steps:
- Just like in the last reflection, the game is not feeling particularly enjoyable. I’m genuinely trying to add variability and balance the numbers, but I think there is a fundamental flaw in the design that I’m missing. Obviously the primary difficulty is the difficulty of not being able to keep track of each variable per turn, but if I strip back said variables, the game could effectively be won on the first turn. Play testers did suggest that adding a board and movement would be a much more interesting direction for the game to take, so I think I’m going to bite the bullet and make the switch, as I don’t want to beat a dead horse.
- My plan of action is to simply rework the attacks and abilities to be focussed around the board, with areas of effect, then to get stuck in with play testing. I’ve figured that, as much as research can be beneficial, it is absolutely nothing compared to actually playing the game and watching interactions unfold in real time. Get movement added, and playtest asap.
- Passive abilities were a really beneficial addition I think - they enable otherwise weaker Conjures to immediately get engaged in combat, making for some really unique and interesting interactions between Conjures. I definitely need to draft up some more passive concepts for other Conjures, as they could make the transition to a movement based game all the better.
- Experiment with more passive abilities.
- The card design overhaul I did was absolutely the right call. I do enjoy the previous designs, but there is a level of cleanliness and efficiency with the new design that the previous one did not achieve. I think the new cards also fit the overall game aesthetic better, as the previous ones were a bit too dreamy and ethereal, whereas the new design is darker and more rigid.
- I definitely need to tinker around with the designs a bit though, as there is still room for improvement. I need to focus mostly on readability and wording, just to make sure the text fits the game and is optimal for reading.